<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.pinwiki.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Chibler</id>
	<title>PinWiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.pinwiki.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Chibler"/>
	<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php/Special:Contributions/Chibler"/>
	<updated>2026-10-19T19:27:13Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.13</generator>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80&amp;diff=26079</id>
		<title>Gottlieb System 80</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80&amp;diff=26079"/>
		<updated>2026-10-13T22:38:12Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* Reset Board */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Gottlieb_Repair_Guides | Gottlieb® solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 1st gen boardset.jpg‎|300px|thumb|left|Gottlieb® System 80 Board Set - 1st Generation ]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
			&lt;br /&gt;
Gottlieb&#039;s® second generation of solid state pinballs is System 80.  Capabilities were increased in terms of controllable lamps, solenoids, gameplay, and sound.  No longer tied to an EM-esque platform, Gottlieb® started to introduce games with more unconventional asymmetric playfields.  System 80 marked a foray into double and triple level playfields, speech, and multiball. Unfortunately, it also represented a lateral step in reliability, with battery corrosion, connectors, and bad grounding plaguing the design.  Nearly all the same issues as were present with the System 1 platform.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
			&lt;br /&gt;
[[File:System80cabinet.jpg|300px|thumb|left|Gottlieb® System 80 Board Set - 2nd Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Just like the System 1 games, the System 80 / 80A / 80B design relied solely on connectors and daisy-chained wiring to transport the ground lines from board to board. The exception is that the large ground plane used with System 1 games was no longer used behind the boards with the System 80 games. Gottlieb® still opted to use plastic standoffs to elevate and secure the boards to the backbox or the back side of the lamp box insert. Thus, if a single ground connector failed in the chain, the logic ground could fail for one or several of the circuit boards. This could potentially lead to locked on coils, relays, and / or controlled lamps. In turn, transistors and chips would fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:Later gtb sys80a boardset.jpg|300px|thumb|left|Gottlieb® System 80A Board Set]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 platform was used for a total of nine years from 1980-1989.  During this period, there were three main versions of the boardset.  These three versions are referred to as: System 80, System 80A, and System 80B.  System 80 was used from 1980-1982, System 80A was used from 1982-1985, and System 80B was used from 1985-1989.  The easiest way to differentiate between the three versions is by looking at the style of displays which were used.  System 80 used 6-digit displays for scoring, and in some instances, for bonus values or timers.  System 80A used 7-digit displays for scoring, and 6-digit displays for bonus values or timers too.  Both the 6-digit and 7-digit displays were limited to displaying numeric values.  System 80B differed the most by using two 20-digit alpha-numeric displays, which were stacked on top of each other.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
[[File:Early gtb sys80b boardset.jpg|300px|thumb|left|Gottlieb® System 80B Board Set - Early]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Shortly after the onset of using the System 80B boardset, it was evident that the complexity of playfield designs had quickly outgrown the boardset.  Remote satellite boards, and transistors littered the underside of the playfield and inside the cabinet, because the driver board was too undersized to handle these extra duties.  A new boardset, known as the System 3 platform, was under development, but was not released until nearly 4 years later in 1990.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
	 &lt;br /&gt;
[[File:Typical gtb sys80b boardset.jpg|300px|thumb|left|Gottlieb® System 80B Board Set - Typical]]&lt;br /&gt;
[[File:GTB Later 80B Backbox.JPG|300px|thumb|right|Gottlieb® System 80B Board Set - Later Games (Hot Shots, Bad Girls, and Big House]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once a System 80 / 80A / 80B game has been methodically gone through with board design grounding flaws and connectors corrected, they are just as reliable as any of their contemporaries.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Games==&lt;br /&gt;
===System 80 Prototype===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|The Incredible Hulk || 1979 || Unknown (10 presumed, 4 confirmed) || 500 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit || A small number of games were used as a testing platform, which featured the system 80 boardset instead of the system 1 boardset. Confirmed games include serials 01440, 01442, 01443, 01447.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80 1st Generation===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|The Amazing Spiderman|| 05-1980 || 7625 || 653 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Panthera|| 06-1980 || 5220 || 652 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||   6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Circus|| 06-1980 || 1700 || 654 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit || Ultra Widebody &lt;br /&gt;
|-&lt;br /&gt;
|Counterforce|| 06-1980 || 3870 || 656 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||   6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Star Race|| 08-1980 || 870 || 657 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit || Ultra Widebody  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80 2nd Generation===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;Sound&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|James Bond|| 10-1980 || 3625 || 658 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Time Line|| 12-1980 || 3167 || 659 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Force II|| 02-1981 || 2000 || 661 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Pink Panther|| 03-1981 || 2840 || 664 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Mars, God of War]]|| 03-1981 || 5240 || 666 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || First Gottlieb® with speech, lane change, and multi-ball&lt;br /&gt;
|-&lt;br /&gt;
|Volcano|| 09-1981 || 3655 || 667 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || Export games used [[Media:Gtb_sys80_sound.JPG | sound only]] board&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Hole]]|| 10-1981 || 8774 || 668 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || First Gottlieb® with 2-Level playing area, Export games used [[Media:Gtb_sys80_sound.JPG | sound only]] board and a simple single backglass with no spinning disc.&lt;br /&gt;
|-&lt;br /&gt;
|[[Haunted House]]|| 06-1982|| 6835 || 669 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 6-digit || First game with 3-Level playing area, Sound only, but used sound &amp;amp; speech board w/o the speech chip installed.&lt;br /&gt;
|-&lt;br /&gt;
|Eclipse|| 1982 || 193 || 671 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit || Production game and available as a kit for James Bond 007 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80A===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Devil&#039;s Dare|| 08-1982 || 3832 || 670 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || Export games used the [[Media:Gtb_sys80_sound.JPG | sound only]] board&lt;br /&gt;
|-&lt;br /&gt;
|[[Caveman]]|| 09-1982 || 1800 || PV810 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || Pinball / Video game hybrid &lt;br /&gt;
|-&lt;br /&gt;
|Rocky|| 09-1982 || 1504 || 672 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|[[Spirit]]|| 11-1982 || 1230 || 673 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Punk!|| 12-1982 || 959 || 674 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board  &lt;br /&gt;
|-&lt;br /&gt;
|Striker|| 11-1982 || 910 || 675 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Krull|| 02-1983 || 10 || 676 || [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Goin&#039; Nuts|| 02-1983|| 10 || 682 || [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Q*bert&#039;s Quest|| 03-1983 || 884 || 677 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Super Orbit|| 05-1983 || 2100 || 680 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]]  || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board &lt;br /&gt;
|-&lt;br /&gt;
|Royal Flush Deluxe|| 06-1983 || 2000 || 681 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]]  || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board  &lt;br /&gt;
|-&lt;br /&gt;
|[[Amazon Hunt]]|| 09-1983 || 1515 || 684 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]] or [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board. Later production games used the [[Media:Gtb_sys80a%26b_sound.JPG|sound only]] piggyback sound board &lt;br /&gt;
|-&lt;br /&gt;
|Rack &#039;Em Up!|| 11-1983 || 1762 || 685 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Ready... Aim... Fire!|| 11-1983 || 390 || 686 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Jacks to Open|| 05-1984 || 2350 || 687 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Star]]|| 06-1984 || 1065 || 689 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || 689A Denotes a revision in the ROM code&lt;br /&gt;
|-&lt;br /&gt;
|The Games|| 08-1984|| 1768 || 691 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Touchdown|| 10-1984 || 711 || 688 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|El Dorado City of Gold|| 09-1984 || 905 || 692 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Ice Fever|| 02-1985 || 1585 || 695 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80B===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Chicago Cubs Triple Play|| 05-1985 || ~1365 || 696 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Bounty Hunter|| 07-1985 || 1220 || 694 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Tag Team Pinball|| 09-1985 || 1220 || 698 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] ||  Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Rock|| 10-1985 || 1875 || 697 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 || DIP switches 7 and 8, while listed as &amp;quot;spares&amp;quot;, 7 is actually used to turn attract sounds on / off.  There is an addendum added to the first page of the manual stating as such.&lt;br /&gt;
|-&lt;br /&gt;
|Raven|| 03-1986 || 3550 || 702 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Rock Encore|| 04-1986 || 245 || 704 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||Production game using same playfield art as Rock, but mainly available as a conversion kit for Rock&lt;br /&gt;
|-&lt;br /&gt;
|Hollywood Heat|| 06-1986 || 3400 || 703 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Genesis|| 09-1986 || 3500 || 705 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings|| 10-1986 || 3260 || 707 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break|| 04-1987 || 3550 || 706 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo|| 02-1987 || 4315 || 708 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]||  Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Arena|| 06-1987 || 3099 || 709 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]||Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Victory|| 10-1987 || 3315 || 710 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Lady|| 02-1988 || 2700 || 711 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|TX Sector|| 03-1988 || 2336 || 712 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War|| 04-1988 || 2130 || 714 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Excalibur|| 11-1988 || 1710 || 715 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||Start of the MA-1133 CPU Board. No actual speech callouts are present in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls|| 11-1988 || 2500 || 717 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||  &lt;br /&gt;
|-&lt;br /&gt;
|[[Big House]]|| 04-1989 || 1977 || 713 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 || &lt;br /&gt;
|-&lt;br /&gt;
|Hot Shots|| 04-1989 || 2342 || 718 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||  &lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters Inc.|| 08-1989 || 2000 || 719 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 || Uses 3 sound boards - uses 50v to power flippers &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game date of release, production numbers, and model number provided by the Internet Pinball Database - http://www.ipdb.org&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
===Recommended Documentation===&lt;br /&gt;
====Manuals====&lt;br /&gt;
* A game manual.  Pinball Resource has many factory originals still left, and reprints of everything else.&lt;br /&gt;
&lt;br /&gt;
====Theory of Operation &amp;amp; Repair Guides====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Gottlieb Star Series 80 Service Manual&lt;br /&gt;
|[[file:Gottlieb-star-series-80-service-manual-cover.jpg|thumb|left|140px]][[file:Gottlieb-star-series-80-service-manual-cover-alt.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Information on how system 80 operates, with troubleshooting information outlined.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1983 Technical Seminar Workbook&lt;br /&gt;
|[[file:Gottlieb-technical-seminar-workbook-1983-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Information on how system 80 operates, with troubleshooting information outlined.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parts Catalogs====&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; schematics, and diagrams for controlled lamp, solenoid, and rubber locations. Gottlieb tended to publish a lot of game-specific information in parts catalogs. These have exploded diagrams of assemblies, particularly in earlier games that had the thinner, much less helpful manuals. Playfield parts, lamps, and switches are all diagrammed out. These also have collected service bulletins. Reprints are available from Pinball Resource.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1982 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1982-parts-catalog-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Counter Force, Star Race, James Bond, Time Line, Force II, Pink Panther, Mars God Of War, Volcano, Black Hole, Haunted House, Devil&#039;s Dare, Caveman, Rocky. This catalog also features system 1 games.&lt;br /&gt;
|Includes parts assemblies, plus switch matrix and controlled lamp locations, board layouts, schematics, and board parts lists, coin door parts, and some cabinet parts. Includes System 1 and 80 parts and boards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1987 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1987-parts-manual-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Volcano, Black Hole, Haunted House, Devil&#039;s Dare, Rocky, Spirit, Rock, Striker, Q*bert&#039;s Quest, Super Orbit, Royal Flush, Amazon Hunt, Rack &#039;Em Up, The Games, Chicago Cubs Triple Play, Rock Encore, Ready Aim Fire, Touchdown, Bounty Hunter, Raven, Jacks To Open, El Dorado City Of Gold, Tag Team, Hollywood Heat, Alien Star, Ice Fever, Rock, Genesis&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1992 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1992-parts-manual-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Covers 80B games starting from Gold Wings and the first 9 System 3 titles (games #706-#730).&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One interesting note about the part numbers is that the single letter that preceded the number indicated the size of the paper that was used for the original drawing/blueprint of the part. Paper sizes A up through F were used.&lt;br /&gt;
&lt;br /&gt;
===Connector Designations===&lt;br /&gt;
All Gottlieb® machines have a common naming convention for all of the connectors in the game.  A specific connection uses two parts - a prefix and a suffix.  The prefix is the board number or an inline wire junction, and the suffix is the connection on the board or a sequential wire junction number.  When referencing a specific connector pin within a housing, a dash follows the connection number.  For example, the connector pin for the slam switch signal on the CPU board is A1J5-10.  The coin door connection used on Devil&#039;s Dare is A15P1 and A15J1 - the connector pin for switch return 7 on the coin door is A15J1-8.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following boards are assigned the same numbers throughout the System 80 / 80A / 80B platforms.&lt;br /&gt;
*CPU Board - A1&lt;br /&gt;
*Power Supply - A2&lt;br /&gt;
*Driver Board - A3&lt;br /&gt;
*Sound Board - A6&lt;br /&gt;
*Pop Bumper Driver Boards - A8&lt;br /&gt;
*Reset Board - A24&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There are several other board designations used, however, they change from game to game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Wiring Color Code===&lt;br /&gt;
&lt;br /&gt;
Unlike every other pinball manufacturer, which adopted a two-color wiring code system, Gottlieb® used three colors.  Most wiring in a Gottlieb® game used a white base color, which is the wire&#039;s insulation color, and three &amp;quot;striped&amp;quot; traces on each wire.  I state most cases, because there are some wires which only used two colors - the green insulated ground lines which have a single yellow trace, or only one color - the white ground wires used in System 80B games with no trace at all.  Below is the Gottlieb® color chart.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
|-&lt;br /&gt;
| Color || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#000000&amp;quot;&amp;gt;Black&amp;lt;/span&amp;gt;  &lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#A52A2A&amp;quot;&amp;gt; Brown &amp;lt;/span&amp;gt; &lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#800080&amp;quot;&amp;gt; Purple &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#808080&amp;quot;&amp;gt; Gray &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#000000; background:#FFFFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Does the color chart look familiar?  Well, if you have an electronics background, it should.  The Gottlieb® wire code system is the same as the resistor color coding system.&lt;br /&gt;
&lt;br /&gt;
Here are some examples of the color coding system.  The color wire code for switch strobe line 0 is 400.  400 would be a white insulated wire with a yellow trace and two black traces, or commonly referred to as a yellow-black-black wire.  The ground lines in early System 80 games are code 54.  54 would be a green insulated wire with one yellow trace.&lt;br /&gt;
&lt;br /&gt;
There is one word of caution, which should be pointed out.  If the connections on A1J2 and A1J3 are being replaced, there are wire colors on these connections which are very similar.  Although each wire is located on a different housing, please proceed with caution, as it can be difficult to see all three traces without spinning the wire around.  The wires which come to mind are 344 and 677 on A1J2, and 433 and 766 on A1J3.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Matrix===&lt;br /&gt;
====Switch Matrix Wire Coloring====&lt;br /&gt;
[[File:GottliebSystem80A1J6SwitchMatrixWireColors.png|right|thumb|500px|Gottlieb® System 80 Switch Matrix Wire Coloring at Connector A1J6. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Wire colors used for the switch matrix, as connected to A1J6 on the MPU, were identical across all Gottlieb System 80/80A/80B games. They are, from pin 1 to 19, and right-to-left &amp;lt;b&amp;gt;(backwards)&amp;lt;/b&amp;gt; as you view the front of the connector as installed on the MPU...&lt;br /&gt;
#yellow-black-black&lt;br /&gt;
#yellow-brown-brown&lt;br /&gt;
#yellow-red-red&lt;br /&gt;
#yellow-orange-orange&lt;br /&gt;
#yellow-yellow-yellow&lt;br /&gt;
#yellow-green-green&lt;br /&gt;
#yellow-blue-blue&lt;br /&gt;
#yellow-purple-purple&lt;br /&gt;
#white (ground)&lt;br /&gt;
#blue-black-black&lt;br /&gt;
#blue-brown-brown&lt;br /&gt;
#blue-red-red&lt;br /&gt;
#blue-orange-orange&lt;br /&gt;
#blue-yellow-yellow&lt;br /&gt;
#blue-green-green&lt;br /&gt;
#blue-blue-blue&lt;br /&gt;
#blue-purple-purple&lt;br /&gt;
#blue-slate-slate (+5VDC)&lt;br /&gt;
#empty&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; that not all games use all rows and/or all columns of the switch matrix. Unused switch matrix circuits are not wired.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Switch Numbering====&lt;br /&gt;
[[File:Sys80 switch matrix.png|left|thumb|600px|Gottlieb® System 80 Switch Matrix]]&lt;br /&gt;
The Gottlieb® System 80 / 80A / 80B switch matrix consists of a maximum of 64 switches.  There are a total of 8 switch strobes and 8 switch returns. However, not every switch in the matrix is used on every System 80 game.&lt;br /&gt;
&lt;br /&gt;
Just like the System 1 switch numbering system, the System 80 switch numbers have a similar naming convention.  Except, the System 80 switch numbering system is the opposite of System 1.  If you are accustomed to working on System 1 games, pay close attention.  With Gottlieb® System 80 switches the first number of the switch is its strobe number, while the second number is switch&#039;s return number.  An example would be switch 54.  Switch 54 is located on strobe 5 and return 4 of the switch matrix.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Strobe 0&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-1 / A1J5-2)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 1&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-2 / A1J5-3)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 2&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-3 / A1J5-4)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 3&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-4 / A1J5-5)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 4&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-5 / A1J5-6)&lt;br /&gt;
! Strobe 5&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-6 / A1J5-7)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 6&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-7)&lt;br /&gt;
!Strobe 7&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-8 / A1J5-9)&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 0 (A1J6-10)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 00&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 10&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 20&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 30&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 40&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 50&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 60&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 70&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 1 (A1J6-11)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 01&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 11&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 21&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 31&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 41&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 51&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 61&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 71&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 2 (A1J6-12)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 02&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 12&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 22&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 32&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 42&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 52&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 62&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 72&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 3 (A1J6-13)&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 03&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 13&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 26&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 33&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 43&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 53&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 63&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 73&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 4 (A1J6-14)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 04&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 14&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 24&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 34&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 44&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 54&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 64&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 74&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 5 (A1J6-15)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 05&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 15&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 25&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 35&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 45&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 55&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 65&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 75&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 6&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-16 / A1J5-8)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 06&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 16&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 26&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 36&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 46&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 56&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 66&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 76&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 7&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-17 / A1J5-1)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 07&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 17&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 27&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 37&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 47&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 57&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 67&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 77&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
====The &amp;quot;Missing&amp;quot; Gottlieb® System 80 Switches====&lt;br /&gt;
&lt;br /&gt;
With the Gottlieb® System 80 series of games, there are some switch assignments that are designated the same throughout the System 80, 80A, and 80B platforms.  These switches are typically not listed in the switch matrix portion of the manual.  You have to review the cabinet schematics, and decipher what switches use what return and strobe.  However, it appears that Gottlieb® / Premier® changed this section of the schematic starting with Excalibur or Bad Girls by no longer listing the strobes for these switches.  So, below are the &amp;quot;missing&amp;quot; switch assignments for any Sys80B.  All the info applies for Sys80 and Sys80A, except the two advance buttons, which weren&#039;t used prior to Sys80B.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;06&#039;&#039;&#039; - left advance button, also pause both lamp and relay/ solenoid tests (Sys80B only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;07&#039;&#039;&#039; - play / test switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;16&#039;&#039;&#039; - right advance button (Sys80B only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;17&#039;&#039;&#039; - left coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;27&#039;&#039;&#039; - right coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;37&#039;&#039;&#039; - center coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;47&#039;&#039;&#039; - replay button&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;57&#039;&#039;&#039; - plumb bob and ball roll tilts (these have the same switch assignment as the playfield tilt switch)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Black Hole is an exception.  The switch assigned for the tilt on Black Hole is 26.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The coin door slam switch is not part of the switch matrix.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Language Selection ===&lt;br /&gt;
&lt;br /&gt;
The only way to change the language displayed is to install the correct language ROMs. Gottlieb didn’t incorporate a “soft” method of changing language selection. &lt;br /&gt;
&lt;br /&gt;
===Enabling Free Play===&lt;br /&gt;
Free play options were unavailable in the original System 80/80A/80B game code. However, there are some hardware modifications that can be done, stacked switches can be added to the start/credit button, or  EPROMs with free play code can replace original PROMs.&lt;br /&gt;
&lt;br /&gt;
====Free Play EPROMs====&lt;br /&gt;
For system 80/80A, the U2/U3 PROMs can be replaced with an [http://www.flipprojets.fr/Freeplay_EN.php EPROM with free play code]. Replacing U2/U3 will require an adapter, such as the [https://www.greatplainselectronics.com/proddetail.asp?prod=140-101 module from GreatPlainsElectronics (no longer available)], [https://lisy.dev/u2u3-_adapter.html LISY], [https://www.flippp.fr/u2u3pcb.php?lg=en flippp], or a [http://www.actionpinball.com/tech/sys80mod.php#system custom adapter board]&lt;br /&gt;
&lt;br /&gt;
For System 80B, the game PROM can be replaced with an [http://www.flipprojets.fr/Proms80B_EN.php EPROM with free play code].&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80 Games====&lt;br /&gt;
Early Gottlieb® solid state pinball machines, prior to 1990, did not have a free play option available within the game settings.  With this simple modification, a game can be set up for free play.  First, identify the diode strip in the bottom of the cabinet.  Once the diode strip is found, locate the credit button and coin switch strobe line wires.  The wires will be located on the left of the diode strip - the non-banded side of the diodes.  Below is a list of the wires.&lt;br /&gt;
&lt;br /&gt;
* Credit button wire - Green-Yellow-Yellow&lt;br /&gt;
* Left coin switch wire - Green-Brown-Brown&lt;br /&gt;
* Center coin switch wire - Green-Orange-Orange&lt;br /&gt;
* Right coin switch wire - Green-Red-Red&lt;br /&gt;
&lt;br /&gt;
[[File:Gtbsys80board.jpg|300px|thumb|left|Typical location of System 80 diode board in cabinet]]&lt;br /&gt;
[[File:System80FreePlayJumper.jpg‎|300px|thumb|right|Gottlieb® System 80 Black Hole diode board with jumper (yellow wire) to implement free play]]&lt;br /&gt;
&lt;br /&gt;
Solder a small lead wire from the credit button wire to any of the coin switch wires. The wires will change to different colors on the other side of the diode. You want to solder to the side of the diode (non-banded) with the color wire specified above. &lt;br /&gt;
&lt;br /&gt;
Make sure that the diode, credit button wire, and coin switch wire are still soldered securely to the diode strip terminal when finished.  If soldering is not an option, use a small alligator clip test lead. Now, when the credit button is pressed, a credit will be incremented and decremented. A game can be easily started without the need to open the coin door to trip the coin switches anymore.&lt;br /&gt;
&lt;br /&gt;
For this &amp;quot;hack&amp;quot; to work properly (adding a credit and then decrementing a credit), the MPU DIP switches for the associated coin chute must be configured so that one coin drop adds one credit. In other words, if the DIP switches are set to require more than one coin drop through the associated chute, the free play &amp;quot;hack&amp;quot; will not work correctly because the &amp;quot;hack&amp;quot; mimics a single coin drop.&lt;br /&gt;
&lt;br /&gt;
Please note that this modification does not apply to Gottlieb® System 80A and System 80B machines. System 80A and 80B machines use diode boards with edge connections, which are typically located on the cabinet wall near the left flipper cabinet switch. Jumpering the diodes on System 80A and 80B games do not give the intended free play results of jumpered System 80 diodes. This is attributed to how the diode boards are physically placed differently in circuit with respect to the switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TimeLineFreePlay.jpg‎|300px|thumb|left|Gottlieb® System 80 Time Line diode board with jumper (the red wire...I mean...it&#039;s a red flippin&#039; wire. You HAVE to be able to see it!) to implement free play]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left ties the center coin chute wire (Green-Orange-Orange) to the credit button wire (Green-Yellow-Yellow).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80A Games====&lt;br /&gt;
[[File:ExampleSwitchStack.jpg ‎‎|300px|thumb|left|A &amp;quot;donor&amp;quot; switch pair.]]&lt;br /&gt;
[[File:System80AStackedSwitch.jpg ‎ ‎‎|300px|thumb|right|Donor switch pair atop original credit button switch pair.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There is no method to implement free play for System 80A games at this time, other than &amp;quot;stacking&amp;quot; the credit button switch with one of the coin drop switches.&lt;br /&gt;
&lt;br /&gt;
The image at left shows a &amp;quot;donor&amp;quot; switch pair. A diode is not required on the switch as switch isolation diodes for coin door switches are located elsewhere in the game. This switch pair is from an early Williams solid-state game and is a bit too long. As implemented, the switch tabs were clipped, an additional 3/16&amp;quot; hole was drilled forward of the existing two holes, so that the switch pair length approximated the original credit button length. The insulating fish paper is necessary and will be reused.&lt;br /&gt;
&lt;br /&gt;
The image at right shows both the original credit button switch pair (inside) and the new switch pair with the coin drop wires from one of the coin chutes soldered tightly. The two switch pairs are insulated from each other with fish paper from the donor switch. Two new 5x40 by 1 inch screws have been used to secure the switch stack tightly. The original screws are too short for two switches. The additional switch has been adjusted to close just after the credit button switch closes.&lt;br /&gt;
&lt;br /&gt;
This implementation attempts to start a game, then adds a credit, making it normal to have to press the credit button twice if the game has no credits. One might think that swapping the switches would work better by adding a credit and then starting a game. However, at least for this game (Spirit), doing this didn&#039;t work. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80B Games====&lt;br /&gt;
A System 80B game does not have a built-in free play option available, so the fallback option to add credits is usually to open the coin door and trip the coin switches. However, there are a couple of methods that can be used to avoid doing that.&lt;br /&gt;
&lt;br /&gt;
=====Free Play (80B) Diode Board Modification=====&lt;br /&gt;
Locate the diode board used for all of the coin door switches (normally inside the cabinet to the left of where the coin box would be placed). Remove the diode board. Add a jumper between pin 4 and pin 10 of the diode board on the solder side of the board, (this can be done on the component side instead). Make certain that the jumper is soldered onto the banded side of the diodes. This jumper essentially ties the right advance button on the front of the cabinet to the center coin switch.&lt;br /&gt;
&lt;br /&gt;
Now, when the right advance button is pressed, credits will be added to the game. There have not been any unwanted side effects observed when the right advance button is pressed while scrolling through characters used to enter high score initials.&lt;br /&gt;
&lt;br /&gt;
An alternative method that achieves the same result is to use a jumper wire with minigrabber ends and clip them on to the bottom of the 4th and 9th diodes (from the right) on the front of the board. This requires no soldering and the diode board doesn&#039;t even need to be removed.&lt;br /&gt;
&lt;br /&gt;
The jumper modification should work on games from Chicago Cubs Triple Play to Excalibur. Hot Shots, Bad Girls, Big House, and Bone Busters, Inc. do not have a diode board for the coin door, so this specific modification cannot be done on those titles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=400 class=center&amp;gt;&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board.JPG|Typical location of System 80B diode board on cabinet wall&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Added.JPG|Added jumper to back of diode board&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Location_Front.JPG|Location to add jumper to front of diode board&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Added_To_Front.JPG|Added minigrabber jumper to front of diode board&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Free Play ROM (80B) =====&lt;br /&gt;
Another option is a free play ROM, produced by a group of kindly fellows in France. By burning the revised image into a 2764, and installing the new ROM on the daughter card, the game will now be on free play. Their implementation notices when zero credits are on the game and the credit button has been pressed. The new code then adds 20 credits to the game, and starts a game. The System 80B free play ROMs can be found [http://www.flipprojets.fr/Proms80B_EN.php here].&lt;br /&gt;
&lt;br /&gt;
[[image:PinSideLogo.png]] PinSider &amp;quot;McZonk&amp;quot; has hacked the 80B ROM set to include a very nice free play option. This code modification displays the letters &amp;quot;FP&amp;quot; on the display in lieu of the credit count when enabled. More information regarding this modification can be found on [https://pinside.com/pinball/forum/topic/free-play-mod-for-raven the Pinside discussion thread here].&lt;br /&gt;
&lt;br /&gt;
=== Bookkeeping &amp;amp; Diagnostics ===&lt;br /&gt;
[[File:GTB sys80 test button.jpg|300px|thumb|left|Gottlieb® System 80 Coin Door Test Button Highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
To enter the bookkeeping / diagnostic mode, open the coin door and press the red momentary switch. (Note this switch has no credit function)  Depending on the particular game, the self test button may be mounted on a bracket located on the coin door or just inside the cabinet near the coin door hinge.  Upon pressing this button, the 4-digit status display used with System 80 and System 80A games will display &amp;quot;&#039;&#039;&#039;00&#039;&#039;&#039;&amp;quot; in the credit window. Pressing the self test button again will advance to the next step in the bookkeeping.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an option to bypass all of the bookkeeping functions, entering diagnostic mode directly.  To achieve this, the self test button must first be pressed.  &amp;quot;&#039;&#039;&#039;00&#039;&#039;&#039;&amp;quot; will shown on the status display.  Then, the credit / start button should be pressed once.  The status display should now show &amp;quot;&#039;&#039;&#039;16&#039;&#039;&#039;&amp;quot;. &amp;quot;&#039;&#039;&#039;16&#039;&#039;&#039;&amp;quot; is the first test in diagnostic mode.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bookkeeping (System 80/80A)&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1 - Coins thru left chute&amp;lt;br&amp;gt;&lt;br /&gt;
2 - Coins thru right chute&amp;lt;br&amp;gt;&lt;br /&gt;
3 - Coins thru center chute&amp;lt;br&amp;gt;&lt;br /&gt;
4 - Total plays&amp;lt;br&amp;gt;&lt;br /&gt;
5 - Total replays&amp;lt;br&amp;gt;&lt;br /&gt;
6 - Game percentage&amp;lt;br&amp;gt;&lt;br /&gt;
7 - Extra ball&amp;lt;br&amp;gt;&lt;br /&gt;
8 - Total tilts&amp;lt;br&amp;gt;&lt;br /&gt;
9 - Total slam tilts&amp;lt;br&amp;gt;&lt;br /&gt;
10 - Number of times the HSTD has been beaten&amp;lt;br&amp;gt;&lt;br /&gt;
11 - First high score level&amp;lt;br&amp;gt;&lt;br /&gt;
12 - Second high score level&amp;lt;br&amp;gt;&lt;br /&gt;
13 - Third high score level&amp;lt;br&amp;gt;&lt;br /&gt;
14 - High score to date score&amp;lt;br&amp;gt;&lt;br /&gt;
15 - Average game time &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Diagnostics&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
16 - Lamp test&amp;lt;br&amp;gt;&lt;br /&gt;
17 - Coil test (will cycle and display coil number of coils used in the game. Coin counter coils, if installed, are excluded)&amp;lt;br&amp;gt;&lt;br /&gt;
18 - Switch test. (99 = no switches closed)  You can check switch numbers by pressing them on the playfield during this step.&amp;lt;br&amp;gt;&lt;br /&gt;
19 - Display test. The displays will cycle through each digit&amp;lt;br&amp;gt;&lt;br /&gt;
20 - Memory test. (99 = no fault)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80-7641-2Error.jpg|300px|thumb|left|Gottlieb® System 80 &amp;quot;7641&amp;quot; Error]]&amp;lt;br&amp;gt;&lt;br /&gt;
An example of a ROM image checksum error (or perhaps a ROM memory access error) displayed during test 20 is pictured at left. During test 20, if a checksum error is detected, the ROM code in U2/U3 will indicate &amp;quot;7641-X&amp;quot; in the player 1 display window, with &amp;quot;X&amp;quot; being &amp;quot;1&amp;quot; to indicate PROM 1 or &amp;quot;2&amp;quot; to indicate PROM 2. If you have followed the procedure to combine the original game ROMs into a single 2716, this error message is an indicator that the checksum of either the 1st half or the 2nd half of that ROM failed. Replace the ROM.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80A5101.jpg ‎|300px|thumb|left|Gottlieb® System 80A &amp;quot;5101&amp;quot; Error]]&amp;lt;br&amp;gt;&lt;br /&gt;
An example of a probable 5101 CMOS RAM error (or perhaps a CMOS RAM memory access error) displayed during test 20 of a System 80A &amp;quot;Spirit&amp;quot; game is pictured at left. During test 20, if a RAM error is detected, &amp;quot;5101&amp;quot; will be displayed in the player 1 display window.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
System 80B uses the same process as System 80/80A to enter bookkeeping / diagnostics.  The only difference is upon pushing the self test button the first time, the top alphanumeric display will display &amp;quot;&#039;&#039;&#039;TEST MODE&#039;&#039;&#039;&amp;quot;.  Pressing the self test button again will enter bookkeeping mode, while pressing the credit / start button will enter diagnostics mode.  After entering either mode, pressing the self test button will advance through each step in the appropriate mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80BZ5Error.jpg ‎|300px|thumb|left|Gottlieb® System 80B &amp;quot;ERROR- Z5&amp;quot;]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80B memory test will throw a memory error, &amp;quot;ERROR- Z5&amp;quot; as shown at left. This could indicate a failed 5101 (most likely) or it could mean that the processor can not access the 5101 due to chip select, address signal line, or data line signal line issues.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following notes apply to all System 80/A/B games.&lt;br /&gt;
*Any diagnostic test can be repeated by pressing the credit / start button.&lt;br /&gt;
*Waiting 60 seconds will reset the CPU and return the game to attract mode. &lt;br /&gt;
*The slam switch or tilt switch can be triggered to exit diagnostics. This is probably the only benefit of keeping the slam switch functional. However, considering the sometimes strange side effects which can arise from a maladjusted or malfunctioning slam switch, [[Gottlieb_System_80#Slam_Switch_Modification | disabling the slam switch]] is generally a better idea.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Default High Score To Date (HSTD)====&lt;br /&gt;
If a high score to date is not explicitly set (setting 14), then some (most) games use a default HSTD of either 770,000 or 790,000. Some games (such as Volcano or Black Hole) also have an auto-reset back to the default HSTD value after a player&#039;s score exceeds 980,000.&lt;br /&gt;
&lt;br /&gt;
====Pausing the Lamp and Solenoid Test (System 80B Only)====&lt;br /&gt;
[[File:Gtb sys80B left advance.jpg|left|thumb|300px|The left advance button on a System 80B Game]]&amp;lt;br&amp;gt;&lt;br /&gt;
The following only applies to System 80B lamp and solenoid tests.  A little known fact is that the lamp and solenoid tests can be &amp;quot;paused&amp;quot; on a single lamp or single solenoid.  To stop whichever item is being tested during lamp or solenoid test, and repeat the test on the particular item, simply push and hold in the left advance button located on the front of the cabinet, as shown in the picture to the left.  The left advance button can then be released, pressed, and held in again to step to the next item in the test.  This is a particularly nice feature, because the lamps and solenoids or relays tend to be pulsed rather quickly in test, and cannot be observed very well, until the test repeats itself.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rubber Ring Chart===&lt;br /&gt;
Although the Gottlieb® System 80 game manuals do list the location and part numbers for rubber rings used, some fail to list the actual rubber ring size.  Below is a handy chart, which lists the Gottlieb® rubber OEM number and its size.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gottlieb® #&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|A-14793 ||23/64&amp;quot; White Mini-Post&lt;br /&gt;
|-&lt;br /&gt;
|A-15705 ||27/64&amp;quot; White Mini-Post&lt;br /&gt;
|-&lt;br /&gt;
|A-10217 ||5/16&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-17493 || 7/16&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10218 || 3/4&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10219 || 1&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10220 || 1-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10221 || 2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10222 || 2-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10223 || 3&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10224 || 3-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10225 || 4&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10226 || 5&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-13151 || 3/8 x 1-1/2&amp;quot; Standard Red Flipper&lt;br /&gt;
|-&lt;br /&gt;
|A-13149 || 3/8 x 1&amp;quot; - Small Beaded Red Flipper&lt;br /&gt;
|-&lt;br /&gt;
|A-1344 || Rebound Rubber&lt;br /&gt;
|-&lt;br /&gt;
|1872 || Shooter Tip&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
&lt;br /&gt;
===[[System 80 / 80A / 80B Board Set]]===&lt;br /&gt;
Clicking the link above will direct you to a new page showing all of the System 80/80A/80B boards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 boards 3.png‎|800px|center|Gottlieb® System 80 Board Diagram]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following functional block diagram depicts the main PCBs and the input/output signals between them (#n = wire count).&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:sys80b_IO_lines.png|800px|center|Gottlieb® System 80/B functional blocks and I/O lines]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[System 80 / 80A / 80B Satellite Boards]]===&lt;br /&gt;
Clicking the link above will direct you to a new page showing all of the System 80/80A/80B satellite boards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Supplies===&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Power Supply====&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 psu.JPG‎|300px|thumb|left|System 80 / 80A Power Supply]]&lt;br /&gt;
[[File:Gtb sys80 psu back.JPG|300px|thumb|right|System 80 / 80A Power Supply - Showing the Large Heat Sink]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 / 80A power supply is very similar to the System 1 power supply, where as the circuit board is secured to a large &amp;quot;hot plate&amp;quot; heat sink. This style power supply is used for all System 80 and 80A games from Spiderman to Ice Fever, and is the source of the following:&lt;br /&gt;
* +5 VDC logic power&lt;br /&gt;
*+8 VDC offset voltage needed for the displays&lt;br /&gt;
*+60 VDC for the 6 or 7 digit displays&lt;br /&gt;
*+42 VDC for the status display&lt;br /&gt;
*Ground from earth ground located on the transformer panel&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the System 1 power supply, the +5 VDC logic power is no longer rectified and filtered on the power supply itself.  This process is now handled by a bridge rectifier and a large filtering capacitor located on the transformer panel.  The System 80 power still employs a [http://en.wikipedia.org/wiki/Crowbar_%28circuit%29 crowbar circuit] for the logic power, which protects from over-voltage situations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although these power supplies are fairly reliable, there are some drawbacks to the design.  By incorporating a large heat sink for the PMD10K40 / 2N6059 TO-3 transistor on the board, a lot of heat is dissipated throughout the whole board.  This in turn will limit the life expectancy of the other electronic components on the board.  Equally, the heat sink must be removed in order to perform component level repairs to the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Sound &amp;amp; Speech Power Supply==== &lt;br /&gt;
&lt;br /&gt;
A sound &amp;amp; speech board (S&amp;amp;S) is used starting with Mars God of War (MGOW).  Because of the voltages needed to drive some of the components on the S&amp;amp;S board, this secondary power supply is added to the power train.  The voltages generated from this board are:&lt;br /&gt;
*+12 VDC used for the analog inverters and voice synthesizer chip&lt;br /&gt;
*-12 VDC used for the analog inverters&lt;br /&gt;
*+30 VDC used by the sound amplifier (LM379)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 sands power1.JPG|300px|thumb|left|System 80 Sound &amp;amp; Speech Power Supply (1st Generation)]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There are two different variations of this power supply.  The first style is used only with MGOW and Volcano, and is not a printed circuit board (PCB).  The electronic components were screwed to a block of wood, which is located on the left wall of the lower cabinet.  Conducting tests and repairs to this style power supply can be awkward and difficult.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys80 s&amp;amp;s psu.JPG|300px|thumb|left|System 80/80A Sound &amp;amp; Speech Power Supply (2nd Generation)]]&lt;br /&gt;
[[File:System80SpeechAndSoundPS.jpg|300px|thumb|right|System 80/80A Sound &amp;amp; Speech Power Supply (2nd Generation), with test points added. Unstuffed component locations facilitate easy addition of voltage test points The ground test point requires a hole to be drilled in the PCB. Negative 12V is measured at the non-banded end of the 1N4742 zener diode.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Black Hole, the S&amp;amp;S power supply is now on a circuit board (MA-188), which is located in the head of the game with the other circuit boards.  Even though each style of S&amp;amp;S power supply uses different components for the generation of +12 VDC, the end result is the same.  The S&amp;amp;S power supply was no longer used when Gottlieb® went a step backwards, and installed the System 80A sounds only board with the piggyback board.  This change occurred during the run of Amazon Hunt.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The generation 1 and generation 2 sound board power supplies are not pin compatible. One could be exchanged for the other by rearranging connections of a 9-pin molex connector. However, this is not recommended.&lt;br /&gt;
&lt;br /&gt;
====System 80B Power Supplies====&lt;br /&gt;
&lt;br /&gt;
Starting with Chicago Cubs, the Gottlieb® power train went through a bit of a face lift. The System 80B platform uses two separate boards to supply power.  This design change is mainly due to the single display board, which rectifies the high voltage on the board itself.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80b psu.JPG|300px|thumb|left|System 80B +5 VDC Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
The small power supply with the finned heat sink is only used to generate +5 VDC for logic power.  Although, removing the heat sink is not necessary to work on the board, this power supply has its own set of issues.  First, it does not have a crow bar circuit.  If the LM338K voltage regulator fails, and fails whereas the voltage increases drastically, it can destroy electronic components on the other circuit boards.  Secondly, it&#039;s not as bad, but heat is still dissipated throughout the board.  Third, the adjustable potentiometer (pot) on the power supply is prone to failure, due to dirt, dust, and contaminants.  Finally, it is typical for the header pins on the input and output of the board to develop cracked solder joints.  The two latter problems can easily be overcome, and will be addressed in the [http://pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Recommended_Repairs_for_the_System_80B_Power_Supply_Board Recommended Repairs for the System 80B Power Supply Board] section below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80b aux psu.JPG|300px|thumb|left|System 80B Auxiliary Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Rock, the second power supply is added, and is referred to as the auxiliary power supply. The primary functions of this board is used to power the sound board, and amplify the audio output. This sound amplifier board is used in concert with MA-766 and MA-886 sound boards. A breakdown of the voltages supplied by the auxiliary power supply are as follows:&lt;br /&gt;
*-12 VDC&lt;br /&gt;
*+12 VDC&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80B-MA1017AuxPowerSupply.jpg |300px|thumb|left|System 80B Auxiliary Power Supply with .156 headers versus edge connector]]&lt;br /&gt;
[[File:BoneBustersSpecificAmpBoard.jpg |300px|thumb|right|A BoneBusters Inc specific Auxiliary Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
This Auxiliary Power Supply board changed with the release of Bad Girls. Edge connections were no longer used. Instead, .156&amp;quot; header pins were added to the board as shown at left. Note that the System 80B Auxiliary Power Supply board is slightly different from the System 3 Auxiliary Power Supply board. The System 80B board uses a 1K ohm, 2 watt resistor at R8. The System 3 board uses a 330 ohm 1/2 watt resistor at that location.&lt;br /&gt;
&lt;br /&gt;
[http://www.ipdb.org/machine.cgi?id=347 Bone Busters Inc.] uniquely used a modified Auxiliary Power Supply board as pictured at right. A connection was made between pin 12 and the intersection of R1 and R2 to connect the audio output of the second, less populated sound board to the amplifier circuitry. A 1.8K ohm 1/4 watt resistor makes the connection while balancing the audio level from this input. No other game used pin 12 or this configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===CPU Board===&lt;br /&gt;
[[File:Gtb sys80 cpu divided.png‎|300px|left|thumb|Gottlieb® System 80 CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 CPU board is a 6502 based microprocessor system. The 6502 microprocessor (the very same one used in the first Apple computer and the Atari 2600) executes the basic operating system contained in the masked ROMs at U2/U3.  The masked ROMs at U2 and U3 have the same code for all of the different generations of the System 80 platform.  U2 and U3 code changed with the System 80A platform.  The game code &amp;quot;personality&amp;quot; augments the basic operating system PROM(s).  Early System 80 games which used two ROMs at PROM1 and PROM2 positions were masked ROMs.  Later, when the game code could be held in a single 2716, an EPROM was used instead. Battery-backed memory for audits and adjustable game parameters is added via a 5101 256x4 bit CMOS memory at Z5. &amp;quot;Scratchpad&amp;quot; memory is contained in the three 6532 RIOTs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Control of peripheral devices (in this case lamps, displays, solenoids, switches and sound) is accomplished via three 6532 RIOTs (RAM-I/O-Timer) at U4, U5, and U6. Each RIOT in turn controls it&#039;s own &amp;quot;subsystem&amp;quot; to drive these devices.&lt;br /&gt;
&lt;br /&gt;
*Switch matrix (U4)&lt;br /&gt;
*Displays (U5)&lt;br /&gt;
*Solenoids (U6)&lt;br /&gt;
*Lamps (U6)&lt;br /&gt;
*Sound (U6)&lt;br /&gt;
&lt;br /&gt;
There are four generations of the System 80 board.  All of the CPU boards can be easily identified by their revision numbers notated just below the operator adjustable dip switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====1st Generation CPU Board====&lt;br /&gt;
[[File:GTB sys80 CPU 1st ver.JPG|300px|thumb|left|System 80 CPU Board - 1st Generation]]&amp;lt;br&amp;gt;&lt;br /&gt;
The first generation CPU is used in the first 5 System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-001&lt;br /&gt;
*DET PB03-D102-001&lt;br /&gt;
*REV B&lt;br /&gt;
This board uses two masked PROM chips for the game code.  The chips are typically labeled with the three digit game model number followed by /1 or /2, designating the game PROM position.  An example of this naming convention is shown in the pic to the left.  652/1X and 652/2X are game PROM 1 and PROM 2 for Panthera.  The &amp;quot;X&amp;quot; in this case designates a code revision.  The masked ROMs at position U2 and U3 are not socketed on this board.&amp;lt;br&amp;gt;&lt;br /&gt;
With some simple modifications, this board is upward compatible to use a single 2716 EPROM placed in the PROM 1 socket of the board.  With the change of U2 and U3, this board can be used in System 80A games.  The board could potentially be used in a System 80B game with many modifications, and the addition of a daughter board, however, it is not recommended.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:EarlySystem80MPUFactoryCutJumper.jpg|300px|thumb|left|The corrected trace layout error in the 1St generation System 80 MPU]]&amp;lt;br&amp;gt;&lt;br /&gt;
This generation of board has a trace layout error that was corrected by a cut and jumper which moves the trace that terminates at Z5 (5101) pin 20 from Z36 pin 10 to pin 9.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB sys80 cpu front scale.png|300px|thumb|left|System 80 CPU Board - 1st Generation (Front)]]&lt;br /&gt;
[[File:GTB sys80 cpu back scale.png|300px|thumb|right|System 80 CPU Board - 1st Generation (Back)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;skeletal&amp;quot;, semi-populated board scans can be very useful when having to replace or follow traces on a CPU board.  Although the scans are of the 1st generation CPU board, most areas can be used for other generation CPU boards too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====2nd Generation CPU Board====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Placeholder for System 80 CPU Board - 2nd Generation]]&lt;br /&gt;
The second generation CPU is used in some System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-??? (check boards for the suffix)&lt;br /&gt;
*DETAIL PB03-D107-001&lt;br /&gt;
This board uses a single 2716 EPROM chip for the game code located at the PROM 1 socket position.  The chips are typically labeled with the three digit game model number.  Occasionally, the chip&#039;s game number label will be followed by /1, /2, /3, or even /4. In this case, the number following the slash is the code revision number.  An example of this naming convention is 658 /2, which is a game PROM for James Bond - code revision 2.  The masked ROMs at position U2 and U3 are not socketed on this board either.&amp;lt;br&amp;gt;&lt;br /&gt;
With the change of U2 and U3, this board can be used in System 80A games.  The board could potentially be used in a System 80B game with many modifications, and the addition of a daughter board, however, it again is not recommended.  The second generation CPU is backward compatible, provided a doubled up, single game PROM is used at the PROM 1 position.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====3rd Generation CPU Board====&lt;br /&gt;
[[File:GTB sys80 CPU 2nd gen.JPG|300px|thumb|left|System 80 CPU Board - 3rd Generation]]&lt;br /&gt;
The third generation CPU is used in some System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-011&lt;br /&gt;
*DETAIL PB03-D107-003&lt;br /&gt;
This board is essentially the same as the second generation board, except an eyelet ground trace was placed just above Z33 on the board.  This ground trace was never used.  All information which applies to the second generation CPU board, applies to this board.  The third generation CPU is backward compatible, provided the same is done to it as the 2nd generation board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====4th Generation CPU Board (System 80A)====&lt;br /&gt;
[[File:GTB sys80A CPU.JPG|300px|thumb|left|System 80A CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fourth generation CPU is used in all System 80A games, and is marked with the following:&lt;br /&gt;
*D 20869&lt;br /&gt;
This board is the same as the third generation board, except the U2 and U3 masked ROM chips have different code, and are now socketed.  The PROM 2 socket is no longer populated on the board.  The fourth generation CPU is backward compatible, provided the System 80 ROM code is installed at U2 and U3.  If used on a game with the 1st generation CPU, the game code must be doubled up on a 2716 EPROM, and installed at the PROM 1 position.  This board is forward compatible with System 80B, provided all of the above outlined modifications are performed.  Out of all the System 80 CPU boards, this is the most compatible with System 80B, due to using the same base circuit board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5th Generation CPU Board (System 80B)====&lt;br /&gt;
[[File: GottliebSystem80BMPUChris.jpg|300px|thumb|left|System 80B CPU Board (Refurbished; battery removed, NVRAM module installed)]]&lt;br /&gt;
The fifth generation CPU is used in all System 80B games, and is marked with the following:&lt;br /&gt;
*D 20869&lt;br /&gt;
Even though the base circuit board is identical to the fourth generation CPU board, it&#039;s being named the fifth generation board, due to all of the major changes.  The U2 and U3 masked ROM and sockets have been replaced with a piggyback daughter board soldered via header pins mounted in the U3 position.  The daughter board uses a 2764 EPROM.  Most of the related display segment and digit chips are no longer populated.  This is due to the single display board handling these functions on its own board.  The missing chips once used for the displays are Z19, Z21, Z22, Z23, Z24, and Z25. Equally, jumpers have been placed where Z19 and Z21 once resided. The fifth generation CPU is backward compatible, after the daughter board has been removed, and the missing display chips populated.  Note that there technically are two different 80B CPU boards - MA-774 and MA-1133.  The only difference between these two boards is a cut trace on the component side and a long trace wire added on the solder side from the E3 jumper to pin 35 of TC1. This modification is done to increase the ROM size of PROM 2 from a 2716 to a 2732.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Any of the Gottlieb® System 80 / 80A / 80B CPU boards are compatible cross platform.  It&#039;s just matter of how much work must be done to modify each board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80B CPU Jumper Settings=====&lt;br /&gt;
[[File:GTB Sys80B Jumpers.jpg|300px|thumb|left|The location of jumpers discussed...]]&lt;br /&gt;
All System 80B games have the E1 and E2 jumpers installed.  Jumpers E8, E9, E10, E11, E12 are unused in all games.&lt;br /&gt;
&lt;br /&gt;
The first five System 80B games, Chicago Cubs, Bounty Hunter, Tag Team Pinball, Rock, and Rock Encore, use a single ROM at the daughterboard chip socket. Therefore, jumpers associated with PROM 2 connections may not be installed. If jumpers are installed, it doesn&#039;t matter what position(s) they are placed in.&lt;br /&gt;
&lt;br /&gt;
For all games after the first five System 80B games and prior to the last five, jumpers E4, E5, and E7 should be installed.&lt;br /&gt;
&lt;br /&gt;
For the last five System 80B games, Excalibur, Bad Girls, Big House, Hot Shots, and Bone Busters, jumpers E3, E5, and E7 should be installed.&amp;lt;br&amp;gt;&lt;br /&gt;
For Night Moves (made by International Concepts using the 80B board set), these same jumpers should be installed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;The last five System 80B games, along with Night Moves, used a 2732 PROM at the &amp;quot;PROM 1&amp;quot; position.  The socket is marked PROM 1&amp;quot;, but PROM 2 is inserted into this chip socket . Additional modifications to the PCB may be necessary. See [[Gottlieb_System_80#...using_an_MA-1133_or_MA-774_MPU_in_games_that_REQUIRE_a_2732 | &amp;quot;...using an MA-1133 or MA-774 MPU in games that require a 2732&amp;quot;]], for more information.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====U2/U3 ROM Part Numbers====&lt;br /&gt;
[[File:GottliebSystem80ROMs.jpg|300px|thumb|left|System 80 ROMs]]&amp;lt;br&amp;gt;&lt;br /&gt;
All Gottlieb System 80 U2/U3 ROMs will be labeled as pictured at left.&amp;lt;br&amp;gt;&lt;br /&gt;
U2 is labeled &amp;quot;R3273-12&amp;quot; on the center line. The top line is the part number, a 2332 ROM. The bottom line is the date code, in this case, the 15th week of 1981.&amp;lt;br&amp;gt;&lt;br /&gt;
U3 is labeled &amp;quot;R3272-12&amp;quot; on the center line. The top line is the part number, a 2332 ROM. The bottom line is the date code, in this case, the 12th week of 1981.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80AROMs.jpg|300px|thumb|left|System 80A ROMs]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb System 80A ROMs may be labeled in a few different ways since Gottlieb used several manufacturers to provide the ROMs. A clear indication that the ROMs are for System 80A games is that somewhere in the labeling, &amp;quot;XO-326 U2&amp;quot; or &amp;quot;XO-327 U3&amp;quot; will be shown as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MPU to Driver Board Wire Harness===&lt;br /&gt;
[[File:A1J4-to-A3J1Mapping.png|300px|thumb|left|The System 80/A/B MPU to Driver Board Wire Harness]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left indicates the wiring connections from the MPU to the Driver board via the beefy wire harness with two sided connectors. The pins used in both connectors are bifurcated pins, Molex part number: 08-03-0304.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Driver Board===&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 drvr pw.png|300px|thumb|left|The System 80A / 80B Driver Board]]&lt;br /&gt;
The System 80 Driver board is responsible for all controlled lamps, relays, and all solenoids in the game. The CPU controls the driver board operation via a simple interface between A1J4 on the CPU and A3J1 on the driver board.  Although the driver board went through some minor changes over the years, the same board can be adapted for all of the System 80 platforms.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
To control the games&#039; total of 52 &#039;&#039;&#039;lamp circuits&#039;&#039;&#039;, the interface provides &amp;quot;device select&amp;quot; signals for each of the 74175s (Quad-D Flip-Flops) on the driver board, and 4 &amp;quot;bits&amp;quot; of data that is loaded (or &amp;quot;clocked&amp;quot;) into a particular 74175 via the aforementioned device selects. Each lamp is driven discretely by a particular output of a particular 74175, which in turn drives an MPS-A13 or MPS-U45 transistor, (NDS-U45 transistors were used in place of MPS-U45s in some cases). Gottlieb® did not implement a &amp;quot;lamp matrix&amp;quot; as some other manufacturers did.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80DriverBoardFront.jpg|600px|thumb|left|The System 80A / 80B Driver Board Component Side]]&lt;br /&gt;
[[File:GottliebSystem80DriverBoardBack.jpg|600px|thumb|right|The System 80A / 80B Driver Board Solder Side]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is noteworthy that there are some dedicated lamp transistors, which control specific game relays across the System 80 / 80A platforms.  Relays such as the game over, tilt, and coin lockout relays are controlled by Q1, Q2, and Q3 respectively.  The tilt and game over relays use the same designation for the System 80B platform, however, the use of a coin lockout relay was abandoned by this time. One neat feature of the driver board circuitry is that lamp &amp;quot;n&amp;quot; is driven by transistor Q&amp;quot;n+1&amp;quot;. i.e. L12 is driven by Q13.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_drvr_board_coin_ctrs.JPG|400px|thumb|left|Driver Board with Coin Counter Transistors Highlighted ]]&amp;lt;br&amp;gt;&lt;br /&gt;
To control the games&#039; &#039;&#039;&#039;solenoids circuits&#039;&#039;&#039;, the driver board uses signals directly from the CPU to enable transistors on the driver board which turn on up to 9 solenoids.  For solenoid control, the driver board uses MPS-U45, 2N3055, and 2N6043 transistors.  Starting and ending with the System 80 platform, (games from Spiderman to Haunted House), three transistors were reserved to drive optional mechanical coin counters. These mechanical coin counter solenoids and associated transistors are: solenoid 3 (Q54), 4 (Q55), and 7 (Q56). Starting with the System 80A platform, (Devil&#039;s Dare), these transistors were no longer reserved for coin counters, and were used for other functions. Equally, the 3 diodes associated with these 3 transistors were changed to 3 zero ohm jumpers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The games&#039; &#039;&#039;&#039;sound&#039;&#039;&#039; signals (S1, S2, S4, S8) also pass through the driver board at Z13, a 7404 Hex Inverter. See below for S16 and S32.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Repurposed Driver Board Circuits====&lt;br /&gt;
[[File:Gtb under pf transistor.JPG‎|400px|thumb|left| A Typical Remote Transistor Mounted Under the Playfield]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since quite a few System 80 games employ more than 9 solenoids, and since the original driver board design will drive a maximum of 9 solenoids, Gottlieb® repurposed some lamp outputs to drive &amp;quot;under-playfield transistors&amp;quot; which drive additional solenoids.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb ma1011 trans board.JPG‎|400px|thumb|left| A Typical Transistor Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once playfields became littered with numerous &amp;quot;under-playfield transistors&amp;quot;, Gottlieb® opted to merge some of these transistors into a transistor driver board.  The transistor driver board started to appear on Gottlieb® games nearly midway through the System 80B platform, with the game Victory.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sound S16 and S32 signals are also repurposed lamp outputs. For instance, Haunted House and Black Hole both repurpose L9 to S16. Robo-War repurposes lamp 4 to S16. Note that S16 is not consistently implemented across the System 80 family. Note also that references to the usage of S32 are difficult to find.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Auxiliary Lamp Driver Boards===&lt;br /&gt;
[[File:Gtb aux lamp 5.JPG|300px|thumb|left| An MA-138 Auxiliary Lamp Driver Board Using MPS-U45 Transistors]]&lt;br /&gt;
[[File:Gtb aux lamp MA866 2N6043.JPG|300px|thumb|right| An MA-866 Auxiliary Lamp Driver Board Using 2N6043 Transistors]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Time Line, several System 80/80A/80B platform games use auxiliary lamp driver boards. These boards are commonly referred to as &amp;quot;chaser boards&amp;quot; or &amp;quot;lamp chaser boards&amp;quot;. The reason for either of these nicknames is because these boards are used to control lamps for effect. They are either placed in the backbox or under the playfield. With later System 80B games, they were located in the lower cabinet. Location is typically dependent upon what lamps are being controlled. The auxiliary lamp driver boards are not directly controlled by the CPU. The only signals needed for an auxiliary lamp driver board to function is +5V and ground.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several different variants of auxiliary lamp driver boards used. The earliest versions use MPS-U45 transistors to control up to 10 lamp circuits, with no more than 3 lamps per circuit. Both 5 and 10 transistor versions of this board exist. Some later boards use NDS-U45 transistors instead of MPS-U45 transistors. It is assumed this is due to a the cost or lack of MPS-U45 transistors during production. Either of these versions of boards are interchangeable with one another. Finally, there are some boards used in later games which use 2N6043 transistors. These are designed to control #67 flash lamps, but sometimes circuits with 3 or more #44/45/555 lamps. These boards are compatible with previous board versions, and can be used as a drop-in replacement. &lt;br /&gt;
&lt;br /&gt;
The main differences between the auxiliary lamp boards are number of transistors used to drive lamps, the electrical load of the lamps that can be supported, and the resistor (R13) used to control the rate at which the lamps flash or &amp;quot;chase&amp;quot;. Boards using 2N6043 transistors have different resistor values for resistors R2-R11 than boards which use MPS-U45s or NDS-U45s.&lt;br /&gt;
&lt;br /&gt;
MPS-U45, NDS-U45, and CEN-U45 transistors are not substitutes for 2N6043 transistors because of differences in amperage (U45 series transistors are rated for 2A, while 2N6043 is rated for 8A). A viable replacement transistor for the 2N6043 is the TIP102.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In summary: an auxiliary lamp driver board with 2N6043 transistors is backwards compatible with any game (Arena&#039;s board with no transistors may be an exception); just change the R13 timing resistor to suit the game. Because of power requirements, a board with U45-series transistors should only be used in games that only have &#039;&#039;&#039;at most&#039;&#039;&#039; three #44/47/555 lamps on each controlled circuit, and &#039;&#039;&#039;do not&#039;&#039;&#039; control #67 flasher bulbs; and then just change the R13 timing resistor to suit the game.&lt;br /&gt;
&lt;br /&gt;
List of auxiliary lamp driver boards variations:&lt;br /&gt;
&lt;br /&gt;
* MA-121: 10 MPS-U45 transistors, R13 820K Ohm&lt;br /&gt;
* MA-138: 5 MPS-U45 transistors, R13 330K Ohm&lt;br /&gt;
* MA-210: 10 MPS-U45 transistors, R13 330K Ohm &lt;br /&gt;
* MA-234: 10 MPS-U45 transistors, R13 270K Ohm&lt;br /&gt;
* MA-339: 10 MPS-U45 transistors, R13 560K Ohm (Specs assumed assigned to MA-339, but the MA-339 part number was not explicitly documented in game schematics) &lt;br /&gt;
* MA-789: 10 NDS-U45 transistors, R13 680K Ohm&lt;br /&gt;
* MA-866: 10 2N6043 transistors, R13 680K Ohm&lt;br /&gt;
* MA-936: No transistors, R13 516K Ohm&lt;br /&gt;
* MA-1169: 10 NDS-U45 transistors, R13 10M Ohm &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Game&lt;br /&gt;
!style=&amp;quot;white-space: nowrap;&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;Part #&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Total Transistors&lt;br /&gt;
!Total Lamp Circuits Controlled&lt;br /&gt;
!Total Lamps Controlled&lt;br /&gt;
!R13 Resistor Value&lt;br /&gt;
!Controls&lt;br /&gt;
!Location&lt;br /&gt;
!Notes&lt;br /&gt;
|- &lt;br /&gt;
|Time Line||MA-121||10||10||10||820K Ohm||Chaser lamps behind nuclear symbol on backglass||In backbox||&lt;br /&gt;
|- &lt;br /&gt;
|Mars:God of War||MA-210||10|| ||28||330K Ohm||Backglass perimeter chaser lamps||In backbox||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Mars:God of War||MA-138||5|| ||10 (LEDs)||330K Ohm||LEDs behind tube||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Volcano||MA-339||10|| ||20||560K Ohm||Upper backglass perimeter chaser lamps and volcano effect behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Black Hole||MA-234||10||10||28||270K Ohm||Backglass perimeter chaser lamps||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Haunted House||MA-234||10||7||21||270K Ohm||Behind backglass lightning effect lamps||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Rocky||MA-339||10||10||19||560K Ohm||Behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Spirit||MA-339||10||10||20||560K Ohm||Behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Tag Team Pinball||MA-121||10|| ||20||820K Ohm||Multiball insert illumination||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Rock||MA-789||10||10||18||680K Ohm||Extra ball insert path||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Rock Encore||MA-789||10||10||18||680K Ohm||Extra ball insert path||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Raven||MA-789||10||10||20||680K Ohm||Inserts leading to ramp||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Hollywood Heat||MA-789||10||10||20||680K Ohm||Ramp insert illumination||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Genesis||MA-866||10||10||10 (#67 Flashers)||680K Ohm||In top of backbox ||Under PF||Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Genesis||MA-866||10||10||10 (#67 Flashers)||680K Ohm||Around playfield window ||Under PF||Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings||MA-866||10||7||14 (#67 Flashers)||680K Ohm||Flashers in topper ||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings||MA-789||10||10||10||680K Ohm||Inserts leading to ramp ||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo||MA-789||10||5||5||680K Ohm||Behind $10,000,000 sign||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo||MA-866||10||10||30||680K Ohm||Lamps around perimeter of topper||Under PF||2 of 2 Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break||MA-789||10||10 ||30||680K Ohm||In topper||Under PF||1 of 2...installed only if topper is present&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break||MA-789||10||10 ||20||680K Ohm||Special shot and shooter loop||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Arena||MA-936||None|| ||10 (LEDs)||560K Ohm||LED strip under shooter lane wireform ||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Victory||MA-789||10||10||10 (#86 bulbs)||680K Ohm||Next to left ramp||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Victory||MA-789||10||10||10 (#86 bulbs)||680K Ohm||Next to right ramp||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Lady||MA-789||10|| ||5||680K Ohm||Loop right of the ramp||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War||MA-866||10||10||20||680K Ohm||Inserts in lower portion of playfield ||Lower cabinet||(1 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War||MA-866||10||10||10 ||680K Ohm||Under playfield glass stop||Lower cabinet||(2 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls||MA-789||10||5||5||680K Ohm||Drop target illumination ||Lower cabinet||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls||MA-1169||10||10||10 ||10M Ohm||Under playfield glass stop||Lower cabinet||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters||MA-789||10|| ||12||680K Ohm||Playfield inserts ||Under PF||(1 of 2) Uses NSD-U45&lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters||MA-866||10|| ||20 (#67 flashers)||680K Ohm||Backbox lamp insert||In backbox||(2 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound Boards===&lt;br /&gt;
&lt;br /&gt;
Gottlieb® uses different sound boards throughout the course of all System 80 platforms.  Several of the sound boards cross platforms too.  Out of all of the sound boards used, there is really only about three base units total with variations made to each one.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sounds Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound.JPG|300px|thumb|left|Gottlieb® System 80 Sound Board MA-55 (Sounds only)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The first System 80 sound board is capable of sound only.  Based on the 6503 CPU architecture, this sound board is very similar to the System 1 Multi-Mode sound board.  However, there are a couple of differences between the two boards.  First, the +12VDC is no longer rectifed on the sound board.  The +12VDC power comes from the power supply.  Secondly, the +5VDC is no longer regulated on the sound board. The System 80 sound receives +5VDC from the power supply also.  Finally, the pin outs for the System 1 sound board and the System 80 sound board are completely different.  Even though either board will plug into either platform,  &#039;&#039;&#039;DO NOT PLUG A SYSTEM 1 SOUND BOARD INTO A SYSTEM 80 GAME AND VICE VERSA!!!&#039;&#039;&#039;  If this is done, bad stuff will happen.  &lt;br /&gt;
&lt;br /&gt;
Unfortunately, there are two chips on this style of board which are very difficult to source. This sound board uses a 6503 CPU and 6530 RIOT chip with special embedded code. 6530 chips marked with R3016-11 are for this System 80 sound board. 6530 chips marked with a R3014-12 or R3014-13 are for the earlier System 1 sound board. The two chips are not cross-compatible since they each have different code embedded in them for each game system.&lt;br /&gt;
&lt;br /&gt;
In addition to being used in early System 80 games, this sounds-only board was also used in the export versions of Black Hole, Volcano, and Devil&#039;s Dare.&lt;br /&gt;
&lt;br /&gt;
If the sound board is missing or cannot be repaired, there are daughter boards and aftermarket boards available.  A daughter board called the &amp;quot;[https://coinop.mally.eu/produkt.php?bestellnr=101647&amp;amp;details=1 MIOT adapter]&amp;quot; ([[media:Coinop.mally.eu_MOIT_adapter_manual_german.pdf|German manual here]]) is a replacement for the 6530 chip for both System 1 and System 80 sounds boards, produced in Germany however the webstore has been closed since at least [https://web.archive.org/web/20201218021701/http://coinop.mally.eu/ December 2020]. Pascal Janin in France has made a replacement sound board for both the original 2nd generation sound boards, and combination System 1 2nd gen boards / System 80/80A sound boards. These boards can purchased directly from Pascal - [http://www.flippp.fr/pifx1.php 2nd gen sound] &amp;amp; [http://www.flippp.fr/pifx.php combination Sys1 / Sys80/80A sound] . Although Pascal does not have US distributors, [http://www.bigdaddy-enterprises.com/ProductPages/flippp.html Big Daddy Enterprises], sometimes has these sound boards available too. There is an FPGA (TDA7267) based replacement board by LISY called the [https://www.lisy.dev/gosof.html GOSOF] which emulates System 1, 80, 80A, and early 80B.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Prototype Sounds Only Board as found in System 80 Hulk&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Images below capture a factory original Sounds only board prototype, complete with cuts (on component side) and jumpers (on solder side). Note the sound ROM marking of &amp;quot;500&amp;quot;, the game number assigned to the System 80 Hulk prototype (10 units built). Also note the &amp;quot;extra&amp;quot; 24 pin IC labeled 7681-5 in the center of the board. This IC is not present on production versions of this board. Just a guess, but since this board has a 6532 installed vs the production 6530 (40 pin IC), the 7681 appears to be ROM space to drive the sound program.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=450px heights=250px perrow=2 caption=&amp;quot;System 80 Hulk Prototype Sound Only Board&amp;quot;&amp;gt;&lt;br /&gt;
File:System80HulkSoundsOnlyBoardFront.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Component side. Note &amp;quot;cut&amp;quot; at pin 21 of the center 24 pin IC.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80HulkSoundsOnlyBoardBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Solder side. Note factory green jumpers.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound &amp;amp; Speech Board====&lt;br /&gt;
[[Image:Gtb sys80&amp;amp;a s&amp;amp;s.JPG|300px|thumb|left|Gottlieb® System 80 / 80A B-20887-2 Sound &amp;amp; Speech Board]]&lt;br /&gt;
[[File:GTB SS B-20887-3 Front.JPG|300px|thumb|right|Gottlieb® System 80 / 80A B-20887-3 Sound &amp;amp; Speech Board]]&lt;br /&gt;
Starting with Mars God of War, the second System 80 sound board has the capability of speech.  Ironically, this board is commonly referred to as the &amp;quot;sound and speech board&amp;quot;, and was brought over from the Gottlieb® video game division at the time.  Fortunately, Gottlieb® chose the 6502 CPU architecture just like the CPU board.  There is a 6532 RIOT used also.  The downside to this board is the now rare LM379S amp and SC-01 phoneme speech chip are both difficult to acquire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are approximately three renditions of this board.  Each will be marked with [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Different_Revisions_of_the_Sound_and_Speech_Boards B-20887-X].  The &amp;quot;X&amp;quot; denotes a suffix of 1, 2, or 3.  If the board has [http://en.wikipedia.org/wiki/Wire_wrap wire wrap] or resistors added to the solder side of the board, do not assume that it is some sort of diabolical, weird hack.  These were recommended upgrades either done by the factory or out in the field.  With each higher revision number, less wire wrap and resistors are present on the solder side of the board.  However, each board revision typically has some degree of wire wrap added to it.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Schematics corresponding to the -1 revision of the board can be found in the Mars, God of War and Volcano manuals. Schematics corresponding to the -3 revision of the board can be found in the Black Hole and Haunted House manuals.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound MA483 pig.JPG|300px|thumb|left|Gottlieb® System 80 / 80A Sound Board w/ MA-483 Piggyback Board (replaces LM379S amp)]]&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback.JPG|300px|thumb|right|Gottlieb® MA-483 Piggyback Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
To reduce costs, Gottlieb® abandoned the speech option, and went a step backwards with a board generating sounds only.  In doing so, they used the same B-20887-3 base board as the most current sound and speech board.  The SC-01 speech chip socket in addition to the 74xx TTL chips, one of the LM741 op amps, and discrete components associated with the speech circuit were not installed on the board.  By the time this board was first used, the LM379S amp was too costly and difficult to source.  The solution was to add a single-side, piggyback board (as shown in the picture) with a TDA2002 amplifier and other necessary components.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this board is used as a replacement in a game which uses a sound &amp;amp; speech power supply, (Haunted House for example), modifications to the sound and speech board power supply must be made.  This is due to the higher voltages necessary to operate the LM379S amp versus the TDA2002. If this board is installed in a game where the sound and speech board power supply has not been modified, destruction of the TDA2002 amp is inevitable.&lt;br /&gt;
&lt;br /&gt;
The procedure to modify the speech board power supply can be found [[#Using_the_MA-483_Sound_Amp_Board_on_a_Sound_and_Speech_Board|here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:GottliebSystem80SoundMA483WithPigAndDip.jpg ‎|300px|thumb|left|Gottlieb® System 80 / 80A Sound Board w/ MA-483 Piggyback Board and DIP switch bank]]&amp;lt;br&amp;gt;&lt;br /&gt;
A slightly different variant of this board was used in Royal Flush Deluxe. This revision of the board included the 8 position DIP switch bank.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Only Board with Piggyback====&lt;br /&gt;
[[File:GottliebSystem80ABSoundsOnlyWithPiggyback.jpg ‎|300px|thumb|left|Gottlieb® System 80A/80B Sound Board MA-490 w/MA-488 Piggyback Board (Sounds only). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Gtb piggyback sound factory trace wire.JPG|300px|thumb|right|Gottlieb® System 80A/80B Sound Board w/Factory Trace Wire. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GottliebSoundsOnlyCut.jpg ‎|300px|thumb|left|Gottlieb® System 80A/80B Sound Board w/Factory &amp;quot;cut&amp;quot;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
To reduce costs even more, Gottlieb® started using a modified sound only board originally released with Spiderman in 1980. This &amp;quot;new&amp;quot; sound board was used during the production of Amazon Hunt, and continued until Tag Team Pinball. The main modification of the board was the addition of a piggyback board. The piggyback board was used to increase the size of the sound ROM by using a 2716 EPROM. The original game ROM location was neither socketed or stuffed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two other noteworthy modifications are an added factory trace wire on the solder side of the board, and a cut trace between pin 8 of U7 (7404) and a header pin on the component side of the board. The added trace wire runs from pin 3 of U1 (6503 CPU) to pin 18 of U2 (piggyback header pins). Both of these modifications should remain intact for the board to function properly.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This modification connects pin 18 of the daughter card, which is used by the 6530 and the 74LS112 at U10 on the daughter card to send an interrupt to the 6503. It also removes the spare connection from the 7404 at U7 on the base card to pin 18 of the piggyback card.&lt;br /&gt;
&lt;br /&gt;
It is also worth mentioning that this is one of the few instances where Gottlieb® used a double-sided piggyback board.  The benefit of using a double-sided board is the decreased chance of cracked header pins, where the header pins attach to the underside of the piggyback board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (two button)====&lt;br /&gt;
[[Image:GTB Sys80B Sound.JPG|300px|thumb|left|Gottlieb® System 80B MA-766 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
And now for something completely different.  Well, not really.  The MA-766 sound board hit the scene with Rock, but a similar design was already used prior by the Gottlieb® video game division (Mylstar) when it existed.  It is based on the 6502 CPU architecture, but uses two 6502s instead of one.&lt;br /&gt;
&lt;br /&gt;
Two momentary push button switches are present on the board - SW1 and SW2.  Upon pushing SW1, the sound board should output a single blip (tone).  SW2 is used to manually reset the CPU on the sound board.  A bank of 4 dipswitches is located adjacent to SW1.  Dipswitches 1-3 should always be off, while dipswitch 4 should remain on for proper function.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (one button)====&lt;br /&gt;
[[Image:Gtb sys80b MA886 sound.JPG|300px|thumb|left|Gottlieb® System 80B MA-886 Sound Board]]&lt;br /&gt;
[[Image:GTBMA886SoundDepop.jpg|300px|thumb|right|Gottlieb® System 80B MA-886 Sound Board, only partially populated (found in Big House, Bad Girls, etc.]]&lt;br /&gt;
The MA-886 board is essentially the same as the previous sound board, except it uses 2 separate .156&amp;quot; header pin connections instead of edge connectors for inputs / outputs. Some other obvious changes are the omission of momentary test button SW1, the omission of the 4-bank dipswitch, the omission of YROM2 socket. In addition, a socket is sometimes populated at position S4 and neither AY-3-8913 orator chip is populated.  Momentary test button SW2 is still preset, and is still used to manually reset the board&#039;s processor.  The lack of YROM2 is because the MA-886 board allows for the use of larger EPROMs.  The S4 socket has been added on some boards, and is used to transfer data via a ribbon cable to an auxiliary sound board (MA-1033 or MA-1294). These boards also stuff R58 with a 10K 1/4W resistor and may have JP8 cut or not stuffed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Bone Busters Sound Board=====&lt;br /&gt;
[[Image:MA766-719A.jpg ‎|300px|thumb|left|Gottlieb® System 80B MA-886-719A Sound Board]]&lt;br /&gt;
The MA-886-719A sound board (also noted as MA-1299-719 in the manual) is an additional sound board found only in Bone Busters. It is based on the MA-886 sound board, but it is a stripped down version with much fewer populated components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Amazon Hunt II Sound Board=====&lt;br /&gt;
[[Image:placeholder.jpg|300px|thumb|left|Gottlieb® System 80B MA-982 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-982 sound board is used only in the conversion game: Amazon II. It is based on the MA-886 sound board, but it is a stripped down version with much fewer populated components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Auxiliary Sound Board====&lt;br /&gt;
There are two versions of the auxiliary sound board.&lt;br /&gt;
&lt;br /&gt;
[[Image:MA1033AuxSound.jpg|300px|thumb|left|Gottlieb® System 80B MA-1033 Auxiliary Sound Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-1033 auxiliary sound board was used in System 80B games including: Bad Girls, Big House, and Hot Shots, as well as one System 3 game: Lights, Camera, Action.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys3 sound MA-1294.JPG|300px|thumb|left|Gottlieb® System 80B MA-1294 Auxiliary Sound Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The MA-1294 auxiliary sound board was only used in one System 80B game, Bone Busters, as well as System 3 games including: Hoops, Bell Ringer, Silver Slugger, Car Hop, Deadly Weapon, Title Fight, and Vegas.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Speakers===&lt;br /&gt;
[[File:Panthera Head Speaker.jpg|thumb|left|300px|Typical speaker located in the head of a System 80 game (Panthera). &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80 games use a dual speaker system.  In most cases, (where there is a grill above the backglass), there is a 6-1/2&amp;quot;, 8 ohm, low wattage speaker in the lower cabinet, and a second one in the head, behind the grill in the backbox.  Some games, like Haunted House, have two speakers in the lower cabinet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB-80a-the-games-speaker.jpg|thumb|left|300px|Single speaker from an 80A game (The Games). &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;System 80A games may have two speakers or just one. Again, these are 6-1/2&amp;quot;, 4 ohm, low wattage speakers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Tag Team Speaker.jpg|thumb|left|300px|Single speaker from an early 80B game (Tag Team). &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Early System 80B games, Chicago Cubs, Tag Team, and Bounty Hunter, all use a single 6-1/2&amp;quot; 4 ohm speaker in the lower cabinet.&lt;br /&gt;
&lt;br /&gt;
Starting with Rock, 80Bs use a 6-1/4&amp;quot; in the cabinet and a small speaker on the left of the display panel.  The last few 80B games, where the speaker panel is located above the translite, use three speakers total (2 above the translite and 1 in the lower cabinet).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Displays===&lt;br /&gt;
====System 80====&lt;br /&gt;
[[Image:GottliebSixDigitDisplay.jpg|300px|thumb|left|Gottlieb® 6 Digit Display]]&lt;br /&gt;
[[Image:GTB 6 digit display back.JPG|300px|thumb|right|Gottlieb® 6 Digit Display (Back)]]&lt;br /&gt;
&lt;br /&gt;
[[Image:GTB status display.JPG|300px|thumb|left|Gottlieb® 4 Digit Display]]&lt;br /&gt;
[[Image:GTB status display back.JPG|300px|thumb|right|Gottlieb® 4 Digit Display (Back)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80=====&lt;br /&gt;
Display test is step number 19 System 80 games. Each display, including the credit/match display participates in &amp;quot;walking&amp;quot; each digit (0 through 9 beginning with 0) across each display. The &amp;quot;walking&amp;quot; begins at the match side of the credit/match display, then moves to players 1 and 3, then to players 2 and 4. After a &amp;quot;9&amp;quot; is walked through all displays, the cycle starts again with &amp;quot;0&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A====&lt;br /&gt;
[[Image:GTB 7 digit display.JPG|300px|thumb|left|Gottlieb® System 80A 7 Digit Display]]&lt;br /&gt;
[[Image:GTB 7 digit display back.JPG|300px|thumb|right|Gottlieb® System 80A 7 Digit Display (Back)]]&lt;br /&gt;
[[Image:GTB status display.JPG|300px|thumb|left|Gottlieb® 4 Digit Display]]&lt;br /&gt;
[[Image:GTB status display back.JPG|300px|thumb|right|Gottlieb® 4 Digit Display (Back)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80A=====&lt;br /&gt;
Display test is step number 19 System 80A games. Each display lights every position, and advances through all of the numbers starting with &amp;quot;0&amp;quot; and ending with &amp;quot;9&amp;quot;.  Once &amp;quot;9&amp;quot; is reached, the process starts over at &amp;quot;0&amp;quot; again.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B====&lt;br /&gt;
[[File:System80BDisplayFront.jpg‎|300px|thumb|left|Gottlieb® System 80B MA-644 Display Component Side]]&lt;br /&gt;
[[File:System80BDisplayBack.jpg‎|300px|thumb|right|Gottlieb® System 80B MA-644 Display Solder Side]]&lt;br /&gt;
System 80B games introduced the 20 alphanumeric character dual line display module. These displays evolved over time. The one pictured here was used in games Chicago Cubs Triple Play until Excalibur. The two large ICs found on this board (Rockwell 10941 segment driver and Rockwell 10939 digit driver) are long obsolete and very hard to obtain. Other components on the board are readily available.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board rectifies 32VAC via diodes CR1-CR4 to produce -45VDC and -15VDC for use by the segment and digit drivers. Should one or more of these diodes fail, the foil trace on the board sometimes acts like a fuse, and burns itself up. The picture at right shows a board that experienced this failure, along with a jumper to repair the damaged trace.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If an MA-644 or MA-999 display exhibits ghosting or partially-dimmed characters, one possible cause is failure of the VR1 zener diode. VR1 is used as a regulator to provide a DC offset to the AC filament voltage via the center tap (VCO) of the filament transformer output. In normal operation, the AC filament voltage oscillates entirely above the reference voltage such that the trough of the wave is approximately at the reference. If VR1 fails as a short, the DC offset drops and causes the AC filament voltage to center itself around the reference voltage rather than completely above it. Replacing VR1 should correct the issue without damaging the display. VR1 on an MA-644 is a 1N4737A (7.5V, 1W) zener; it normally passes about 10-12mA of current and dissipates approximately 50mW of power. The MA-999 variant of the display uses a 1N4739A (9.1V, 1W) zener.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[FILE:GTB_80B_Large_AlphN_Display.JPG|300px|thumb|left|Gottlieb System 80B MA-999 Alpha-Numeric Display Board with header pin connections. (Bad Girls)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The last System 80B games (Hot Shots, Big House, Bad Girls, and Bone Busters) all used a larger alphanumeric vacuum fluorescent display assembly.  This type of display used two sets of .156&amp;quot; header pins instead of the more familiar edge connection.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80B=====&lt;br /&gt;
[[File:Gtb alphanum display test.gif|thumb|left|300px|Simulation of System 80B display test. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Display test is test number 20 for System 80B.  All 40 of the alpha-numeric &amp;quot;digits&amp;quot; (both the top and bottom displays) will light starting with a &amp;quot;0&amp;quot;, next a &amp;quot;+&amp;quot;, then an &amp;quot;X&amp;quot;, and finally a &amp;quot;,&amp;quot;.  In doing this, all possible segments of all the display digits are lit at one point during display test.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Reset Board===&lt;br /&gt;
[[File:Gtb sys80 reset.JPG|thumb|left|300px|Gottlieb® System 80 / 80B MA-980 Reset Board. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GTB Sys80B Newer Reset Board.jpg|thumb|right|300px|Gottlieb® System 80B MA-1143 Reset/Anti-Static Board. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Devil&#039;s Dare, the first System 80A game, the reset board became a staple of the Gottlieb® design to automatically reset the CPU board should the CPU lock up.  Apparently games locking up on location was an issue with System 80 games.  The reset board was created to resolve this issue, should the game lock up, and no one is present to manually reset the game by shutting it off and turning it back on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The MA-980 reset board is a small footprint PCB with the board designation of A24, and is located adjacent to the TC1 connector of the CPU board.  The connection on the reset board is A24P1, while the connection for TC1 of the CPU board is A24P2.  As long as someone can turn the game off, should it lock up, there is no need to keep the reset board connected.  In most cases, the aged reset boards are more troublesome if allowed to remain connected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTBResetBoardConnector.jpg|thumb|left|300px|Connection at TC1 to the reset board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GTB_RW_3K_Pullup.JPG|thumb|right|300px|A 3.0Kohm resistor, added between pins 7 and 11 of TC1. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Along with adding the reset board, Gottlieb® added a 3.0Kohm resistor across pins 7 and 11 of the reset board connection at MPU connector TC1. If not using the reset board, it&#039;s advised to add this resistor to the back of the board, as shown at right. This resistor pulls the R/W (read/write) line high when not pulled down by the 6502.&lt;br /&gt;
&lt;br /&gt;
If using connector A24-P2, do not add the 3.0Kohm resistor.  Doing so will change the effective resistance to 1.5Kohms (value of resistors in parallel).&lt;br /&gt;
&lt;br /&gt;
The reset board connector also has a 1N270 diode soldered to it. There is no need to add this diode to the MPU since it&#039;s part of the reset board function.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;More Regarding the 3Kohm Pullup Resistor&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most MPU boards will work without the reset board but some MPU boards do refuse to work without the Read/Write pullup resistor.&lt;br /&gt;
&lt;br /&gt;
The 3K resistor was added for two reasons:&lt;br /&gt;
&lt;br /&gt;
#It provides a stable Read/Write signal at power-up. There is a tiny fraction of time at power up where data can be written into Z5 but due to gate Z36A, this data write is prevented. The resistor does provide a proper biasing to the Read/Write line at time of powerup.&lt;br /&gt;
#More importantly - A Rockwell 6502 has a minimum VOH of 2.4volts, a 4069 requires a minimum VIH of 4 volts.&lt;br /&gt;
&lt;br /&gt;
In other words:&amp;lt;br&amp;gt;&lt;br /&gt;
*The Read/Write output from U1 (pin 34) guarantees the output will be 2.4 volts or higher for a logic 1.&amp;lt;br&amp;gt;&lt;br /&gt;
*The 4069 located at Z36D (pin 9 input of Z36) requires the input to be 4 volts or higher for a logic 1.&amp;lt;br&amp;gt;&lt;br /&gt;
*The 3K pullup resistor pulls the Z36D input closer to the required voltage range.&lt;br /&gt;
&lt;br /&gt;
Do realize that even though this problem exists on all System 80/80A/80B boards but only a very small fraction of these Gottlieb boards exhibit any symptoms. The chances that you have one if these that exhibit symptoms is quite slim.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game ROMs===&lt;br /&gt;
====ROM Checksums====&lt;br /&gt;
A partial listing of ROM checksums can be found [https://flippers.com/catalog_oc/gottlieb-game-or-sound-prom-eprom-gals-gott-prom &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]. Thanks to &amp;lt;i&amp;gt;John Robertson&amp;lt;/i&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B ROM Text Message Modifications====&lt;br /&gt;
&lt;br /&gt;
[[File:Rambo.jpg|300px|thumb|left|&amp;quot;RAMBO&amp;quot; replacement text (shown on a LISY 80B display panel). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Text messages on the dual 20 alphanumeric displays of System 80B games can be modified in the ROM image. One popular mod is to change &amp;quot;RAVEN&amp;quot; to &amp;quot;RAMBO&amp;quot;, which is displayed at the start of a game on Raven.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video describing how to do this can be found [https://www.youtube.com/shorts/SvHguKodqhs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aftermarket Boards===&lt;br /&gt;
====Power Supply Boards====&lt;br /&gt;
=====Rottendog GPS081=====&lt;br /&gt;
[[File:GPS081-1.png|thumb|left|300px|Rottendog GPS081 Power Supply Board]]&lt;br /&gt;
[[File:RottendogGPS081schematic.png|thumb|right|300px|Rottendog GPS081 Power Supply Board Schematic Diagram]]&amp;lt;br&amp;gt;&lt;br /&gt;
This is a direct replacement for the original MA831. It uses a switching voltage regulator to derive the 5V DC supply from 12V DC, &lt;br /&gt;
instead of a linear voltage regulator, as in the original board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
===Initial Troubleshooting===&lt;br /&gt;
When attempting to troubleshoot a malfunctioning or non-booting game, there are a few initial steps to perform before diving into more serious troubleshooting.&lt;br /&gt;
&lt;br /&gt;
# If the MPU has damage from a leaky battery, the corrosion will need to be addressed.&lt;br /&gt;
# Clean all the edge connector contacts using a pink rubber eraser. This will remove any tarnish or grime that has built up over the years. Sandpaper or fiberglass scratchers can be used but do so sparingly. Avoid removing the actual copper traces. &lt;br /&gt;
# Check all fuses using a multimeter set to continuity test. Do not rely on a visual inspection. Sometimes a fuse will appear to be intact but actually may be blown. Fuses are located near the transformer and on the underside of the playfield.&lt;br /&gt;
# Check voltages on the fuses near the transformer to make sure they are as expected.&lt;br /&gt;
# Check the power supply voltages and make sure that they are as expected. The 5V trim POT can be adjusted to 5.10v to overcome voltage loss across connectors if necessary. As you &amp;lt;b&amp;gt;slowly&amp;lt;/b&amp;gt; adjust the voltage trim POT, continuously measure DC voltage across the filter cap adjacent to J1 on the MPU board. This 100uf capacitor filters the incoming 5VDC. Adjust the voltage slowly, cautiously. Do not adjust the voltage above 5.1VDC&lt;br /&gt;
# It is sometimes helpful to [[#Adding_Ground_and_5V_Connections_to_Interconnect_Harness|install the two jumper wires in the interconnect harness]] between the driver board and MPU. This overcomes interboard connector loss of 5VDC and Ground.&lt;br /&gt;
&lt;br /&gt;
These steps may help address a number of common issues before proceeding to some of the more specific problems that can occur with system 80 games.&lt;br /&gt;
&lt;br /&gt;
===Connectors, Connectors, Connectors===&lt;br /&gt;
Connectors, connectors, connectors!!!  Since the Gottlieb® System 80/80A/80B boardset primarily relies on Molex connectors to pass data and voltages from board to board, the connectors should be addressed first.  Before even attempting to turn a Gottlieb® System 80/80A/80B game on for the first time, worn or corroded edge connector contacts must be replaced.  Cleaning or burnishing connector contacts is not a viable option to ensure a game&#039;s reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Poor connector contacts are the number one reason why System 80/80A/80B games do not function properly.  Poor or missing connector contacts have a cascading effect too.  The end results of bad connector contacts can be, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
*voltages which mysteriously disappear and reappear&lt;br /&gt;
*increased resistance &lt;br /&gt;
*specific switches not functioning&lt;br /&gt;
*lamps locking on&lt;br /&gt;
*lamps not turning on&lt;br /&gt;
*displays not properly functioning&lt;br /&gt;
*coils not turning on&lt;br /&gt;
*coils locking on&lt;br /&gt;
*CPU boards not booting, booting sporadically, or randomly resetting&lt;br /&gt;
*driver boards not functioning or functioning sporadically&lt;br /&gt;
&lt;br /&gt;
So, it is very important that the connector contacts are shiny, have proper spring tension, and are properly crimped for the over all reliability of the game.  Random, flaky issues which happen either sporadically or all the time are attributed to poor connector contacts in nearly every case.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=450px heights=100px perrow=2 caption=&amp;quot;System 80 Connector (J6), The Good, The Bad, and The Ugly&amp;quot;&amp;gt;&lt;br /&gt;
File:System80ConnectorBadPins.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;An example of pins in desperate need of rehab.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80ConnectorGoodPins.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Ahhh...Much nicer after repinning.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SandedGottliebEdgeConnector.jpg|300px|thumb|left|Sanded (or possibly bare from the factory) card edge contacts will corrode and degrade the electrical connection.]]&lt;br /&gt;
[[File: GottliebEdgeConnectorRehab.jpg|300px|thumb|right|The two connector pads on the left have been lightly scratched with the fiberglass pencil. Even the small bit of oxidation or corrosion shown on the remaining pins is enough to prevent a connection.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A common (poor) practice is to sand the card edge contacts to the bare copper as shown at left. While this may alleviate issues in the short term, longer term the copper will oxidize and cause more problems. All copper oxidizes. Copper is beautiful on building rooftops when first installed but oxidizes to a light green patina over time. Card edge contacts will do the same thing. &lt;br /&gt;
&lt;br /&gt;
If the card edge contacts aren&#039;t bright and shiny, they can be cleaned off with a pink rubber eraser or lightly scratched with a fiberglass pencil. This will remove oxidation and grime without harming or thinning the finger contacts. If the contacts are corroded (due to battery damage) or have divots in them, lightly sand them, then re-tin them with a thin coat of solder. Either suck the excess solder off with a solder sucker or when heated, wipe the solder off with a rag. Avoid heating the card edge contacts too much as they will detach from the PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Replacing (Repinning) System 80 Connectors====&lt;br /&gt;
Replacing connectors in a pinball machine somehow adopted the term repinning. Repinning a System 80 connector housing isn&#039;t too bad overall.  On a difficulty scale of 1 to 10 (1 being the easiest to do) compared to all other makes and platforms made, System 80 connector replacement is about a 3.  One benefit regarding the System 80 IDC housings is that they are reusable.  Below are the steps to remove the connector from its housing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*First, grasp the housing in one hand. .&lt;br /&gt;
*Next, use the Molex tool pictured below by sliding it behind the pin to release the &amp;quot;barb&amp;quot; holding the pin in.&lt;br /&gt;
*Finally, pull gently but firmly on the wire.&lt;br /&gt;
&lt;br /&gt;
Conversely, a small &amp;quot;pocket&amp;quot; flat blade screwdriver can be used to remove the Molex connector.  After pushing the connector tab down, pull the wire out and downward a bit.&lt;br /&gt;
&lt;br /&gt;
Sometimes the connector comes out, and sometimes the wire pops out of the connector.  If the latter, use a small jeweler&#039;s screwdriver to gently pry the very end of the connector against the rectangular opening in the connector housing. You&#039;re trying to get the IDC &amp;quot;ears&amp;quot; of the connector to clear the housing. Sometimes the connector will easily come right out. If it doesn&#039;t, use small needle nose pliers with serrated jaws, to grab the &amp;quot;ear&amp;quot; of the connector, and pull it out.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Molex11-03-0016.jpg|300px|thumb|left|A Molex Contact Extraction Tool, Molex part number 11-03-0016]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some system 80 connector housings are &amp;quot;double sided&amp;quot; edge connectors. All of the connector housings that are double sided are black from the factory (blue colored housings are typically Jamma connectors used as replacements, and do not apply to this section of this guide).  To remove pins from these connector housings, you need a pricey yet effective tool called a Molex contact extraction tool, (commonly referred to as a Molex extractor). The Molex part number for the extractor is 11-03-0016, and can be purchased from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=11-03-0016&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= Great Plains Electronics] or other electronics vendors.  Slide the extractor behind the pin to release the &amp;quot;tang&amp;quot; that holds the pin in. Firmly grip the wire and pull the pin out of the connector.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of the repinning process can be found [https://www.youtube.com/watch?v=hErTlsFOMw4&amp;amp;t=5s here].&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] Another YouTube video of the repinning process, along with a &amp;quot;home made&amp;quot; tool, can be found [https://youtu.be/T_uj5F1fBgU here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Alternate Method of Replacing (Repinning) System 80 Connectors====&lt;br /&gt;
[[File:AlternateRepin1.jpg|300px|thumb|left|The repinning on a single sided connector]]&lt;br /&gt;
[[File:AlternateRepin2.jpg|300px|thumb|right|The repinning on a double sided connector]]&lt;br /&gt;
Some System 80 (and most System 1) connectors do not have the slot for depressing the pin ear. Most guides (as in the previous section) recommend purchasing a somewhat pricey tool to insert into the connector and depress the ear. This procedure is tedious and takes a bit of practice. If you have a decently equipped shop which includes a drill press, repinning these connectors using the following steps might be easier for you. Using this procedure, you can expect to replace each pin in less then a minute. I repinned an entire A1-J4 / A3-J1 harness in about 40 mins.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The procedure is to drill out the depression ear and pull out the pin:&lt;br /&gt;
&lt;br /&gt;
* Install a 1/16&amp;quot; bit in your drill.&lt;br /&gt;
* Set up a jig by clamping a straight edge to your drill press table. Set the jig so the hole will be 1/4&amp;quot; from the edge of the connector.&lt;br /&gt;
* Drill through the plastic housing on the back/bottom side.&lt;br /&gt;
* When you feel resistance from the metal pin, gently continue to drill until you feel and hear it destroy the pin ear.&lt;br /&gt;
* Repeat for the remaining pins.&lt;br /&gt;
* Gently pull wire by hand and it will come out very easily. Pliers shouldn&#039;t be required.&lt;br /&gt;
&lt;br /&gt;
The newly installed pins ears will correctly lock in place regardless of the holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The CPU / Driver Board Interconnect Harness===&lt;br /&gt;
[[File:Gtb sys80 harn2.JPG|300px|thumb|left|The A1-J4 / A3-J1 Interconnect Harness]]&lt;br /&gt;
[[File:Gtb sys80 harn1.JPG|300px|thumb|right|The A1-J4 / A3-J1 Interconnect Harness]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are 33 discrete signals which pass from the CPU board to the driver board via this connection.  Two of the connectors pass ground and +5v logic to the driver board [http://pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Adding_Ground_and_5V_Connections_to_Interconnect_Harness (two more can be added)].  The remaining signals are for lamp, solenoid, relay and sound control.  It is &#039;&#039;&#039;extremely important&#039;&#039;&#039; to have solid connectors installed in the CPU / driver board interconnect harness.  Without decent connections, lamps, coils, relays, and sound can either lock on or not turn on at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Adding Ground and 5V Connections to Interconnect Harness====&lt;br /&gt;
Yet one more power/ground update to make is to &amp;quot;double up&amp;quot; the 5VDC and ground connections between the MPU and the driver board. The OEM harness contains only one connection between the MPU and driver board for 5VDC and one connection for logic ground. This is an easy upgrade since spare connection positions are available in the connectors that lead to the correct edge contacts on each board.  Approximately 8 inches of wire and four bifurcated crimp on pins (bifurcated style, Molex 4366 series, Product Family KK, product ID: 08-03-0304 at [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=4366&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= Great Plains Electronics]) are needed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Crimp a pin to each end of each wire. The connectors at each end should face opposite directions. Doing this will avoid twisting the wire as you insert the pins into the connector housing. In the picture below, the red wire carries 5VDC, blue wire carries logic ground. These colors were chosen for illustrative purposes only. Any color wire will do, of course.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=3 caption=&amp;quot;MPU-to-Driver Board Harness Upgrade&amp;quot;&amp;gt;&lt;br /&gt;
File:S80HarnessUpgradeWires.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pins crimped to extra wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80HarnessSlots.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Spare pin positions in harness.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80HarnessUpgraded.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5VDC and ground upgraded.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ground updates===&lt;br /&gt;
&lt;br /&gt;
==== Recommended Ground Improvements for System 80/80A/80B Boards ====&lt;br /&gt;
&lt;br /&gt;
When the Gottlieb® System 80 board set was designed, for whatever reason, the designers did not physically attach each board to a common ground plane via a conductive back panel, standoffs and screws as Bally and Williams did. Instead, Gottlieb® relied on connectors and wires between each board to create a common ground. A poor connection due to dirty/damaged/fatigued connector pins will sever or introduce resistance into the ground between system components resulting in all sorts of odd behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To address this problem, it is important to examine each connector to ensure each pin is clean, and making solid contact (zero electrical resistance, 0 ohms) with the card edge conductor. The ultimate (and recommended) insurance is to add an additional wire from each board&#039;s ground to a common ground point. Historically, the recommended location to join separate board grounds is at the power supply. That ground is then connected to the ground strip (System 80/80A) or transformer assembly (System 80B) in the cabinet bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These ground upgrades were initially recommended and published on the Internet by [http://flippers.com/gottlieb_ground_cures.html#System80 John Robertson of John&#039;s Jukes].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=4 caption=&amp;quot;Recommended Board Ground Wire Locations&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB_Sys80_PSU_Ground.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80/80A Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80bPowerSupplyGroundMod.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B 5V Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80BAuxiliaryPowerSupplyCardEdge.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Auxiliary Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80a cpu brd grd.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;MPU Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80ab drvr brd grd.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Driver Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80 sound added ground.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80 Sound Only Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sound Speech ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Sound and Speech Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sound Speech power sup ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Sound and Speech Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb piggyback sound ground add.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80A/80B Sound Only Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GottliebSoundBoardGroundMod.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Sound Board (edge connector)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80SoundBoardHeaderGrounds.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Sound Board (header connector)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Aux Board Ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Chaser Lamp Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another design decision was to provide separate ground wires for groups of lamps and coils on the driver board. There are several variations used to tie the driver board lamp and solenoid discrete ground wires to the ground plane.  The most common method Gottlieb® used was passing the ground wires through a large, inline Molex connector. If a group of lamps and/or coils are not working, there is a significant probability that a ground is missing.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80GroundsTiedTogether.jpg|left|thumb|300px|Tying all board ground together at a single point, on a System 80 or 80A game.]]&lt;br /&gt;
[[File:Sys80B_BoardGrounds_Added.jpg|right|thumb|300px|Using the 5VDC power supply heatsink as a tie point to add ground mods to a &amp;quot;non-foil&amp;quot; back panel game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Once all of the board grounds have been installed, tie them all together to a single point, as shown at left on a Gottlieb System 80 or 80A game. Here, one of the screws on the power supply is a handy attach point. Note that the coating on the cold plate at that screw point should be sanded bare, as discussed in step 9 of this [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Recommended_Updates_and_Repairs_for_the_System_80.2F80A_Power_Supply_Board procedure].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For 80B games with &amp;quot;non-foil&amp;quot; back panels, one method is to use the +5V power supply heatsink as a tie point. Run a lead from the heatsink to the lower right bolt in the backbox. This bolt will have the factory ground straps secured to it. Make sure to sand or use a Dremel to remove the anodized coating from the heatsink where the grounds will be connected. This implementation eases subsequent board removal as fewer &amp;quot;eyelets&amp;quot; are involved to remove a specific board.&lt;br /&gt;
&lt;br /&gt;
The other method, and a good alternative for 80B games with the &amp;quot;foil&amp;quot; back panel where the heat sink is isolated from the back panel with nylon dual sided washers, is to use wires long enough to tie each board to the lower right bolt in the backbox.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80GroundTiedToCabinetGround.jpg|left|thumb|300px|Connecting all the grounds to cabinet ground (green/yellow wire).]]&amp;lt;br&amp;gt;&lt;br /&gt;
With the grounds all tied together at the power supply, tie that ground to the ground strip in the cabinet bottom. In the picture at left, the wire joined to all other grounds at the power supply is tied to a cabinet ground point (in this case the speaker housing). Cabinet ground points generally have a green wire with yellow tracer attached.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80GroundStrap.jpg|left|thumb|300px|System 80 Cabinet Bottom Ground Strip]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bottom board ground strap is where all grounds should come together for System 80 games.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Grounds Improvements for System 80A at Transformer Panel=====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|System 80A Grounds Cabinet Bottom Ground Strip]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Grounds Alien Star After.jpg|300px|thumb|left|Grounds at Transformer Panel (Alien Star)]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® did secure the grounds correctly on one particular game.  As seen in the adjacent pic, the grounds on Alien Star were attached discretely on the transformer panel.  These ground lines did not pass through a Molex connector like games before or games after.  Why Gottlieb® did not continue this practice is unknown.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Recommended Ground Improvements for System 80B====&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80A / 80B at the Transformer Panel - &amp;quot;The Games&amp;quot; to &amp;quot;Chicago Cubs Triple Play&amp;quot;=====&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*The Games&lt;br /&gt;
*El Dorado City of Gold&lt;br /&gt;
*Touchdown&lt;br /&gt;
*Ice Fever&lt;br /&gt;
*Bounty Hunter&lt;br /&gt;
*Chicago Cubs Triple Play&lt;br /&gt;
&lt;br /&gt;
After Alien Star, Gottlieb® either soldered wire leads directly to the male spade connector board on the transformer panel (games like Chicago Cubs), or used female spade connectors (games like The Games, Touchdown, and Ice Fever), and used square, inline 9-pin Molex connectors to connect to the wiring harness. These connections, if the pins in the connectors are in good shape, are solid and do not require upgrade or modification.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px&amp;gt;&lt;br /&gt;
File:Gottlieb-touchdown-transformer-panel.jpg|Grounds at Transformer Panel (Touchdown)&lt;br /&gt;
File:GTB Grounds Cubs.jpg|Grounds at Transformer Panel (Chicago Cubs Triple Play)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80B at the Transformer Panel - &amp;quot;Tag Team Pinball&amp;quot; to &amp;quot;Spring Break&amp;quot;=====&lt;br /&gt;
&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*Tag-Team Pinball&lt;br /&gt;
*Rock&lt;br /&gt;
*Raven&lt;br /&gt;
*Rock Encore&lt;br /&gt;
*Hollywood Heat&lt;br /&gt;
*Genesis&lt;br /&gt;
*Gold Wings&lt;br /&gt;
*Monte Carlo&lt;br /&gt;
*Spring Break&lt;br /&gt;
&lt;br /&gt;
Ground connections used on System 80B games from Rock to Spring Break are the most unreliable style of ground connections Gottlieb® ever used.  These connections consist of two (sometimes three) small boards each with two gangs of 9-pin male connections. The boards are fastened to the left side of the transformer panel&#039;s metal chassis.  One problem with this is that the 9-pin female connection becomes loose, and in turn, ground connections become intermittent.  Another problem is the male pins on the boards suffer from cracked solder connections.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One common symptom of poor ground connections is multiple solenoids not functioning.  If removing the 9-pin Molex plug from the ground board, rotating it 90 degrees, and reconnecting it causes non-working solenoids to function, the ground connections are bad. Whether or not this test proves that the ground connections are bad, it is highly recommended to improve the ground connections for future reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The purpose of these changes is to remove one potentially failed connection out of the equation.  The grounds will then be secured directly to the transformer chassis via solderless eyelet crimp connectors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These ground upgrades were initially recommended and published on the Internet by [http://www.flippers.com/gottlieb_ground_cures.html#System3 John Robertson of John&#039;s Jukes].  Below are the steps to properly upgrade the grounds.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=100px perrow=3 caption=&amp;quot;Gottlieb® System 80B Ground Upgrades (Tag Team Pinball to Spring Break)&amp;quot;&amp;gt;&lt;br /&gt;
File:Gtb_sys80b_trans_ground_01.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The stock ground connections plugged into the ground connection boards on the left side of the transformer panel.  This pic is a view from the left side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 02.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Remove all connections from the transformer panel.  Then, unscrew the four 5/16&amp;quot; hex head screws which secure the transformer panel from the bottom of the cabinet.  Turn the transformer panel on its side.  This will allow better access to secure the ring terminals to the side of the chassis.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 03.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut all of the ground wires as close as possible to the 9-pin connection.  Remove the two boards with the 9-pin male wafer connections.  As can be seen in the pic, Gottlieb® did actually secure the discrete transformer panel grounds to the panel&#039;s chassis with a single, soldered eyelet connector.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 04.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All the ground wires are to have their insulation stripped back longer than usual - approximately 3/4&amp;quot;.  Solderless ring terminals are crimped onto the ground wires.  The connections used in this particular application are Motormite #85443.  Motormite brand does not have to be used.  This particular brand and part number are mentioned due to the difficulty in finding the correct connectors to use. Most common ring terminals have a #10 or larger screw eyelet, which will not work effectively, if the eyelets are fastened to the side of the transformer panel chassis.  The ring terminals shown here are made for #12-#10 gauge wire with an eyelet for a #8 screw.  &amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 02.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The ground Molex plugs and connection boards which were formerly fastened to the transformer panel&#039;s metal chassis. The four ground connector plugs (some games only use three total) were cut off from the incoming ground wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 06.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Keep wires which were common to one connector together (driver board ground wires, playfield ground wires, and backbox ground wires).  In doing this, future disassembly will be possible, should any of the individual wiring harnesses need attention or the playfield removed from the game.  The ground wires are then twisted together and crimped.  From experience, a maximum of 4 larger gauge wires can be crimped in one connection.  Lighter gauge wires can be paired with or without heavier gauge wires.  When doing this, the maximum effective grouping of wires increases slightly.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 01.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The screws which were removed from the ground bus board should be reused to secure the eyelets to the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 03.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The transformer is fastened to the bottom of the cabinet with the ground upgrades in place.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground last.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pay close attention when securing the transformer panel to the cabinet.  All four mounting screws typically have flat ground straps with an eyelet.  These eyelet connections *must* be secured to the transformer panel.  Otherwise, the earth grounds will not all be tied together anymore.  Two of these ground connections are circled in the pic.  There are two more located on the backside of the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although somewhat equally difficult to locate, an alternate to the Motormite # 85443 connectors are Tyco / AMP 408-2049-4 connectors. Again, any brand can be used, but make certain the eyelet hole is for a #8 screw (not a #10 or larger), and the crimp connector can accommodate #10 / #12 gauge wires (typically yellow insulation on crimp).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80B at the Transformer Panel - &amp;quot;Arena&amp;quot; to &amp;quot;Amazon Hunt III&amp;quot; =====&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*Arena&lt;br /&gt;
*Victory&lt;br /&gt;
*Diamond Lady&lt;br /&gt;
*TX-Sector&lt;br /&gt;
*Robo-War&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Excalibur&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bone Busters Inc.&lt;br /&gt;
*Night Moves&lt;br /&gt;
*Amazon Hunt III&lt;br /&gt;
&lt;br /&gt;
Ground connections used on System 80B games from Arena to Amazon Hunt III are the not as bad as the previous design, however, they are still unreliable at times.  These connections consist of two small boards with three 10-pin .156&amp;quot; inline male header connections. The boards are fastened to the left side (or back side on newer games like Hot Shots) of the transformer panel&#039;s metal chassis.  One problem with this is that the header pins get cracked solder joints, and in turn, ground connections become intermittent. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One common symptom of poor ground connections is multiple solenoids not functioning.  If removing the 10-pin Molex plug from the ground board, and reconnecting it at a different header causes non-working solenoids to function, the ground connections are bad. Whether or not this test proves that the ground connections are bad, it is highly recommended to improve the ground connections for future reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The purpose of these changes is to remove one potentially failed connection out of the equation.  The grounds will then be secured directly to the transformer chassis via solderless eyelet crimp connectors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like the previous section, these ground upgrades were initially recommended and published on the Internet by [http://www.flippers.com/gottlieb_ground_cures.html#System3 John Robertson of John&#039;s Jukes].  Below are the steps to properly upgrade the grounds.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=100px perrow=3 caption=&amp;quot;Gottlieb® System 80B Ground Upgrades (Arena to Bone Busters)&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB 80B Victory Grounds 01.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The stock ground connections plugged into the ground connection boards on the left side of the transformer panel.  This pic is a view from the left side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 02.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Remove all connections from the transformer panel.  Then, unscrew the four 5/16&amp;quot; hex head screws which secure the transformer panel from the bottom of the cabinet.  Turn the transformer panel on its side.  This will allow better access to secure the ring terminals to the side of the chassis.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 03.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut all of the ground wires as close as possible to the 10-pin housing.  Remove the two boards with the three .156&amp;quot; 10-pin male header connections.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 04.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All of the ground wires are to have their insulation stripped back longer than usual - approximately 3/4&amp;quot;.  Solderless ring terminals are crimped onto the ground wires.  The connections used in this particular application are Motormite #85443.  Motormite brand does not have to be used.  This particular brand and part number are mentioned due to the difficulty in finding the correct connectors to use. Most common ring terminals have a #10 or larger screw eyelet, which will not work effectively, if the eyelets are fastened to the side of the transformer panel chassis.  The ring terminals shown here are made for #12-#10 gauge wire with an eyelet for a #8 screw.  &amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 05.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The ground Molex plugs and connection boards which were formerly fastened to the transformer panel&#039;s metal chassis. The five ground connector plugs were cut off from the incoming ground wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 06.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Keep wires which were common to one connector together (driver board ground wires, playfield ground wires, and backbox ground wires).  In doing this, future disassembly will be possible, should any of the individual wiring harnesses need attention or the playfield removed from the game.  The ground wires are then twisted together and crimped.  From experience, a maximum of 4 larger gauge wires can be crimped in one connection.  Lighter gauge wires can be paired with or without heavier gauge wires.  When doing this, the maximum effective grouping of wires increases slightly.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 07.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The screws which were removed from the ground bus board should be reused to secure the eyelets to the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 08.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The transformer is fastened to the bottom of the cabinet with the ground upgrades in place.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 09.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pay close attention when securing the transformer panel to the cabinet.  The four mounting screws may have flat ground straps with an eyelet.  These eyelet connections *must* be secured to the transformer panel.  Otherwise, the earth grounds will not all be tied together anymore.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although somewhat equally difficult to locate, an alternate to the Motormite # 85443 connectors are Tyco / AMP 408-2049-4 connectors. Again, any brand can be used, but make certain the eyelet hole is for a #8 screw (not a #10 or larger), and the crimp connector can accommodate #10 / #12 gauge wires (typically yellow insulation on crimp).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Problems===&lt;br /&gt;
====Replacing the Orange Filtering Capacitor====&lt;br /&gt;
[[File:AgedOrangeCap.jpg|300px|thumb|left|A worn out original 6800uf/25V Gottlieb® filter capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
If your System 80 or early System 80A game still has the original, orange 12VDC filtering capacitor in the cabinet bottom, it should be replaced. It&#039;s 30+ years old, has served the game well for a long time, and deserves a rest. Replace it with a new capacitor, valued from 6800uf to 12,000uf and at least 25V. Don&#039;t forget to acquire the right sized bracket to secure the cap to the bottom board.&lt;br /&gt;
&lt;br /&gt;
A very nice replacement for this capacitor, specified at 12,000uf, can be found [https://www.bigdaddy-enterprises.com/repairkits/gottlieb_kits.htm#g-80filters here] or [https://www.marcospecialties.com/pinball-parts/C12KM40VR here].&lt;br /&gt;
&lt;br /&gt;
This capacitor filters the rectified 12VDC which is supplied to the power supply board for regulation down to 5VDC which is used by every board in the game, including the MPU. Solid 5VDC power is critical for the game to operate properly, hence the need for a properly working cap.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sporadic / Inconsistent / Missing Voltages====&lt;br /&gt;
[[File:GTB Sys80 PS Cold Joints.jpg|300px|thumb|left|This header pin was removed from the board by wiggling it loose!]]&amp;lt;br&amp;gt;&lt;br /&gt;
One problem with the System 80 power supply sporadic, inconsistent, or missing voltages.  The game may be fine one minute, while the next minute, it loses voltage(s) completely.  One of the main culprits for this is cracked header joints.  Between vibration and the heat dissipated by the heat sink, header joints have a fairly high failure rate on System 80 power supplies.  The fix is to disassemble the power supply (as seen in the next section), and replace the stock round header pins with square headers. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Low 60v and All Displays Dim or at Half Brightness===&lt;br /&gt;
See the display section: [[#All Displays Dim or at Half Brightness|All Displays Dim or at Half Brightness]]&lt;br /&gt;
&lt;br /&gt;
====Recommended Updates and Repairs for the System 80/80A Power Supply Board====&lt;br /&gt;
[[File:GottliebSystem80PSBurnedCR7.jpg|300px|thumb|right|If CR7 on the Gottlieb power supply looks like this, the board should be rehabbed immediately.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 Power Supply board is a pretty tough bugger. Still, after years of steady operation, they do fail, and they require refurbishment / rebuild.&amp;lt;br&amp;gt;&lt;br /&gt;
The test point values are silk screened on the System 80 power supply board. They are +5VDC, +8VDC, +42VDC, and +60VDC. Ground, or &amp;quot;common&amp;quot; is also labeled.&amp;lt;br&amp;gt;&lt;br /&gt;
Given that the parts to refurbish the power supply are cheap and readily available, and that taking the power supply apart is a bit of a pain, a good strategy is to replace all failure prone parts, whether the parts have failed or not, to avoid disassembling the power supply more than once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mandatory parts list:&amp;lt;/b&amp;gt;&lt;br /&gt;
#.156 male header pins without friction lock, 9-pin, 7-pin, 6-pin, or break to size.&lt;br /&gt;
#500 ohm resistor cermet trimmer potentiometer. A quality sealed one like the one pictured is advised.&lt;br /&gt;
#3 inches of 18 gauge wire&lt;br /&gt;
#680 ohm 1/2 watt resistor (470, 510, 560, or 620 works also) replacement for R10, originally a 30 ohm 2W resistor and &amp;lt;b&amp;gt;must be replaced&amp;lt;/b&amp;gt; if CR7 is replaced with a 1N4738 (below)&lt;br /&gt;
#1N4738 8.2V 1 watt zener diode (CR7, originally a 1N3445 8.2V 2W zener)&lt;br /&gt;
#12K ohm, 1/2 watt resistor (R3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Optional parts list:&amp;lt;/b&amp;gt;&lt;br /&gt;
#1N4746 18V 1 watt zener diode (CR6, optional)&lt;br /&gt;
#47uf, 100V axial capacitor (C2, optional)&lt;br /&gt;
#LM723 voltage regulator and 14-pin socket (IC1, optional if the 5V section is operational)&lt;br /&gt;
#2N6057, 2N6059, or 2N6284 Darlington transistor (Q3, optional if the 5V section is operational)&lt;br /&gt;
#heat sink compound (optional as required)&lt;br /&gt;
#TO-3 mica insulator or heat sink gasket (optional as required)&lt;br /&gt;
#TO-3 transistor spacer (optional as required) Keystone 4616 or Mouser Electronics 534-4616&lt;br /&gt;
#2N5550 or 2N5551 transistor (Q2, optional)&lt;br /&gt;
#470uf/100V axial capacitor (C1, optional if the 42v/60v section is operational, this cap is often the cause of the 1/4A HV fuse blowing)&lt;br /&gt;
#TIP31C TO-220 NPN transistor (Q1, optional if the 42v/60v section is operational)&lt;br /&gt;
#TO-220 mica insulator (optional as required)&lt;br /&gt;
#TO-220 Passive Heatsink - Aavid Thermalloy 563002B00000G (only necessary if the existing heatsink is damaged or missing the PCB mounting tabs)&lt;br /&gt;
#TO-220 Nylon Bushing Insulator (only necessary if missing or damaged)&lt;br /&gt;
#Green LEDs (optional...use to identify that the board has been rebuilt)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&lt;br /&gt;
#Remove the 4 screws that fasten the PCB to the cold plate (heat sink).&lt;br /&gt;
#Remove the 2 screws that fasten the back mounted transistor Q3 to the PCB and cold plate.&lt;br /&gt;
#Use a solder removal tool to remove the solder from the legs of Q3 that extend through the PCB. This is the toughest part of the job. If the board had been really hacked, two irons and a friend may be needed to accomplish this.&lt;br /&gt;
#Once the cold plate and Q3 have been removed, set those parts to the side.&lt;br /&gt;
#Replace parts on the PCB as recommended and advised by the particular failure.&lt;br /&gt;
#On the solder side of the PCB, solder a 3&amp;quot; wire from the ground trace to the screw mount, as shown in the picture below.&lt;br /&gt;
#When replacing the original round header pins with new square header pins, the through holes may require slight enlargement using a pick as shown in the picture below. Alternatively, the holes can be drilled with a small bit from the solder side of the board. Pressing the pins into the through holes without enlarging them might cause the solder pad to pop off the board. Key pins must be removed prior to installation as the PCB has no holes at the key pin position.&lt;br /&gt;
#Recheck all of the work performed.&lt;br /&gt;
#Sand the black insulating coating from the top/right screw hole on the front of the cold plate, as shown in the picture below. The insulating coating is very tough. A drum sander attachment on a Dremel works very well for this.  To ensure enough has been sanded, use a meter to &amp;quot;buzz&amp;quot; between screw holes. The screw hole will be used later to tie the ground from each PCB together.&lt;br /&gt;
#Install Q3 (note that it will only install one way) onto the cold plate using the transistor spacer, mica insulator, and heat sink compound.&lt;br /&gt;
#Mate the two halves of the power supply together and reinstall the two screws which secure Q3.&lt;br /&gt;
#Solder the leads of Q3 to it&#039;s through-holes.&lt;br /&gt;
#To ensure continuity at each leg&#039;s solder joint, &amp;quot;buzz&amp;quot; the connection between the left leg of Q3 and the top leg of R9.&lt;br /&gt;
#Also &amp;quot;buzz&amp;quot; the connection between the right leg of Q3 and the bottom leg of R11.&lt;br /&gt;
#Install the remaining 4 screws around the perimeter of the power supply board. &lt;br /&gt;
#Lastly, ensure there is NO continuity between Q3 and the cold plate, as shown in the picture below. This is an essential step to ensure proper operation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=170px heights=100px perrow=3 caption=&amp;quot;System 80/80A Power Supply Repair&amp;quot;&amp;gt;&lt;br /&gt;
File:Parts.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Required&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsRemoved.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front Side, Parts Removed and Board Cleaned Up&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsRemovedBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Back Side, Parts Removed&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:EnlargingHoles.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Enlarging Header Pin Holes&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsReplaced.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Replaced, Front Side&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsReplacedBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Replaced and Ground Updated, Back Side&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:R10ThermalStrainRelief.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Strain Relief for R10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Sys80PSAllDone.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All Done&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Transistor-to-ColdPlateContinuityTest.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Ensuring no continuity between Q3 and the cold plate&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once fully assembled, reinstall the power supply into the game. Connect ONLY J1 (the lower 9-pin connector) at this time. Power the game on, looking for the two LEDs to light. If they do not light, there will be rework to perform. Assuming that they do light, test each of the voltages that the power supply creates to ensure the correct power is being generated/regulated. Since the power is not &amp;quot;under load&amp;quot;, each of the voltages may read 10% or so high. While measuring the 5V test point, adjust the 5V trim pot to about 5.1VDC.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
That&#039;s it! Done.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: once the other boards are connected to the power supply, the 5V may sag some. Measure the 5V across the electrolytic cap just to the right of the MPU power connector. Using the 5V trim pot, adjust the 5V power to between 5.0 and 5.1VDC.&lt;br /&gt;
&lt;br /&gt;
====Recommended Repairs for the System 80B Power Supply Board====&lt;br /&gt;
[[File:Gtb sys80b psu.JPG|300px|thumb|left|System 80B +5 VDC Power Supply. The adjustment POT is at the top of the PCB.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Step one to improving power supply reliability is to replace the original 500 ohm 1 watt adjustment pot.  This procedure can be done easily without removing the large heat sink.  A replacement sealed pot is recommended, but not completely necessary.&lt;br /&gt;
&lt;br /&gt;
Next, remove all the old solder from the all of the .156&amp;quot; header pins, and reflow new solder onto the joints. The top header pins (J2) supply +5VDC to the majority of the associated circuit boards in the back box.  Provided that the power supply is delivering acceptable voltages in the +5VDC range, these two relatively simple repairs are the only things needed for this board.&lt;br /&gt;
&lt;br /&gt;
However, if you&#039;ve adjusted the pot as much as possible in the appropriate direction, and the power supply is still delivering voltages higher or lower than around +5VDC, it&#039;s probably time to look at replacing the LM338K voltage regulator.  While not a frequent occurrence, the voltage regulator will sometimes fail. &lt;br /&gt;
&lt;br /&gt;
If the voltages measured are less than 1VDC, the grounds for the power supply (located at the transformer panel) will more than likely need attention.  Once the grounds at the transformer panel are better secured, recheck the voltage at the power supply.&lt;br /&gt;
&lt;br /&gt;
Note: When measuring the +5VDC provided by the power supply, first disconnect J2 on the power supply. Measure power at the J2 male headers first. Once within an acceptable range, turn power off and reconnect J2. Measure power across C1, the 100uf/10V capacitor that is next to J1 (power connector) on the MPU. The MPU may drag the +5VDC supply down a bit. If you find this to be the case, adjust the trim pot on the power supply until a steady +5VDC is seen at the MPU. Poor connections between the +5VDC power supply and the MPU board may also reduce the voltage measured at the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Optional Bling...Adding Power Indicating LED&#039;s to Boards====&lt;br /&gt;
=====CPU Board LED=====&lt;br /&gt;
How to add a &amp;quot;+5 volt&amp;quot; indicator for the Gottlieb System 80 Generation 1 CPU board (the D102 board). This will light up when + 5 volts are present on the CPU board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; diameter holes spaced about 3mm apart in the spot indicated just below power connector J1. This area has no traces to interfere with drilling.&lt;br /&gt;
#Install LED into board with flat side facing toward the power connector J1.&lt;br /&gt;
#Bend the flat side&#039;s lead to the negative (ground) point shown in the picture and solder it.&lt;br /&gt;
#The other lead of the LED will connect to one side of the 330 ohm resistor. The other end of the resistor will be soldered to the positive trace shown in the picture. You&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is powered on, this LED will indicate that the CPU board is receiving +5 volts from the power supply.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDholesfront.JPG|300px|thumb|left|Holes drilled on front of board]]&lt;br /&gt;
[[File:Sys80CPULEDholesrear.JPG|300px|thumb|right|Holes drilled on rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Circled areas are where to drill the two holes for the LED. Any color of LED can be used, but red or green are preferred.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDwiring.JPG|300px|thumb|left|Wiring on solder side of board]]&lt;br /&gt;
[[File:Sys80CPULEDfront.JPG|300px|thumb|right|LED installed on board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED. Note the location of the flat side of the LED.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDlitup.JPG|300px|thumb|left|Finished installation of LED]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Completed installation with LED lit up indicating the +5 volts is present on the CPU board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Driver Board LED=====&lt;br /&gt;
Adding a &amp;quot;+5 volt&amp;quot; indicator to the System 80 Driver Board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohm quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; holes spaced about 3mm apart in the board at the location shown in the pictures to the left of the electrolytic capacitor near chip Z1. There should be no traces at that area.&lt;br /&gt;
#Install the red LED with the flat side facing the trace going to the negative side of the electrolytic capacitor. Bend the LED&#039;s flat side lead down to that trace and scrape away some of the green paint at the point you will be soldering it. Now solder that lead to the trace.&lt;br /&gt;
#Solder one end of the 330 ohm resistor to the other lead of the LED.&lt;br /&gt;
#The other end of the resistor will now get soldered to the trace that goes to the positive side of the electrolytic capacitor. Again, be sure to scrape some of the green paint off of the trace where the resistor lead will be soldered. You are done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is on, the LED will be lit indicating that the driver board is receiving +5 volts from the CPU board.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LED_holesfront.JPG|300px|thumb|left|Drilled holes on front of board]]&lt;br /&gt;
[[File:Sys80LEDholesrear.JPG|300px|thumb|right|Drilled holes on the rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Views of the holes drilled for the LED looking from the front and rear of the System 80 driver board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LEDrear.JPG|300px|thumb|left|Wiring of the LED and resistor]]&lt;br /&gt;
[[File:Sys80LEDflat.JPG|300px|thumb|right|Finished installation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED. Notice the location of the flat side of the LED. Any color of LED can be used, but red or green is prefered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LEDlitup.JPG|300px|thumb|left|Finished installation with LED lit]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Completed installation showing the LED lit up indicating +5v power is present on the driver board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pop Bumper Driver Board LED=====&lt;br /&gt;
How to add a &amp;quot;+5 volt&amp;quot; indicator for the Gottlieb System 80 Pop Bumper Driver Board. This will light up when + 5 volts are present on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#From the solder side, mark and drill four 1/16&amp;quot; diameter holes spaced as shown in the spot indicated. &lt;br /&gt;
#Install LED into board with flat side facing toward the power connector J1.&lt;br /&gt;
#Bend the flat side&#039;s lead to the negative (ground) point shown in the picture and solder it.&lt;br /&gt;
#The other lead of the LED will connect to one side of the 330 ohm resistor.&lt;br /&gt;
#The other end of the resistor will be soldered to the positive trace shown in the picture.&lt;br /&gt;
#You&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is powered on, this LED will indicate that the CPU board is receiving +5 volts from the power supply.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px perrow=3&amp;gt;&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-supplies.jpg|Supplies needed.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-1.jpg|Mark holes on solder side as shown.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-2.jpg|Drill holes.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-3.jpg|Stuff parts shown. Note the polarity of the LED.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-4.jpg|Bend component legs as shown.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-5.jpg|Solder all 3 connections as shown.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Repeat for each Pop Bumper Driver Board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary Lamp Driver Board LED=====&lt;br /&gt;
Adding a &amp;quot;+5 volt&amp;quot; LED indicator for the auxiliary lamp driver board used to create &amp;quot;chase lamps&amp;quot; in many System 80/80A/80B games.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red or green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, 1/4 watt&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; diameter holes about 3mm apart in the locations indicated in the pictures.&lt;br /&gt;
#Mount LED with the flat side toward the edge of the board.&lt;br /&gt;
#The lead from the LED&#039;s flat side will be soldered to pin 2 (ground) of connector A11P1. Be sure to slide a piece of heat shrink tubing over this lead so it does not accidently short to the other connector pins.&lt;br /&gt;
#The other lead of the LED will be soldered to one end of the 330 ohm resistor.&lt;br /&gt;
#The other end of the resistor will be soldered to pin 4 (+5 volts) of connector A11P1.&lt;br /&gt;
&lt;br /&gt;
Whenever the machine is on, the LED should be lit, indicating the auxiliary lamp driver board is receiving power. &lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDfrontholes.JPG|300px|thumb|left|Drilled holes on front of board]]&lt;br /&gt;
[[File:ALDLEDrearholes.JPG|300px|thumb|right|Drilled holes on rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
View of the holes drilled for the LED as viewed from the front and rear of the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDfront.JPG|300px|thumb|left|LED installed on board]]&lt;br /&gt;
[[File:ALDLEDrear.JPG|300px|thumb|right|Resistor and LED wiring]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED on the rear of the board. Notice the location of the flat side of the LED.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDlitup.JPG|300px|thumb|left|LED is lit up]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Finished installation with LED lit up indicating presence of +5 volts power on the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound/Speech Power Supply Board LED&#039;s=====&lt;br /&gt;
The Sound/Speech power supply board will get a total of four LED&#039;s! These are to indicate the presence of -12 volts, +12 volts, and +30 volts going out to the actual sound/speech board and also to indicate +24 volts coming in to the power supply board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*4 Red or green LED&#039;s&lt;br /&gt;
*2 Resistors, 1 k, 1/4 watt&lt;br /&gt;
*1 Resistor, 2.2k, 1/4 watt&lt;br /&gt;
*1 Resistor, 3.0 k, 1/4 watt&lt;br /&gt;
&lt;br /&gt;
#Drill a total of eight 1/16&amp;quot; holes at the points shown in the pictures near connector A7P1. Lead spacing per LED is about 3mm. Be sure the LED&#039;s are not too close to each other to interfere with sitting flat against the board. The +12 and +30 volt LED&#039;s will mount with the flat side facing diagonally (7 o&#039;clock) toward the lower left board mounting hole.&lt;br /&gt;
#The -12 volt LED will have the lead of the round side (anode) soldered to the heavy ground trace of the board. You&#039;ll need to scrape some of the green paint off the trace first. The other lead of this LED will be soldered to one end of a 1k resistor. The other end of this resistor will be soldered to the junction point of resistor R2 and the anode of zener diode CR2.&lt;br /&gt;
#The +24 volt LED will have the lead from the flat side (cathode) of the LED soldered to the heavy ground trace on the board. You&#039;ll need to scrape a bit of the green paint off the trace first. The other lead of the LED will be soldered to one end of a 2.2k resistor. The other end of the resistor will be soldered to the trace going to connector A7P1 pin 6 (+24 volts). Again, you&#039;ll need to scrape some of the green paint from the trace first.&lt;br /&gt;
#The +12 volt LED will have the lead from the flat side (cathode) of the LED soldered to the heavy ground trace. You will need to scrape some of the green paint off the trace first. The other lead of the LED will be soldered to one end of a 1k resistor. The other end of this resistor will be soldered to to the trace going to connector A7P1 pin 1 (+12 volts). You will need to scrape some of the green paint off of the trace first.&lt;br /&gt;
#The +30 volt LED will have the lead of the flat side (cathode) soldered to the heavy ground trace. You will need to scrape off some of the green paint from the trace first. The other lead of the LED will be soldered to one end of a 3 k resistor. The other end of this resistor will be soldered to the trace going to connector A7P1 pin 2 (+30 volts). You will need to scrape some of the green paint from the trace first.&lt;br /&gt;
#These LED&#039;s above are all optional. The board never originally came with anything to indicate presence of voltages. If you only want to install one, that&#039;s fine. I chose to install all four so I can see at a glance that all four voltages are present. You don&#039;t have to install all four if you don&#039;t want to.&lt;br /&gt;
&lt;br /&gt;
In the picture of the finished front of the board the LED&#039;s from top to bottom are:&lt;br /&gt;
&lt;br /&gt;
*-12v&lt;br /&gt;
*+24v&lt;br /&gt;
*+12v&lt;br /&gt;
*+30v&lt;br /&gt;
&lt;br /&gt;
In the picture of the wiring on the back (foil) side of the board, the resistors top to bottom are:&lt;br /&gt;
&lt;br /&gt;
*1K&lt;br /&gt;
*2.2K&lt;br /&gt;
*1K&lt;br /&gt;
*3K &lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDfrontholes.JPG|300px|thumb|left|Drilled holes for the LED&#039;s on the front of board]]&lt;br /&gt;
[[File:SSPSLEDrearholes.JPG|300px|thumb|right|Drilled holes for the LED&#039;s on the rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Views of the drilled holes for the LED&#039;s looking from the front and rear of the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDlower.JPG|300px|thumb|left|+12 and +30 LED&#039;s installed on front]]&lt;br /&gt;
[[File:SSPSLEDupper.JPG|300px|thumb|right|-12 and +24 LED&#039;s installed on front]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All four LED&#039;s installed on the front of the board. Notice the location of the flat sides of all the LED&#039;s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLED_wiring.JPG|300px|thumb|left|Wiring of the resistors on the rear of board]]&lt;br /&gt;
[[File:SSPSLEDfinished.JPG|300px|thumb|right|All four LED&#039;s installed on front of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistors and LED&#039;s on the rear of the board. All four LED&#039;s installed on front of board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDlitup.JPG|300px|thumb|left|Finished and all LED&#039;s lit]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All four LED&#039;s installed and lit up indicating the presence of the four different voltages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80/80A Power Supply Board LED=====&lt;br /&gt;
The System 80 and System 80A power supply board already has LED&#039;s installed to indicate the +5 volts and +12 volts. This project will add an LED to indicate the presence of the +60 volts which is used to operate the score displays. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 LED, any color&lt;br /&gt;
*1 Resistor, 10k, 2 watts&lt;br /&gt;
&lt;br /&gt;
#Drill a total of four 1/16&amp;quot; diameter holes at the points indicated between the foil traces in the pictures. Try to keep the holes in a straight line.The LED installs in the top two holes and with the flat (cathode) side facing downward toward the bottom end of the board. The resistor will install in the other remaining two holes which are the also the farthest spaced. Be sure to scrape the paint off of the foil traces at the points shown in the pictures.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_holes_front.JPG|300px|thumb|left|Holes drilled viewed from front of board]]&lt;br /&gt;
[[File:SYS80PS_holes_rear.JPG|300px|thumb|right|Holes drilled as viewed from rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wiring it all up:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The flat (cathode) side of the LED will be soldered to the top end of the 10k 2 watt resistor. Be sure to keep all component leads pressed down as close to the foil traces as possible to prevent shorting to the metal frame when the board is re-assembled to the metal frame. There is very little clearance between the board and the metal frame when everything is re-assembled. The lower end of the resistor will be soldered to the foil trace that goes to connector J3, pins 4 and 5 (ground). The round (anode) side of the LED will be soldered to the foil trace that goes to connector J3 pin 1 (the +60 volts). Put a short piece of heat shrink tubing or sleeving over that lead to prevent it from shorting to the trace it crosses over. Now carefully bend that lead of the LED down onto the correct foil trace as shown in the pictures and solder it. Be sure to label the new LED on the parts side of the board as &amp;quot;+60V&amp;quot;. This completes the wiring.&lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_parts.JPG|300px|thumb|left|Resistor and LED mounted on board]]&lt;br /&gt;
[[File:SYS80PS_soldered.JPG|300px|thumb|right|Parts soldered to foil traces]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new LED should be lit at all times the machine is turned on. It indicates that +60 volts DC is present to operate the score displays. The other display voltage, +42 volts, is derived from the +60 volts. &lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_finished.JPG|300px|thumb|left|Finished installation with +60v marking]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80 First Generation &amp;quot;Sounds Only&amp;quot; Sound Board LED&#039;s=====&lt;br /&gt;
This board was used in early System 80 games such as Panthera. It operates on three power sources, -12 volts, +12 volts, and +5 volts. The +12 volts is obtained from the bottom panel in the machine. The +5 volts is obtained from the game&#039;s power supply board. The -12 volts is generated on this sounds only board by receiving ac power input on J1 pins 3 and 4. You can measure the -12 volts by connecting your volt meter across zener diode CR5 (1N4742A).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MATERIALS NEEDED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*2 LED&#039;s, any color&lt;br /&gt;
*1 Resistor, 1k @ 1/4 watt&lt;br /&gt;
*1 Resistor, 330 ohm @ 1/4 watt&lt;br /&gt;
*1 Short piece of small diameter heat shrink tubing&lt;br /&gt;
&lt;br /&gt;
#Drill two pairs of holes 1/16&amp;quot; diameter and about 3mm apart at the locations as shown in the pictures. Be sure not to drill through any foil traces.&lt;br /&gt;
#The +12 volt LED will have the flat side (cathode) of the LED soldered to the ground trace coming from pin 6 of connector J1. You&#039;ll need to scrape a bit of green paint off of the trace first in order to solder it. The other lead of the LED will be soldered to one end of a 1k @ 1/4 watt resistor. The other end of the resistor will be soldered to pin 1 of connector J1 (the +12 volt source). Be sure to slide a short piece of heat shrink tubing over this end of the resistor before soldering since this lead will pass over a couple of traces. This will prevent the resistor lead from shorting to those traces and causing damage.&lt;br /&gt;
#The +5 volt LED will have the flat side (cathode) of the LED soldered to the ground trace coming from pin 6 of connector J1. You&#039;ll need to scrape a bit of the green paint off of the trace first in order to solder it. The other end of the LED will be soldered to one end of a 330 ohm @ 1/4 watt resistor. The other end of the resistor will be soldered to pin 5 of connector J1 (the +5 volt source).&lt;br /&gt;
#When finished, be sure to note that the flat sides of both LED&#039;s will be facing each other on the front side of the board. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80so_holes_front.JPG|300px|thumb|left|Holes drilled in front of board]]&lt;br /&gt;
[[File:Sys80so_holes_rear.JPG|300px|thumb|right|Holes drill in rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80so_LEDS.JPG|300px|thumb|left|LED&#039;s installed on board with flat sides facing each other]]&lt;br /&gt;
[[File:Sys80so_resistors.JPG|300px|thumb|right|Wiring on solder side of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====F2 Fuse Blows At Power Up on 80A games====&lt;br /&gt;
If the F2 fuse blows at power up, there is one overlooked problem that is good to check. This could also apply to 80B games, but a different fuse may blow.&lt;br /&gt;
&lt;br /&gt;
On the transformer panel, there is a pair of cement resistors are soldered to a solder tab, which is screwed down to a small square plastic post. Check to make sure that this has not been moved to another screw hole in the metal of the transformer panel. Screwing this line to the metal of the transformer panel ties one of the AC lines to ground. Since this line is shorted/tied to ground, it also has the side effect of making the bridge rectifier test bad, since there is a tab tied to ground when there shouldn&#039;t be one. It is likely that the bridge rectifier will test good as soon as the solder tab is moved to the correct place.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300&amp;gt;&lt;br /&gt;
File:sys80-f2-fuse-blows-issue-2.jpg|Correct place to screw the solder tab (on the square plastic post)&lt;br /&gt;
File:sys80-f2-fuse-blows-issue-1.jpg|Incorrect place to screw the solder tab. This causes a short.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MPU boot issues===&lt;br /&gt;
&lt;br /&gt;
There are a large and varied number of reasons that a System 80 MPU will fail to boot. Unfortunately, as has been said before, &amp;quot;this is not a Bally world&amp;quot;. That is, unlike &amp;quot;classic&amp;quot; Bally and Stern MPUs the System 80 MPU provides absolutely no indication as to why it may have failed to boot.&lt;br /&gt;
&lt;br /&gt;
Debugging a non-booting MPU is somewhat of an art. A few basic steps are listed below.&lt;br /&gt;
&lt;br /&gt;
#Ensure the power supply is providing a solid 5VDC power source&lt;br /&gt;
#Replace the orange electrolytic cap in the cabinet bottom if still original&lt;br /&gt;
#Take the board to the bench&lt;br /&gt;
#Examine the board for alkaline damage. Abate all alkaline corrosion.&lt;br /&gt;
#Ensure the reset section of the board is working. Pin 40 of the 6502 should begin &amp;quot;low&amp;quot;, then after about 1/2 second, transition to &amp;quot;high&amp;quot;. Note that the reset transition will be slightly longer if using a modern reset generator (ala DS1811) as outlined in subsequent sections&lt;br /&gt;
#Check the clock signals at the 6502. A logic probe will show a rhythmic pulse. An Oscilloscope should show the 3.58Mhz pulse. If the clock signal is not pulsing, work backwards through the 74xx logic all the way to the crystal if necessary&lt;br /&gt;
#Check the IRQ signal at the 6502. Ensure it isn&#039;t &amp;quot;stuck&amp;quot;. Only the 6532 RIOTs can pull the IRQ signal low. Once the 6502 software processes the IRQ, the 6502 will release the IRQ signal&lt;br /&gt;
#Check the R/W (read/write) signal at the 6502. Again, ensure it isn&#039;t stuck&lt;br /&gt;
#Check the address and data lines to ensure that they are pulsing&lt;br /&gt;
#Feel each of the masked ROM chips at U2 and U3 as well as the 6532 RIOT chips at U4, U5, and U6. If the IC is too hot to touch, it has probably failed and should be replaced. Note that the 6532 RIOTs run hot normally. If one is noticeably hotter than the other, that may be an indication of failure.&lt;br /&gt;
#Test each of the 74XX chips in the switch matrix (Z11 - Z15) using this [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit procedure].&lt;br /&gt;
#If the board has the original masked game ROM(s), replacement of those ROM(s) is advised. System 80 and 80A games used a 2716 originally at the PROM1 position (early games used dual 2708s at PROM1 and PROM2). System 80B games used a 2764 for the game ROM (which also replaces U2 and U3) and generally a 2716 at the PROM1 position. Of course, the ROM image can be doubled or even quadrupled so that it fits snugly into a larger capacitor ROM as long as that ROM footprint matches the OEM ROM footprint (number of pins)&lt;br /&gt;
#System 80B MPUs employ a &amp;quot;daughter card&amp;quot;. Fractured solder joints where the &amp;quot;riser pins&amp;quot; connect to the daughter card are often an issue. These joints can&#039;t be examined without removing the daughter card. And removing the daughter card is not trivial. If flexing the daughter card causes the board to boot or to crash, fractured solder joints are a solid suspect.&lt;br /&gt;
&lt;br /&gt;
====Power on &amp;quot;Thunk&amp;quot;====&lt;br /&gt;
Some System 80 games exhibit a &amp;quot;thunk&amp;quot; upon power up. The manifestation of this is the unpredictable lighting of lamps, running of motors, and actuation of coils / relays.  The symptom is unpredictable in that swapping either the driver or the MPU board might change the behavior. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;thunk&amp;quot; can be suppressed via a process detailed [http://www.flippers.com/gott-system80.html#thunk here] by John Robertson.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80 Driver Reset Front.JPG|thumb|left|300px|The addition of an MCP130-460HI/TO reset generator on the driver board.]]&lt;br /&gt;
[[File:Sys80 Driver Reset Back.JPG|thumb|right|300px|The addition of an MCP130-460HI/TO reset generator on the driver board w/ traces cut and jumpers run.]]&amp;lt;br&amp;gt;&lt;br /&gt;
As an alternative to John&#039;s approach, another method has been developed. The method employs the use of a reset generator tied to the &#039;&#039;&#039;CLR&#039;&#039;&#039; leg (pin 1) of the appropriate 74175 flip-flops (those that control devices that &amp;quot;thunk&amp;quot;). The reset generator is added to the front of the driver board in the upper right hand corner. There is a &amp;quot;star via&amp;quot; in this location. Solder should be removed from the star via exposing a through hole. Next, two very small holes should be drilled into the board on either side of the via. Make certain not to drill through traces on the solder side of the board, and that neither hole touches the &amp;quot;star via&amp;quot;. Next, scrape the solder mask from the two thick traces on the solder side which pass closest to the star via. These traces terminate at capacitor C1 on the driver board.  The closest trace is ground and the other trace is +5v. Next, place a MCP130-460HI/TO reset generator through the driver board. The center leg (&#039;&#039;&#039;RESET&#039;&#039;&#039;) will pass through the star via, while the outer legs will go through the newly drilled holes. The flat side of the reset generator should be facing the components on the driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
Next, bend the GND and 5V legs of the reset generator onto the appropriate traces where the masking was scraped.  Next, the traces on Z3, Z4, and Z5 should be cut between pin 1 and pin 16. This is the wide trace at the very top of the chip. Additionally, there is a thick trace to the right of pin 1 on Z4 which must be severed. After cutting this trace, pin 16 and the isolated trace must be tied together with a jumper.  This connects 5VDC to pin 16 of Z4. Now that pin 1 is isolated from 5VDC on chips Z3, Z4, and Z5, trace wire must be routed from the center leg (&#039;&#039;&#039;RESET&#039;&#039;&#039;) of the reset generator to pin 1 of each of these chips. Once this modification is completed, the coils associated with these chips will no longer be pulsed when the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Like the modification which John Robertson lays out, it may not be necessary to isolate pin 1 of Z3, Z4, and Z5 for every game. However, isolating these 3 chips accommodates most System 80/A/B games that use lamp transistors to pre-drive coils / relays. The game over and tilt relays will still pulse briefly upon turning the game on but that behavior is generally acceptable. Isolating pin 1 of Z1 and tying pin 1 to the reset line of the reset generator will resolve this residual behavior.&lt;br /&gt;
&lt;br /&gt;
Note that the trace wire shown in the pic on the right could have been routed more elegantly.  This was in part due to an afterthought in having Z3 tied to the reset generator.&lt;br /&gt;
&lt;br /&gt;
Since the &amp;quot;thunk&amp;quot; is really just a minor irritation, most owners do not think that the resolution is worth the effort. However, on some games, the thunk can be very annoying by pulsing the ball release coil under the lower apron. The result is a ball being served into the shooter lane, before the MPU board even boots up. Most System 80B Genesis games run the &amp;quot;Reveal Motor&amp;quot; as a result of the &amp;quot;thunk&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ResetGeneratorPinExplanation.jpg|thumb|left|300px|Part number explanation and pin configuration for various reset generators.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Other reset generators may be used as long as the pinout of the legs is observed. Shown at left is a snippet of the datasheet that explains reset generator part numbers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AlternateDethunkFront.jpg|thumb|left|300px|Using an MCP130-460DI/TO reset generator. Take care to drill the holes so that only one reset generator leg touches the star.]]&lt;br /&gt;
[[File:DethunkAlternateBack.jpg|thumb|right|300px|Jumpers are still connected to the &amp;quot;star via&amp;quot; but the new holes are drilled in different locations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One alternate reset generator to use is the MCP130-460DI/TO which is also used in the section that discusses System 80 MPU alkaline corrosion abatement. The installation is a bit different as is shown in the adjacent pictures. The (&#039;&#039;&#039;RESET&#039;&#039;&#039;) signal is on the left leg of the reset generator while Vdd (5VDC) is in the center and Vss (Ground) is on the right leg.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Erratic Boot Issues with Later 80B Games (Hot Shots, Bad Girls, and Big House)====&lt;br /&gt;
Some erratic boot issues have been observed with the following games: Hot Shots, Bad Girls, Big House, and Excalibur, however, the list of games may be more extensive.  The issues included are a locked on display with garbage characters shown, no display illuminating at all, sound board not booting (LED stuck on), locked on lamps, no controlled lamps, locked on coils, etc.  The source of the problem seems to stem from the fluorescent tube starter located in the backbox.  It is unknown why exactly this anomaly occurs.  Removal of the starter should resolve the booting issues.  Worst case scenario, remove the 110v panel fuse on the transformer panel use for the fluorescent light circuit.  Unfortunately, this is the only resolution known at this time.&lt;br /&gt;
&lt;br /&gt;
====Battery Leakage and Corrosion====&lt;br /&gt;
Like most any other pinball machine manufactured, Gottlieb® uses batteries to supply power to the non-volatile RAM memory.  Certain game settings, high score thresholds (including high score to date), audit information, and bookkeeping information are all options which are saved when the game is powered off.  And unless some kind soul, who worked on your machine before, either removed the battery and mounted it remotely away from circuit boards, or just plain removed the battery, there will be some variety of a 3.6v Nickel Cadmium (NiCad) rechargeable battery soldered onto your CPU board.  &lt;br /&gt;
&lt;br /&gt;
So, what&#039;s so bad about having a battery on the CPU board?  Well, nothing really, unless it&#039;s forgotten, and in most cases, it is.  While you let your pinball machine sit unplayed for weeks, months, or even years at a time, the battery remains perched on the circuit board like a ticking time bomb.  I&#039;m not saying the battery is going to blow up, although some replacement non-rechargeable batteries could overheat and / or explode if not correctly installed.  The battery is like a ticking time bomb, because it is a threat to the overall health of the electronic components, traces, and connectors attached to your CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now that I have your attention regarding the whole battery thing, let&#039;s talk about the battery, and what happens. . .&#039;&#039;&#039;WHEN GOOD BATTERIES GO BAD&#039;&#039;&#039;.  It&#039;s not that some batteries were born on the wrong side of the tracks or anything. Any good battery can go bad without much warning.  It takes time, but eventually you will find that your battery has crossed over to the &amp;quot;dark side&amp;quot;.  That particular time is typically when you turn your game on, the lights come on, and that&#039;s it.  The displays don&#039;t light up. The start up sounds don&#039;t resonant. And, the silver ball stays in its comfy little home.  Nada...nothing...no signs of anything resembling a fun game of pinball.  &#039;&#039;&#039;UH-OH!&#039;&#039;&#039; So what happened?  The pinball machine worked fine the last time you played it.  &lt;br /&gt;
&lt;br /&gt;
Well, while you were out having a good time and enjoying life, the poor, aged, neglected battery decided to wreak havoc all over the reset section, clock section, or possibly more regions on your CPU board.  The CPU battery spewing its guts all over the place is akin to the batteries in the flashlight you haven&#039;t turned on since the last power outage a year or two ago.  You go to turn on the flashlight when you need it most, and find out there&#039;s something wrong.  So being the curious type, you open the flashlight&#039;s battery compartment only to find some kind of blue-green funk leaking all over, or the batteries now look like they need a shave.  The resolution to the flashlight scenario is pretty simple. Throw it away, and buy a new one. Your CPU board problem can be resolved the same way, except it will be a lot more costly, and is not recommended to just pitch it in the trash. If the battery damage to the CPU board is not overly extensive, attempt to repair it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80A bat damage01.JPG|300px|thumb|left|Typical Battery Found on a System 80 CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s unfortunate, but every battery has a life expectancy.  The only silver lining is that some of the Ni-Cad batteries installed on Gottlieb® CPU boards can last longer than others.  Probably the worst culprit of board destruction is the &#039;&#039;&#039;Data Sentry&#039;&#039;&#039; pack, and its associated knock-offs.  This battery comes in a black rectangular plastic package.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB sys80A battery.jpg|300px|thumb|left|Typical Battery Found on a System 80A / 80B CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another battery pack style which looks very similar to the NiCad battery packs found in &amp;quot;old school&amp;quot; cordless phones.  It is actually three small NiCad cells wrapped separately in an orange poly material, which is wrapped in a outer white poly material.  These don&#039;t leak nearly as badly, but they still have the potential to fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Replacement nicad.jpg|300px|thumb|left|Typical NiCad Battery Which was Replaced]]&amp;lt;br&amp;gt;&lt;br /&gt;
The final common battery style is a what looks like an AA battery on steroids.  This style is a fraction longer and fatter than an AA battery&#039;s physical form, and has two soldered leads on either end.  If you find one of these, it means the battery was previously replaced.  The good news is that this battery is newer than the original. However, the same results of battery seepage can occur.  The only benefit of this type of battery is that it can be carefully cut (in most cases) from the board without removing the board from your game.  This is a plus if no battery damage has occurred.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80A bat damage03.JPG|300px|thumb|left|NiCad Battery Damage to a System 80A CPU Board&amp;lt;br&amp;gt;(Note:  This is considered very mild damage!)]]&lt;br /&gt;
[[File:Gtb sys80A bat damage04.JPG|300px|thumb|right|Damage from the battery may also occur on the back side of the board, especially on the edge connection fingers]]&amp;lt;br&amp;gt;&lt;br /&gt;
So what happens if you don&#039;t heed the above warnings, and the battery is allowed to remain on the board?  Plain and simple - &#039;&#039;&#039;THE BATTERY WILL LEAK!&#039;&#039;&#039;  It&#039;s only a matter of time.  Equally, the path of destruction is uncertain.  Batteries don&#039;t just leak - they release caustic, alkaline fumes.  These fumes attack wherever there is copper, even tinned or soldered copper.  The end results are:&lt;br /&gt;
&lt;br /&gt;
*solder joints which become green or gray and crusty as opposed to a shiny silver&lt;br /&gt;
*connectors which are also now green / gray or potentially broken&lt;br /&gt;
*solder mask, the green covering the electronic traces, on the circuit board has either flaked off or is partially delaminating (lifting)&lt;br /&gt;
*insulated wire becomes less flexible and brittle&lt;br /&gt;
*sometimes the alkaline &amp;quot;cloud&amp;quot; in the game&#039;s backbox causes every board in the head to be affected.&lt;br /&gt;
&lt;br /&gt;
Electronic components, related solder joints, circuit board traces, connectors, and even insulated wire will become unreliable and/or fail.  In all cases, the affected components are less conductive.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If battery damage has occurred, the related parts must now be replaced.  Attempting to remove soldered through components on the circuit board is now even more of a task.  The green / gray dull solder does not transfer heat well.  Battery damaged solder does not flow like clean solder.  Also, crimped connectors are more difficult to remove from their housings, and have a tendency to break before they can be successfully pulled out.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After all the effected electronic components are removed, the board must be treated.  This process starts by sanding the traces and solder pads until shiny copper is exposed.  It is worth mentioning that a battery damaged board can be treated by bead blasting instead of sanding, however, most people do not have access to such a machine.  After the copper areas of the board have been either sanded or bead blasted, an acidic bath of 50% vinegar and 50% (preferably distilled) water is applied to the board.  A small brush like a toothbrush can be used to scrub the board&#039;s area. The purpose of introducing an acid to the effected area is to neutralize what the battery has left behind.   The liquid and fumes from the battery are actually a base, not an acid.  Next, rinse the area of the board with water.  Once the board is clean, isopropyl alcohol (the higher the alcohol percentage the better) is applied to the same area to rinse away the acid bath, and hopefully dissipate any remaining water.  Finally, the board is either blown dry or air dried.  This may be a given, but &#039;&#039;&#039;DO NOT ATTEMPT TO APPLY POWER TO THE BOARD IF IT IS STILL WET!&#039;&#039;&#039;  Most liquids are conductive to some extent. After the previous steps are performed, the task of installing the new components begins.  If any traces or solder pads were damaged, see the [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 Repairing Traces] portion of this Wiki guide on to to fix them.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The point I&#039;m trying to ultimately make is this...regardless of age, shape, or form, &#039;&#039;&#039;remove the battery from the CPU board&#039;&#039;&#039;, as soon as it realized that there is a battery on the board.  If not, the board can be damaged, nonfunctional, and become more difficult or even impossible to repair.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
The first thing that should be done to any System 80 MPU is remove the rechargeable NiCad battery from the MPU board. All batteries leak. They are like ticking bombs. It is merely a matter of when they will leak and possibly damage (sometimes irreplaceable) boards.  &lt;br /&gt;
&lt;br /&gt;
There are at least &amp;lt;b&amp;gt;five&amp;lt;/b&amp;gt; methods of relocating and/or replacing the battery on a System 80/80A/80B MPU.&lt;br /&gt;
&lt;br /&gt;
*Remove the battery completely without replacing it. The 5101 memory will not store information from power-on to power-on and therefore, high scores, replay levels, and credits will be lost.&lt;br /&gt;
[[File:System80battery.jpg‎|300px|thumb|right|Remote Battery]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Mount a remote battery pack that uses standard AA batteries (x3) to protect your board.  A blocking diode must be installed (1N4004, although a 1N4001 will work just as well) to prevent the game circuitry from attempting to charge the batteries. Install the blocking diode in series with the positive lead of the battery pack, with the band oriented toward the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:MemorySuperCap.jpg‎|300px|thumb|right|Here a 5.5V, 1F Super Cap is used to retain 5101 memory for up to 30 days]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the battery with a 1F 5.5V &amp;quot;SuperCap&amp;quot;. The capacitor will never leak, will charge during power-on cycles, and will retain 5101 memory for about 30 days. If you&#039;ve sanded traces as was done in the picture, use a non-conductive material to cover the trace under the cap to ensure that the negative side of the cap doesn&#039;t short a trace (such as clear nail polish, green overcoat pen, electrical tape, or fishpaper). Cut the tape in a circular shape and poke the capacitor leads through it so it can&#039;t fall off in the future. (Electric tape is notorious for slipping.)  An alternate solution would be get a piece of fishpaper insulator, cut that into a circle and poke holes in it for the capacitor leads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:GTB Sys80 H Mem Cap.JPG|300px|left|thumb|Alternate method for installing a memory cap]]&lt;br /&gt;
[[File:GTB Sys80 H Mem Cap Back.JPG|300px|right|thumb|Tying the negative lead of the memory cap to the negative pad on the MPU board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The memory cap can also be installed in the two leftmost holes, where the Ni-Cad battery formerly resided.  The negative lead of the memory cap will then have to be tied to the negative (ground) through hole of the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Remotely mount a replacement NiCad battery in a location that, should it leak, won&#039;t damage valuable circuit boards.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:GottliebCR2032.jpg‎|300px|thumb|left|a CR2032 Lithium &amp;quot;Button Cell&amp;quot; Battery Installed]]&lt;br /&gt;
[[File:GottliebBlockingDiode.jpg‎|300px|thumb|right|A 1N4004 Blocking Diode Installed &amp;quot;inline&amp;quot; with the Positive Connection]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the original NiCad battery with a Lithium button cell CR2032 battery and holder. The holes for the original battery can be repurposed to connect the button cell holder and to add the &amp;lt;b&amp;gt;necessary&amp;lt;/b&amp;gt; blocking diode in the positive side of the circuit.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Using a Reset Generator for the CPU Reset Section ====&lt;br /&gt;
If you find that the battery has leaked, alkaline damage can be cleaned up, traces repaired, and new components installed with kits available from several sources, including Great Plains Electronics.&lt;br /&gt;
&lt;br /&gt;
An alternative to replacing a great many of the components is to use the Dallis/Maxim DS1811 reset generator. The DS1811-10 has a typical trip point of 4.35VDC. You may also use the Microchip Technology equivalent, part number [http://www.greatplainselectronics.com/proddetail.asp?prod=MCP130-460DI%2FTO MCP130-460DI/TO], available from Great Plains Electronics. Remove all reset section components, clean up residual alkaline damage, add four jumpers, and install the reset generator as pictured below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After jumpers and the reset generator are added, make certain there is continuity between the three legs of the reset generator and the appropriate locations on the circuit board.  Below is a list of the reset generator legs and the board locations.  Pin 1 of the reset generator is the left leg, when the flat side of the unit is facing towards the user.&lt;br /&gt;
&lt;br /&gt;
*Pin 1 of reset generator to pin 2 of Z4&lt;br /&gt;
*Pin 2 of reset generator to +5VDC line (lower leg of C2)&lt;br /&gt;
*Pin 3 of reset generator to ground (upper leg of C2)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=500px heights=500px perrow=2 caption=&amp;quot;Using the Dallas Maxim 1811 Reset Generator&amp;quot;&amp;gt;&lt;br /&gt;
File:Dallas_Maxim_Reset_scaled.JPG|A System 80 MPU with alkaline damage repaired/cleaned. Reset circuitry replaced with the much simpler Dallas Maxim 1811&lt;br /&gt;
File:Gtb sys80 reset gen jumpers updated.png|Illustrated picture of components to remove, keep, and jumpers to add.&lt;br /&gt;
File:Dallas_Maxim_Reset_scaled_with_markup.JPG|The same image, but with indications of jumper locations (yellow dots) and where to install the Dallas Maxim 1811, flat side facing the bottom of the board. &amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Note: View at full resolution&amp;lt;/b&amp;gt;&lt;br /&gt;
File:S80ResetCircuitDS1811Mine.png | Schematic, updated to reflect DS1811 implementation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80 Corrosion Area Parts Identification&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:System80CorrosionAreaPartsIdentification.jpg|1000px|center|System 80 Corrosion Area Parts Identification]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys80 MCP120 Reset Gen.JPG|300px|left|thumb|MCP120 reset generator installed with 4.7K pullup resistor]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a reset generator with an internal pullup resistor (MCP130 series) is not available, an MCP120 reset generator can be installed.  However, an external resistor must be installed between the reset and +5v.  The easiest location to install the resistor is between the through hole where the top leg of Q4 was, and through hole where the bottom leg of Q2 was.  In the adjacent image, an MCP120-460DI/TO is installed with the 4.7K 1/4 watt external pullup resistor highlighted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When installing this type of reset generator, remove all of the components, and add all of the jumpers related to the installation of an MCP130-460DI/TO reset generator.  Adding the external pullup resistor is the only additional step.  Failure to add the pullup resistor will result in the reset signal not going high, and the board will not boot.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TC1 Test Connector Connectivity Table====&lt;br /&gt;
[[File:TC1ContinuityTestChart.png|300px|thumb|left|TC1 Connectivity Table. Click for slightly larger image.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The table at left indicates connections between the 6502 microprocessor and the TC1 test connector. This may be useful when debugging corroded MPU boards.&lt;br /&gt;
&lt;br /&gt;
The signal at each TC1 pin is also shown.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slam Switch Modification ====&lt;br /&gt;
In order to test the CPU board on the test bench, a modification must be made to the CPU board to make the CPU think that the slam switch is closed. If the CPU thinks that the slam switch is not closed, the CPU will not complete the boot process, instead booting into a mode where the displays flicker all zeros at a very rapid rate (System 80 and 80A). See the image [[Gottlieb_System_80#Open_Slam_Switch | here]] for a depiction of what you&#039;ll see.  When the slam switch is open on a System 80B game, (the appropriate games where the slam switch is supposed to be closed), an &amp;quot;OPEN SLAM SWITCH&amp;quot; message will be shown on the display.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gottlieb® designed the slam switch as a normally closed switch. That is, the switch must be closed for the machine to operate normally. When a brute kicks the machine, the slam switch will open from the inertial force on the weight attached to the switch, and the slam switch will open. Since the CPU is on the bench, we need a way to have this switch closed at all times to properly test the board.&lt;br /&gt;
&lt;br /&gt;
Additionally, slam switches themselves fail. It&#039;s a good idea to implement this change as a preemptive fix for slam switch failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Slammod.png|300px|thumb|left|Slam Switch Mod]]&amp;lt;br&amp;gt;&lt;br /&gt;
The slam switch can effectively be permanently closed by making a small solder bridge across two traces to the right of Z26 (which is on the lower right side of the CPU board). To permanently close the switch, remove the solder mask by scraping with a sharp knife or screwdriver. Create the solder bridge between the two now bare traces. This change will connect pin 13 of Z26 to ground, permanently closing the switch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DefeatSlamSwitch.jpg|300px|thumb|left|Alternative Slam Switch Mod]]&lt;br /&gt;
[[File:Z26RemovedSlamSwitch.jpg|300px|thumb|right|Z26 removed. One can easily see that the two methods of defeating the Slam switch are equivalent.]]&amp;lt;br&amp;gt;&lt;br /&gt;
An alternate method of achieving the same results is to solder a clipped resistor leg across the bottom of capacitor (C30) and resistor (R20), both immediately to the left of Z26.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Ni-WumpfSlamMod.jpeg|300px|thumb|left|Slam Switch Mod for Ni-Wumpf CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
To permanently close the slam switch on a Ni-Wumpf CPU board, you need to connect pin A1J5-10 to ground on the board.  This picture shows how to do this from the back of the board by soldering a jumper wire.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the last 4 Gottlieb® System 80B games were released with normally open slam switches.  Do not perform the slam switch modification on these games.  This includes the following games:&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bonebusters, Inc.&lt;br /&gt;
*Night Moves (made by International Concepts using the 80B board set)&lt;br /&gt;
&lt;br /&gt;
Regardless of what platform the game is based on, there is only one slam switch used in a System 80/80A/80B game.  It is the weighted switch located on the coin door.  There is some confusion that the ball roll tilt and weighted tilt switch on the playfield are slam switches.  They are not.  These switches along with the pendulum tilt are all tilt switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== System 80B Daughter Board Solder Joints ====&lt;br /&gt;
[[File:GTB sys80B CPU.JPG|300px|thumb|left|A typical System 80B MPU Board, showing the location of the &amp;quot;daughter board&amp;quot;.]]&lt;br /&gt;
[[File:System80BFracturedJointsDaughterCard.jpg|thumb|right|300px|A closeup of Gottlieb® System 80B Daughter Board Male Header Pins with fractured solder joints. This board was cleanly removed from the CPU with great care.]]&lt;br /&gt;
Games with System 80B MPUs feature a &amp;quot;daughter board&amp;quot; to accommodate the 2764 game ROM as shown in the picture on the left. The daughter board connects to the MPU board at the location occupied by U3 in System 80/80A MPUs, via a 24-pin male header. That connection is a two-sided solder joint that can fail. As can be seen in the picture at right, these same header pins connect to the daughter board via a single sided solder joint. Since the daughter board is cantilevered over both the former location of U2 and U3, pressing on this board over time commonly results in fractured solder joints (as seen, right) at the single sided joint and sometimes at the two-sided joint.&lt;br /&gt;
&lt;br /&gt;
Typical symptoms of fractured solder joints at this location are failure to boot, random resets, and random lockups. Sometimes pressing on the daughter board will &amp;quot;fix&amp;quot; the issue temporarily. This is a sure indication of cracked solder joints.&lt;br /&gt;
&lt;br /&gt;
Correction of this issue is easier said than done. And, if you do not possess the tools, skills, and experience to desolder the daughter board, this task is best left to a professional pinball circuit board repair technician. Desoldering the 24 male header pins from the delicate solder pads without damaging the pads or pulling traces is non-trivial.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Continuity Chart of Pinouts for Damaged U2 / U3 Area=====&lt;br /&gt;
It is far too easy for inexperienced technicians to tear up the traces or eyelets at positions U2 and U3 when attempting to remove the daughter board from the System 80B MPU.  If the traces or through holes are damaged, clearly they must be repaired.  Nearly all of the signals which pass from U2 and U3 continue on to the 3 RIOTs at U4, U5, and U6 and also to the PROM 1 position. Below is a handy chart which can be used to ensure continuity between critical parts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U2 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U3 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U4, U5 &amp;amp; U6 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U1&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Signal&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A7&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A6&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A5&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A4&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A3&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A2&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A1&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A0&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D0&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;32&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;32&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D1&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;31&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;31&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D2&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1,21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;GND&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D3&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D4&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;28&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;28&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D5&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;27&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;27&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D6&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;26&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;26&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D7&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;19&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;19&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z12 Pin 10&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 12&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;/BAB12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z7 Pin 10&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;22&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;22&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A9&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;23&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;23&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A8&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;24&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;24&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;+5V&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====System 80B Daughter Board Replacement Options=====&lt;br /&gt;
[[File:U2U3AdapterGPE.jpg|300px|thumb|left|Replacement daughter board engineered by Great Plains Electronics. &#039;&#039;Image used with permission from Great Plains Electronics.&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Great Plains Electronics produced a better replacement daughter board. This board is designed to be installed in both the U2 and U3 sockets, eliminating the problem of board flex and cracked solder joints with the daughter board. Unfortunately, it is no longer available. If it needs to be installed on an MPU (especially where the U2/U3 chips are not socketed for easy removal), it is recommended to desolder the chips, fit the replacement board into quality machine pin sockets, then fit the entire assembly into the MPU board for soldering. The board is also designed with redundant traces for all but a few of the signals, as almost all signals are present at both the U2 and the U3 sockets.&lt;br /&gt;
&lt;br /&gt;
Pinitech has another replacement option called [https://www.pinitech.com/products/gottlieb_piggydeux.php Piggy Deux], but at the time of writing, it is not currently available. This module fits into the TC1 test socket near top of the MPU, which saves a lot of trouble by not requiring removal or repair of the original daughter board. The 2764 EPROM chip simply needs to be removed from the original daughter board and installed into the Piggy Deux module.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====An Alternate to the Daughter Board on System 80B MPU Boards=====&lt;br /&gt;
[[File:GTB Sys80B Alt D-Board.jpg|thumb|left|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 (Genesis)]]&lt;br /&gt;
[[File:GTB Sys80B Raven No D-Board jecourie.jpg|thumb|right|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 (Raven)]]&lt;br /&gt;
[[File:GTB Sys80B Alt D-Board_Back.jpg|thumb|left|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 - Back Side (Genesis)]]&lt;br /&gt;
[[File:GTB Sys80B Raven No D-Board back jecourie.jpg|thumb|right|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 - Back Side (Raven)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:GTB_Sys80B_Alt_D-Board_Cut_Trace.jpg|thumb|left|300px|Trace cut on an 80B MPU Board with an MCM68766 PROM installed at U3 (Genesis)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Connecting a logic probe to the MPU ====&lt;br /&gt;
A great place to source power for your logic probe while diagnosing the board is across the filter capacitor in the vicinity of connector J1. Connect the black lead of your logic probe to the negative lead of the capacitor for ground. Connect the red lead of your logic probe to the positive lead of the capacitor for 5V. The red lead can also connect to E1, the vertically-aligned 5V jumper wire, below the 6502 chip. Take care to ensure that the clips don&#039;t short to adjacent components.&lt;br /&gt;
&lt;br /&gt;
==== Using a PC Power Supply For Bench Testing ====&lt;br /&gt;
The MPU board is much easier to work on if it is removed from the backbox and placed on the test bench. An AT-style PC power supply can be used to power the MPU board on the bench. &lt;br /&gt;
&lt;br /&gt;
Obtain an old PC power supply. If you don&#039;t have an old computer laying around, head on off to the thrift store and pick one up. Remove the power supply from the case by unscrewing the appropriate screws. Be careful not to unscrew the power supply case itself.&lt;br /&gt;
&lt;br /&gt;
[[File:PowerSupply.png|300px|thumb|left|Power Supply]] &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Clip one of the connectors from the power supply wire bundle and clearly mark on the power supply box the value of each of the colored wires from the power supply. Typically, the yellow wire is 12V, red is 5V, and the black is ground. Strip insulation from the end of the red wire and the black wire as the System 80 MPU requires only 5V and ground to boot. Use alligator clips to connect 5v and ground to the appropriate J1 connection. I use larger alligator clips to make the connection easier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:MPUPower.png|300px|thumb|left|J1 Connector]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mark connector J1 where the positive and negative (common) connection is for the five volts from the computer power supply. The ground connection is on the top of the connector, the 5V connection is on the bottom. The image shows A1J1 with the markings. I took the picture with the board still mounted in the machine. Connect the 5v supply with alligator clips to the positive connector on J1 and the black wire (ground) to the negative connector of J1.&lt;br /&gt;
That&#039;s it! you&#039;re good to go!&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====List of Acceptable TTL Chip Substitutes on a System 80 CPU Board====&lt;br /&gt;
Several years ago, Ed from GPE replied to a System 80 chip substitution question on rec.games.pinball [http://groups.google.com/group/rec.games.pinball/msg/86f37cb479ece4c4 here] and later on Pinside [https://pinside.com/pinball/forum/topic/gottlieb-system-80-chip-replacement#post-4139713 here]. The info from those responses are summarized below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Most of the parts can be freely substituted.  But many cannot.  The clock oscillator circuit (Z3) is one example of a part that cannot be subbed.  Also, some IC&#039;s have hefty loads and cannot be subbed (some of the 7404&#039;s and a 7432).  The 7474 in question on this board can be freely subbed with a 74LS74 or a 74HCT74.  I went through all the standard logic devices on the Gottlieb System 80 MPU.  Based on loading and output characteristics, this is what I get as valid subs for the System 80 MPU.  Of course, substituting some of the parts will ripple through and allow others to be substituted as well - but this can get quite convoluted.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Chip Designation&lt;br /&gt;
!Part #&lt;br /&gt;
!Substitute (Y/N)&lt;br /&gt;
!Acceptable Substitutes&lt;br /&gt;
|-&lt;br /&gt;
|Z1 || 4528 || N ||&lt;br /&gt;
|-&lt;br /&gt;
|Z2 || 7474 || Y || 74LS74 and 74HCT74&lt;br /&gt;
|-&lt;br /&gt;
|Z3&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; || 7404 || ? || Possibly 74LS04 and/or 74F04; See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z4 || 4081 || N ||&lt;br /&gt;
|-&lt;br /&gt;
|Z7 || 74LS04 || Y || 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
|Z8 || 7402 || Y || 74LS02 and 74HCT02&lt;br /&gt;
|-&lt;br /&gt;
|Z9 || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z10&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt;  || 74LS05 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z11&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z12&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z13&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z14&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z15 || 7432 || Y || 74F32 and 74S32&lt;br /&gt;
|-&lt;br /&gt;
|Z16&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt;  || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
||Z17 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z18 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z19 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z20 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z21 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z22 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z23 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z24 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z25 || 74154 || Y ||74LS154 and 74HCT154&lt;br /&gt;
|-&lt;br /&gt;
||Z26 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z27 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z28 || 74LS139 || Y ||74HCT139&lt;br /&gt;
|-&lt;br /&gt;
||Z29 || 7416 || Y ||7406&lt;br /&gt;
|-&lt;br /&gt;
||Z30 || 7416 || Y ||7406&lt;br /&gt;
|-&lt;br /&gt;
||Z31&amp;lt;sup&amp;gt;(6)&amp;lt;/sup&amp;gt; || 7408 || Y ||74LS08&lt;br /&gt;
|-&lt;br /&gt;
||Z32 || 7417 || Y ||7407&lt;br /&gt;
|-&lt;br /&gt;
||Z33 || 74154 || Y ||74LS154 and 74HCT154&lt;br /&gt;
|-&lt;br /&gt;
||Z34&amp;lt;sup&amp;gt;(7)(8)&amp;lt;/sup&amp;gt;  || 7404 || Y ||74LS04, see note below&lt;br /&gt;
|-&lt;br /&gt;
||Z35&amp;lt;sup&amp;gt;(7)&amp;lt;/sup&amp;gt;  || 7404 || Y ||74LS04&lt;br /&gt;
|-&lt;br /&gt;
||Z36 || 4069 || N ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Note: Z3 cannot use a 74HC04 or 74HCT04, since these have &amp;quot;high impedance inputs&amp;quot; and won&#039;t work properly in an oscillator circuit. A 74LS04 should work, and possibly 74F04, but the better candidate would be a 74LS04. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; Note: Untested, but it may be possible to use an 74LS00 or 74HCT00 at Z10 in place of 7405. However, this will defeat the ability to test the MPU using the [https://www.greatplainselectronics.com/proddetail.asp?prod=120-102 QuickScan80 tester].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; Note: Z11 &amp;amp; Z12 only have to sink ~2mA, so they might be able to be replaced with 74LS04, but this might result in noisy switching.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; Note: Z13 &amp;amp; Z14 are in the switch matrix. 74LS00 might a possible substitute, but substitutions can result in noisy switching, and isn&#039;t recommended here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt; Note: If Z18, 20, and 22 are 74175, do not substitute.  If Z18, 20, and 22 are 74LS175 or 74HCT175, acceptable subs are 74LS04 and 74HCT04.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(6)&amp;lt;/sup&amp;gt; Note: Z31 can use 74LS08. 74HCT08 can be used as well, but 74HCT08 is not a good board-to-board driver, and isn&#039;t the best option here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(7)&amp;lt;/sup&amp;gt; Note: 74HCT04 can be used at Z34 &amp;amp; Z35 as well as 74LS04, but 74HCT04 is not a good board-to-board driver, and isn&#039;t the best option here. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(8)&amp;lt;/sup&amp;gt; Note: Had issues with a 74LS04 installed at Z34 in a Haunted House. The side effects were the lower playfield VUK would fire and partially lock on when the lower playfield 5-bank drop target would reset.  Also, the 5-bank drop target would continuously tried to reset when the lower playfield VUK switch was closed. The issue acted as if there was a switch matrix issue, but there wasn&#039;t.&lt;br /&gt;
&lt;br /&gt;
====Replacing the quartz crystal with a TTL Oscillator====&lt;br /&gt;
&lt;br /&gt;
Alkaline corrosion may damage the board in such a way that it&#039;s advantageous to replace the original quartz crystal oscillator with a TTL oscillator.&lt;br /&gt;
&lt;br /&gt;
[[Image:Clock_logic_sys80.jpg|300px|thumb|left|Clock section of the system 80 MPU]]&lt;br /&gt;
[[Image:oscillator.jpg|300px|thumb|right|The original crystal, Z3, and a few resistors may be replaced with a 900 kHz TTL Oscillator that is packaged like this 16Mhz version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 clock signal is produced by a 3.57Mhz crystal, a few resistors, and Z3 (a 7404). Z2 divides the clock by 4, resulting in a clock signal of approximately 900 KHz, which is provided at pin 9 of Z2.&lt;br /&gt;
&lt;br /&gt;
[[Image:CrystalGuts.jpg ‎|300px|thumb|left|The &amp;quot;guts&amp;quot; of an original S80 crystal. The quartz crystal is the round &amp;quot;disk&amp;quot; like part. It is sandwiched between two electrodes]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a 900 KHz TTL oscillator can&#039;t be obtained, a 1MHz oscillator works perfectly fine and gives your pin a 10% speed bump. Game play shouldn&#039;t be impacted, as long as the game doesn&#039;t have a timer related feature that was implemented via software timing, like Timeline. Even games like Timeline are minimally impacted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Clock_system80_vorher.jpg|300px|thumb|left|The original clock section as found on every System 80, 80A and 80B MPU]]&lt;br /&gt;
[[Image:Clock_system80_nachher.jpg|300px|thumb|right|The clock section after installing a TTL oscillator. Note that pin 1 of the oscillator is upper left in this image.]]&amp;lt;br&amp;gt;&lt;br /&gt;
To accomplish this mod, remove the following parts&lt;br /&gt;
*Y1 (Crystal)&lt;br /&gt;
*Z2 (TTL 7474)&lt;br /&gt;
*R3, R4 and R5 (the three resistors above Z2). &lt;br /&gt;
&lt;br /&gt;
Z3 is still required for other functions. Leave it in place. Install the DIP-14 oscillator (4-pins) into position Z2, with the ‘dot’ (pin 1) in the upper left corner. Since the clock signal previously emanated from Z2 pin 9, install a jumper (or solder bridge) between pin 8 and pin 9 of the original Z2 position. This connects the oscillator output to pin 9.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Using a WDC 65C02 in a System 80/80A/80B MPU====&lt;br /&gt;
[[File:65C02.png ‎|300px|thumb|left|Gottlieb® System 80 MPU using a WDC 65C02, requiring a 3K resistor between pin 36 and 5V. In this case, 5V is picked up from pin 8 of the 65C02]]&amp;lt;br&amp;gt;&lt;br /&gt;
Western Design Center (WDC) has reproduced the 6502 in a CMOS version designated 65C02. It works perfectly in all System 80 MPUs with one modification. Pin 36 of the 65C02 must be pulled up to Vcc (5VDC) via a 3K (or 3.3K) pull-up resistor. Pin 36 (BE) is the &amp;quot;bus enable&amp;quot; input which allows external control of the 65C02 busses. Pin 36 is unused by original 6502s and not connected to anything on System 80 MPU boards. Simply tack soldering a 3 - 3.3K resistor between pin 36 and a 5VDC trace will do the trick. An easy place to pick up 5VDC is pin 8 of the 65C02, as pictured at left&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Aftermarket Test Devices====&lt;br /&gt;
=====Great Plains Electronics (GPE) QuikScan80=====&lt;br /&gt;
[[File:QS80.jpg|300px|thumb|left|The Great Plains Electronics QuickScan 80 (no longer available)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video demonstrating both the GPE QS80 tester (NLS) and the Marco Test ROM in a PiniTech Test Device can be found [https://youtu.be/M58CB1xar6s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
The venerable QuickScan80, developed by Ed Kryzicki of Great Plains Electronics many years ago, is an excellent tool for testing every aspect of System 80/80A/80B MPU system operation. Unfortunately, this test device is no longer being manufactured with little prospect of ever being produced again.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Marco&#039;s Test ROM=====&lt;br /&gt;
[[File:PiggyDeux.jpg|400px|thumb|right|The Pinitech &amp;quot;PiggyDeux&amp;quot;]]&lt;br /&gt;
The Marco test ROM was developed by Marco Albus. It is easily paired with a chip carrier called [https://www.pinitech.com/products/gottlieb-piggydeux.php the &amp;quot;PiggyDeux&amp;quot; (developed by Pinitech)], but is not often available.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marco test ROM blink indications:&#039;&#039;&#039;&lt;br /&gt;
* May barely blink once at power on. This is just an artifact.&lt;br /&gt;
* Blink one time to indicate software is running.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by one blink indicating 5101 CMOS memory tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by two blinks indicating U4 6532 RIOT tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by three blinks indicating U5 6532 RIOT tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by four blinks indicating U6 6532 RIOT tested good.&lt;br /&gt;
* LED will continue to blink at about 1Hz as long as power is applied.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Marco&#039;s Test ROM Download&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:Download.png|link=File:MarcoSystem80MPUTestROMv33.zip]] Marco&#039;s test ROM can be found [[Media:MarcoSystem80MPUTestROMv33.zip|&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]].&amp;lt;br&amp;gt;&lt;br /&gt;
Many thanks to Marco for making this test ROM available.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====GoRaT80 Test Device=====&lt;br /&gt;
[[File:GoRaT80.jpg|300px|thumb|left|The LISY Project&#039;s GoRaT80 Test Device and Daughter Card Substitute]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another recent (May, 2025) addition to the System 80 test arsenal is the GoRaT80 (Gottlieb ROM and Test for System 80) designed by the [https://lisy.dev/gorat80.html LISY project].&lt;br /&gt;
&lt;br /&gt;
This handy board can carry Leon&#039;s Test ROM or Marco&#039;s Test ROM as well as replace original game ROMs in the same manner as the (no longer available) Pinitech &amp;quot;PiggyDeux&amp;quot;. The ROM image to execute is selected via DIP switches 3 and 4 on the device.&lt;br /&gt;
&lt;br /&gt;
Documentation in the manual indicates that DIPSW 4 ON maps test ROM software into the address space.&amp;lt;br&amp;gt;&lt;br /&gt;
Turning DIPSW 3 and 4 on maps game ROM software into the address space.&lt;br /&gt;
&lt;br /&gt;
This method is quite flexible as any two 64K images can be mapped into the normal address space occupied by U2/U3 (System 80/80A) or the daughter card (System 80B).&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating Marco&#039;s TEST ROM as well as TX Sector game ROMs in the GoRaT80 Test Device can be found [https://youtu.be/01MrEt6DLq8 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Resets===&lt;br /&gt;
System 80 games sometimes exhibit &amp;quot;resets&amp;quot;, especially when high power coils fire. Assuming you&#039;ve updated the power supply grounds and reflowed or replaced the header pins on the Power Supply, there are a few typical causes for System 80 resets.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 bad caps.JPG|300px|thumb|right|Gottlieb® System 80A Filtering Capacitors]]&amp;lt;br&amp;gt;&lt;br /&gt;
#The 12VDC filter capacitor in the cabinet bottom which, if still original, should always be replaced. Originally, this was a 6800uf/25V capacitor. Replace with a 6800uf to 12,000uf/25V cap such as [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=RCT123M025V3550B&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat=| this one] from Great Plains Electronics. The filtered 12VDC is regulated down to 5VDC on the power supply board.  Note that some games have two of these capacitors (as shown). Note: purchase a [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=VR3A&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= VR3A capacitor clamp] from Great Plains Electronics when replacing the large capacitor for a clean looking job.&lt;br /&gt;
#The bridge rectifier that originates the 12VDC&lt;br /&gt;
#Missing, broken, or failed coil diodes&lt;br /&gt;
#Poor 5VDC power connections between the power supply and the MPU. The female connector on the MPU connects 5VDC to the MPU via molex crimp-on pins and a &amp;quot;double-wide&amp;quot; edge connector pad. Ground is connected in the same way. But you&#039;ve done the ground mods, right?&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A / 80B Resets====&lt;br /&gt;
A failed or failing reset board can &#039;&#039;cause&#039;&#039; resets.  The reset board may cause problems all of the time, or just when the game is under stress, like multiball.&lt;br /&gt;
&lt;br /&gt;
To see if the reset board is the problem, disconnect it.  If disconnecting the reset board resolves the issue, there are two fixes:&lt;br /&gt;
&lt;br /&gt;
* Replace the large caps (C3 and C4).  These have dried out over the years and screw up the timing of these boards.&lt;br /&gt;
* Leave the reset board disconnected&amp;amp;mdash;if someone will always be in the general vicinity of the game to turn it off should the CPU lock up.&lt;br /&gt;
&lt;br /&gt;
When first trying to get a System 80A or System 80B game to boot properly, it is best to disconnect the reset board until the game is working.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Electrolytic capacitors C3 and C4 are both 470 uf @ 16 volts. C1 is a 47 uf @ 16 volts. Be careful when unsoldering these capacitors as the foil traces are very delicate. The connector pins also develop bad solder joints so it is wise to resolder it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Updating a dual game PROM MPU (1st generation) to a single game PROM configuration (2nd generation)===&lt;br /&gt;
&lt;br /&gt;
As noted earlier, the first five system 80 games used both sockets at PROM1 and PROM2, populating them with 512 byte masked ROMs. Should one of these ROMs fail, replacements might be obtainable, but they are becoming more pricey, more difficult to find, and are still prone to failure as they age.&lt;br /&gt;
&lt;br /&gt;
A more flexible solution would be to update the MPU to use a single 2716 UVEPROM at the PROM1 socket. &lt;br /&gt;
&lt;br /&gt;
Modifications must be made to both the solder side and the component side of the board. See the pictures below.&lt;br /&gt;
&lt;br /&gt;
Component side modification:&lt;br /&gt;
#Cut the trace that extends from the left of Z10 between pins 6 and 7. A Dremel with a &amp;quot;ball shaped&amp;quot; cutter bit works beautifully for this. In the second picture below, the cut has already been made. I&#039;ve filled the cut hole with black Sharpie! to better show the location of the cut.&lt;br /&gt;
&lt;br /&gt;
Solder side modifications:&lt;br /&gt;
#Cut the traces leading to PROM1 socket, pins 19 and 21. Again, the cuts have been highlighted with black Sharpie!&lt;br /&gt;
#Jumper from the PROM1 socket, pin 19, to the PROM2 socket, pin 21 (connects A10)&lt;br /&gt;
#Jumper from the PROM1 socket, pin 21, to the PROM1 socket, pin 24 (connects +5V to Vpp)&lt;br /&gt;
#Jumper from the PROM1 socket, pin 22, to the PROM2 socket, pin 18 (connects A9)&lt;br /&gt;
#Jumper from Z10, pin 13 to the via just below and to the right of Z9 (when viewing the back of the board)&lt;br /&gt;
&lt;br /&gt;
The MPU board is now configured for any System 80 game. All that remains is to acquire a 2716 EPROM containing the game&#039;s code. When using the original ROM images, which are 512 bytes, the DOS command to combine them is shown below. Note that in addition to combining the ROM images, this command also &amp;quot;doubles&amp;quot; the image so that it fills the 2716 EPROM. Modify as appropriate to match the file names.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;&lt;br /&gt;
copy /b prom1.bin + prom2.bin prom1.bin + prom2.bin combined.716&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This should result in a 2K image as shown by the computer&#039;s file manager&lt;br /&gt;
&lt;br /&gt;
A 2732 EPROM may also be used, even if the game doesn&#039;t require a 2732. This is possible because a 2732 has the same number of pins as a 2716. Build the EPROM image for a 2732 in much the same way, by doubling the 2716 image.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;&lt;br /&gt;
copy /b combined.716 + combined.716 combined.732&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This should result in a 4K image as shown by the computer&#039;s file manager&lt;br /&gt;
&lt;br /&gt;
The MPU may also be used in a System 80A game if U2/U3 are updated, and in a System 80B game if considerably more mods are made which frankly, just aren&#039;t worth it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px perrow=2 caption=&amp;quot;System 80 1st Generation to 2nd Generation Board Updates&amp;quot;&amp;gt;&lt;br /&gt;
File:DremelBallCutter.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Dremel Tool with &amp;quot;Ball Cutter&amp;quot;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Z10TraceCut.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut in trace extending Left from Z10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PROM2-to-PROM1JumpersAndTraceCuts.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;PROM2-to-PROM1 Socket Cuts and Jumpers&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Z10-Pin13-to-ViaJumper.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper connecting Z10, pin 13 to a &amp;quot;via&amp;quot;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Using a 2732 at the PROM2 position in a System 80B MPU===&lt;br /&gt;
====...in games that &amp;quot;normally&amp;quot; use a 2716====&lt;br /&gt;
It is easy to use a 2732 at position PROM2 with an MPU jumpered to use a 2732 for a game that normally populates that position with a 2716. Simply &amp;quot;double-up&amp;quot; the 2716 ROM image, and burn it into a 2732.&lt;br /&gt;
&lt;br /&gt;
The DOS command to accomplish this is ... &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;copy /b image.2716 + image.2716 image.2732&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====...using an MA-1133 or MA-774 MPU in games that REQUIRE a 2732====&lt;br /&gt;
Some System 80B games require 4K of code space at PROM 2, which dictates a 2732 EPROM. An MPU built to use a 2716 EPROM at PROM2 can be modified to work, as is discussed below. &lt;br /&gt;
&lt;br /&gt;
The CPU schematics of game manuals, such as &amp;quot;Bad Girls&amp;quot; and &amp;quot;Big House&amp;quot;, state that E3 is directly connected to AB15 (address bus 15).  However, there is no mention of the factory modification (outlined below) performed on CPU boards stamped MA-1133.  Equally, should the user have an MA-774 CPU board, (used in games starting with Chicago Cubs Triple Play and ending with Robo-War), this modification can be performed to use the board in the following games.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Excalibur&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bone Busters, Inc.&lt;br /&gt;
*Night Moves (made by International Concepts using the 80B board set)&lt;br /&gt;
&lt;br /&gt;
PROM2 is actually located at the socket marked &amp;quot;PROM 1&amp;quot; on the PCB. The area on the board marked &amp;quot;PROM 2&amp;quot;, which has solder pads but no socket, is a legacy carried over from the first generation System 80 CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following information was taken from a service bulletin located in the back of the 1992 Gottlieb® parts catalog.  This modification makes AB15 available to PROM 2, allowing the use of a 2732 EPROM at this position. &lt;br /&gt;
&lt;br /&gt;
This procedure can be used in reverse if you have an MA-1133 board and you need to use a 2716 at position PROM2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Procedure:&lt;br /&gt;
#If jumper E4 is installed, remove it. You will find the top of the E4 jumper located immediately to the right of the socket marked &amp;quot;PROM 1&amp;quot;.&lt;br /&gt;
#Install a jumper at E3. This connects the pad marked E3 to the dual pad marked E4.&lt;br /&gt;
#On the solder side of the board, follow the trace from the pad marked E3 Southeast 1/8 inch, then South about 1/2 inch to a via. &lt;br /&gt;
#Find this via on the component side of the board. It will extend to the left to another via.&lt;br /&gt;
#Cut the trace between the two vias.&lt;br /&gt;
#On the solder side of the board, install a jumper from TC1, pin 35 to the right solder pad of the via which was just cut.&lt;br /&gt;
#All other jumpers should remain installed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px perrow=2 caption=&amp;quot;System 80B PROM 2 2732 Update&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB_sysS80b_2732_prom2_front.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;E4 removed, E3 installed, and trace cut below E3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB sysS80b 2732 prom2 back.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper from TC1 pin 35 to E3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Alternate Method&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an easier and cleaner method that allows the use of a 2732 ROM at the PROM2 position. This method is also easier to revert back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&lt;br /&gt;
#Remove jumpers E3 and E4 which are located to the right of the socket marked &amp;quot;PROM1&amp;quot;. &lt;br /&gt;
#On the solder side of the board, install a jumper wire from TC1, pin 35, to either the upper pad marked E3 or the lower pad marked E4. These two pads are connected together on the component side of the board.&lt;br /&gt;
#All other jumpers should remain installed.&lt;br /&gt;
#Leave all traces intact. No cuts!&lt;br /&gt;
#That&#039;s it! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px perrow=2 caption=&amp;quot;System 80B PROM 2 2732 Update (Alternate Method)&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB Sys80B Alt Jump2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Both jumpers E3 and E4 are removed.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sys80B Alt Jump.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper from TC1 pin 35 to either upper E3 pad or lower E4 pad.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid problems===&lt;br /&gt;
&lt;br /&gt;
====The Driver Board====&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 drvr pw.png|300px|thumb|left|The System 80A / 80B Driver Board]]&lt;br /&gt;
The System 80 Driver board is responsible for all controlled lamps, relays, and &amp;lt;b&amp;gt;all solenoids&amp;lt;/b&amp;gt; in the game. The CPU controls the driver board operation via a simple interface between A1J4 on the CPU and A3J1 on the driver board.  Although the driver board went through some minor changes over the years, the same board can be adapted for all of the System 80 platforms.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
To control the games&#039; total of 52 &#039;&#039;&#039;lamp circuits&#039;&#039;&#039;, the interface provides &amp;quot;device select&amp;quot; signals for each of the 74175s (Quad-D Flip-Flops) on the driver board, and 4 &amp;quot;bits&amp;quot; of data that is loaded (or &amp;quot;clocked&amp;quot;) into a particular 74175 via the aforementioned device selects. Each lamp is driven discretely by a particular output of a particular 74175, which in turn drives an MPS-A13 or MPS-U45 transistor, (NDS-U45 transistors were used in place of MPS-U45s in some cases). &amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It is noteworthy that there are some dedicated transistors, which control specific game relay coils across the System 80 / 80A platforms.  Relays such as the game over, tilt, and coin lockout relays are controlled by Q1, Q2, and Q3 respectively.  The tilt and game over relays use the same designation for the System 80B platform, however, the use of a coin lockout relay was abandoned by this time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_drvr_board_coin_ctrs.JPG|300px|thumb|left|Driver Board with Coin Counter Transistors Highlighted ]]&amp;lt;br&amp;gt;&lt;br /&gt;
To control the games&#039; &#039;&#039;&#039;solenoids circuits&#039;&#039;&#039;, the driver board uses signals directly from the CPU to enable transistors on the driver board which turn on up to 9 solenoids.  For solenoid control, the driver board uses MPS-U45, 2N3055, and 2N6043 transistors.  Starting and ending with the System 80 platform, (games from Spiderman to Haunted House), three transistors were reserved to drive optional mechanical coin counters. These mechanical coin counter solenoids and associated transistors are: solenoid 3 (Q54), 4 (Q55), and 7 (Q56). Starting with the System 80A platform, (Devil&#039;s Dare), these transistors were no longer reserved for coin counters, and were used for other functions. Equally, the 3 diodes associated with these 3 transistors were changed to 3 zero ohm jumpers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The games&#039; &#039;&#039;&#039;sound&#039;&#039;&#039; signals (S1, S2, S4, S8) also pass through the driver board at Z13, a 7404 Hex Inverter. See below for S16 and S32.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Repurposed Driver Board Circuits====&lt;br /&gt;
[[File:Gtb under pf transistor.JPG‎|300px|thumb|left| A Typical Remote Transistor Mounted Under the Playfield]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since quite a few System 80 games employ more than 9 solenoids, and since the original driver board design will drive a maximum of 9 solenoids, Gottlieb® repurposed some lamp outputs to drive &amp;quot;under-playfield transistors&amp;quot; which drive additional solenoids.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb ma1011 trans board.JPG‎|300px|thumb|left| A Typical Transistor Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once playfields became littered with numerous &amp;quot;under-playfield transistors&amp;quot;, Gottlieb® opted to merge some of these transistors into a transistor driver board.  The transistor driver board started to appear on Gottlieb® games nearly midway through the System 80B platform, with the game Victory.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sound S16 and S32 signals are also repurposed lamp outputs. For instance, Haunted House and Black Hole both repurpose L9 to S16. Robo-War repurposes lamp 4 to S16. Note that S16 is not consistently implemented across the System 80 family. Note also that references to the usage of S32 are difficult to find.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:Sys80 driver screws.JPG|300px|thumb|left|Nuts / Screws Which Secure the 2N3055s Collector to Drive Line]]&lt;br /&gt;
[[File:System80-2N3055.jpg ‎|300px|thumb|right|If the metal casing of the transistor is not &amp;quot;making&amp;quot; with the trace it is connected to, the solenoid will not fire.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Make certain to inspect and tighten the screws which secure the 2N3055 TO-3 transistors to the driver board.  Specifically, the screws / nuts as marked in the pic.  They tie the transistor cases (collector) to the respective solenoid drive lines.  If these cases are not secured, the transistors will not function as intended.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Remote Mounted Transistors==== &lt;br /&gt;
[[File:UnderPFTransistor.jpg|300px|thumb|left|Under Playfield Transistor, with Emitter, Base, and Collector Labeled]]System 80 games have nine dedicated solenoid circuits on the driver board. To overcome this limitation, Gottlieb® added remote, high current transistors, mounted to brackets under the playfield. A lamp drive transistor is generally used to &amp;quot;pre-drive&amp;quot; the larger solenoid drive transistor. However, there are instances where a solenoid drive transistor is used to pre-drive a remotely mounted transistor. In later games, Gottlieb® Premier began to add (up to) three transistors on PCBs. These PCBs were mounted behind the game&#039;s lamp insert panel or on the side wall of the lower cabinet. While other games, such as Monte Carlo, have a large metal bracket installed under the playfield with 6 transistors installed, and a common ground on the collector of the metal bracket.  With 80B games, the game&#039;s diagnostics will drive these transistors during solenoid test, otherwise, they are typically driven during lamp test.&lt;br /&gt;
&lt;br /&gt;
On System 80 games, under playfield transistors were originally 2N5875s or 2N5879s. The failure rate of the original transistors tends to be rather high. Thirty years is a long time for a transistor of that technology. Should one fail, it can be replaced with one of its beefier siblings, a &amp;lt;b&amp;gt;2N5880, 2N5883 or 2N5884. An MJ2955&amp;lt;/b&amp;gt; can also be used.&lt;br /&gt;
&lt;br /&gt;
System 80B games used a mix of 2N5879 transistors and MJ2955 transistors to drive flash lamps and coils.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:RemoteTransistors.jpg|300px|thumb|left|An image/schematic/explanation (click)]]&amp;lt;br&amp;gt;&lt;br /&gt;
A ground wire is always connected to the tip of the transistor (collector) and leads to ground. On System 80 games, this wire is green/yellow (Gottlieb® wire color code 54).  On 80B games, ground wires are plain white with no trace (Gottlieb® wire color code 9).&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;emitter&amp;quot; should be connected to the lug of the coil that has the non-banded side of the diode facing it (black-blue-blue in this picture).&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;base&amp;quot; should be connected to the drive wire from the driver board (brown-red-red in this picture).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; Solenoids which use a remote mounted transistor can be enabled by temporarily connecting the associated driver board pre-drive transistor&#039;s tab to ground. This test is typically performed to test the integrity of the wiring and edge connectors from the drive transistor to the remotely mounted transistor and to the solenoid. This test does not prove that the pre-drive transistor is good since grounding a transistor tab bypasses the transistor&#039;s internal switch.&amp;lt;br clear=all&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
[[File:GottliebUnderPFTransistors.jpg|500px|thumb|left|Another image/schematic/explanation (click). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another diagram detailing remote mounted transistor connections, etc.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Remote Mounted Transistor Update=====&lt;br /&gt;
[[File:Remote transistor circuitry.png|left|thumb|300px|Gottlieb® Remote Transistor Circuit]]&lt;br /&gt;
During the run of Black Hole, Gottlieb® released a service bulletin recommending that the existing 10Kohm pullup resistor be changed to a 4.7Kohm resistor when changing from a 2N5875 to a 2N5879 or equivalent.  Affected Black Hole games were marked serial number 6271 to 9160.  However, there were several games prior to and after Black Hole, where a pullup resistor was never installed.  And, don&#039;t always bank on the playfields installed in a game being original to the cabinet&#039;s serial number.  Case in point is a recently acquired Black Hole where the main playfield had a factory pull up resistor for the ball release coil transistor, but the 3 coils on the [http://www.pinwiki.com/wiki/index.php?title=Black_Hole#Pull_Up_Resistors_Added_to_Remote_Transistors_.28Centrally_Located.29_on_Lower_Playfield lower playfield which use remote transistors] did not have the pull resistors added.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Pullup circuitry.png|left|thumb|300px|Gottlieb® Remote Transistor Circuit w/ Pull Up Resistor Upgrade]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is highly recommended to add this resistor.  This upgrade will decrease the chances of particular solenoids, which use a remote mounted transistor, from locking on when the game is powered up. The 4.7K resistor is soldered to the base of the remote mounted transistor, and then tied to the 24vdc solenoid bus.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Power On &amp;quot;Thunk&amp;quot;====&lt;br /&gt;
Due to the driver board design, certain solenoids and / or relays can pulse briefly as soon as a game is turned on.  To rectify the issue, please refer to the [[#Power_on_.22Thunk.22|Power on Thunk]] section above.  This applies to potentially all System 80/80A/80B games, where the solenoid / relay signal passes through one of the 74175 chips on the driver board.  &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Correcting Solenoid Problems====&lt;br /&gt;
Gottlieb&#039;s implementation to control solenoids was, at a top level, identical to every other game manufacturer. Power is present at the coil, sometimes routed through the &amp;quot;Game Over&amp;quot; relay. A path to ground is switched on by a transistor which is enabled by upstream TTL logic. For the System 80 platform, this TTL logic is located on the MPU board. Signals are conveyed from the MPU to the driver board via the A1J4-to-A3J1 wire harness. These signals directly switch a path to ground on for one of the 9 designed-in solenoid circuits.&lt;br /&gt;
&lt;br /&gt;
As noted above, to accommodate game implementations needing more than 9 solenoids, Gottlieb repurposed some of the lamp driver circuits, driving 2N5875 (generally) transistors either screwed to the bottom of the playfield, or located on dedicated transistor boards. &lt;br /&gt;
&lt;br /&gt;
Solenoid problems can be divided into two simple categories, solenoids that do not engage and solenoids that are &amp;quot;locked on&amp;quot;. Correcting these two situations is discussed below.&lt;br /&gt;
&lt;br /&gt;
=====Solenoid Doesn&#039;t Turn On=====&lt;br /&gt;
&lt;br /&gt;
First, note that not all solenoids are always tested by the built in solenoid diagnostics. The first example of this is the coin counter solenoids (numbered 3, 4, and 7). To avoid artificially incrementing the coin drop counters, these coils are not pulsed. Other coils may be pulsed during lamp test. This is most often the case with System 80B games, using repurposed lamp driver circuits.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;b&amp;gt;Problem Determination Procedure&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
With the game turned on and a game started, use a DMM to measure for coil power at the coil lug (generally either 24 or 38VDC). Power should be present at both lugs of the coil. If present on the coil lug attached to the banded side of the diode and not present at the coil lug attached to the non-banded side of the diode, then the coil winding or it&#039;s attachment to one of the coil lugs is open.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Next, test paths to ground for the coil. Attach a wire with clip leads to game ground. Any green wire with yellow stripe will work fine. First, &amp;lt;b&amp;gt;BRIEFLY&amp;lt;/b&amp;gt; touch the other end of the wire to the &amp;lt;b&amp;gt;non-banded&amp;lt;/b&amp;gt; side of the coil lug. The coil should pull in. If it does not, then either the coil winding is open or the coil wire is not securely attached to the coil lug. Next, identify the driver board transistor that switches ground for the solenoid in question. &amp;lt;b&amp;gt;BRIEFLY&amp;lt;/b&amp;gt; touch the other end of the wire to the tab (MPS-U45 or 2N6043) or case (2N3055) of that transistor. The solenoid should pull in. If it does, this proves the path from the coil to the transistor, but doesn&#039;t prove anything about the transistor. If it doesn&#039;t pull in, then there is a break in continuity between the transistor and the coil. Likely suspects are the connector pins, the IDC connection of the wire to the connector, and the actual wire itself.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
At this point in the process, we know that the coil has power, and the path to ground via the transistor is valid. The next step is to test the actual transistor. &lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::Testing an MPS-U45 (or NDS-U45) or an MPS-A13 transistor&lt;br /&gt;
:::*Set the DMM to diode check&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for one of the flanking legs.&lt;br /&gt;
:::*A measurement between 1.2 and 1.4 should be displayed for the other flanking leg.&lt;br /&gt;
:::*Readings outside of these ranges (generally dead shorts, sometimes opens) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
:::Testing a 2N6043 transistor&lt;br /&gt;
:::*Set the DMM to diode check&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for each flanking leg&lt;br /&gt;
:::*Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
[[File:TO-3Case2N3055.jpg|300px|thumb|right|Emitter, Base, and Collector parts of a TO-3 form transistor, like the 2N3055. Note that the emitter and the base pins are closer to one end of the TO-3 case.]]&lt;br /&gt;
:::Testing a 2N3055 transistor&lt;br /&gt;
:::*Set the DMM to diode check.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the metal casing of the transistor.&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the legs in turn.&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for one of the legs.&lt;br /&gt;
:::*A measurement of &amp;quot;null&amp;quot; (no reading) should be displayed for the other leg.&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the &amp;quot;base&amp;quot; lead of the transistor.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the other lead of the transistor (the &amp;quot;emitter&amp;quot;).&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the case of the transistor (the &amp;quot;collector&amp;quot;).&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed.&lt;br /&gt;
:::*Readings outside of these ranges (generally dead shorts, sometimes opens) indicate the part has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video demonstrating each of these transistors being tested can be found [https://youtu.be/CcDe95uUVvo?si=ILbopV5R9Oct6POR &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;ol start =4&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Test the output signal from the MPU at the driver board. This test completes the test of the driver board circuitry. If this test doesn&#039;t identify a problem, then the problem must lie upstream with the inter-board harness or on the MPU board itself. With a logic probe, and the game in solenoid test, probe the following points for solenoids 1 through 9. 1 - non-banded side of CR6, 2 - R53, 3 - non-banded side of CR2, 4 - non-banded side of CR4, 5 - R56, 6 - R59, 7 - non-banded side of CR4, 8 non-banded side of CR1, 9 - non-banded side of CR5. With the game in Solenoid test, each solenoid should be pulsed in order, with the pulse easily detectable with a logic probe on the appropriate spot. Note that the coin counter solenoids will not be pulsed in test, and games that don&#039;t use every solenoid won&#039;t pulse unused solenoid circuits. Consult the manual for solenoid numbering for a particular game.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Test the output signal of the TTL circuitry on the MPU. Solenoids 1 through 9 are all enabled via signals from Z29 and Z30 on the MPU board. Both ICs are 7416s. Z29 pins 2, 4, 10, and 12 drive solenoids 1 through 4 respectively. Z30 pins 2, 4, 6, 10 and 12 drive solenoids 5, 6, 8, 9, and 7 respectively (note the order is not strictly ascending). If the output signal on the MPU is present, but the signal is not present on the driver board, then the problem is probably the inter-board connector.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Solenoid Locked On=====&lt;br /&gt;
&lt;br /&gt;
A solenoid (or flasher) that is &amp;quot;locked on&amp;quot; is caused by coil power having a continuous path to ground. Remember, coil power is always present at the coil when a game is started and the game over relay is powered (for System 80/80A/80B games). 99.9% of the time, this continuous path to ground is caused by a shorted drive transistor; either an under-playfield transistor, a transistor on a transistor board, or a transistor on the driver board itself.&lt;br /&gt;
&lt;br /&gt;
Generally, a locked on coil will heat up, burn through the insulation on the coil windings, and cause direct shorts between windings. This effectively reduces the length of the wire and hence, the resistance. Once the resistance is reduced to less than 2 ohms or so, the continuous current through the transistor and the coil cause both to be irreparably damaged. For this reason, if you find a transistor shorted, check the associated coil. Likewise, if you find a coil shorted, or with significantly reduced resistance (ohms), check the associated transistor.&lt;br /&gt;
&lt;br /&gt;
Some solenoid driver circuits, like solenoid 8 that uses a 2N3055, are &amp;quot;pre-driven&amp;quot; by an MPS-U45 (or NDS-U45). Be sure to test the associated pre-driver transistor too.&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
Lamp problems are common with most any pinball machine, and Gottlieb® System 80/A/B games are no exception.&lt;br /&gt;
&lt;br /&gt;
For controlled and GI lamps, Gottlieb® System 80/A/B games use either a #44 or #47 lamp.  The choice of which lamp to use is the preference of the game owner.&lt;br /&gt;
&lt;br /&gt;
For games with flash lamps, a #67 bulb is used.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended &#039;&#039;&#039;not&#039;&#039;&#039; to replace or remove lamps with the power to the game on.  There are primarily two reasons for this.&lt;br /&gt;
#Some lamp sockets must have their mounting brackets bent back to access the bulb for replacement.  In turn, the potential of inadvertently shorting one lamp socket to another is possible.&lt;br /&gt;
#Lamps are constructed of an equal balance of glass and conductive metal.  If a bulb slips out of one&#039;s grasp when trying to remove or install with the power on, there are many areas in the bottom of the cabinet, where the metal of the bulb can short across.  A short across other circuits could potentially lead to other unplanned or otherwise unnecessary repairs needed to perform.&amp;lt;br&amp;gt;&lt;br /&gt;
So in short, change or remove bulbs with the game&#039;s power off, just to be safe.&amp;lt;br&amp;gt;&lt;br /&gt;
All System 80 games have three separate lamp circuits, and some have a fourth.  The circuits are comprised of:&lt;br /&gt;
*General illumination for the backbox&lt;br /&gt;
*General illumination for the playfield&lt;br /&gt;
*Controlled lamps for primarily the playfield, although, there can be four controlled lamps located in the backbox (shoot again, high score game to date, tilt, and game over), depending on the era of the game.&lt;br /&gt;
*Auxiliary lamps used for effect, such as chaser lamps used around the backglass border of Mars God of War and Black Hole.  Auxiliary lamps are not used on all games.  Jump to the [[#Auxiliary_Lamp_Driver_Boards | Auxiliary Lamp Board section]] to see what games use auxiliary lamps.&lt;br /&gt;
&lt;br /&gt;
Below are several approaches used to determine the source of a lamp problem, and how it can be resolved.&amp;lt;br&amp;gt;  &lt;br /&gt;
      &lt;br /&gt;
====Bad Bulbs====&lt;br /&gt;
The first thing when troubleshooting lamp problems, and this may seem blatantly obvious, but determine whether the lamp is good or not.  The bulk of all lamp problems are simply burned out light bulbs.  Always try a known good bulb as the solution first. Don&#039;t rely on the bulb being brand new either.  The ratio of brand new, bad bulbs is slim, but there is that chance a new bulb is not good.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Dying battery.JPG|thumb|left|300px|Making certain an old 9v battery is putting out an acceptable lower voltage]]&lt;br /&gt;
[[File:Testing bulb.JPG|thumb|right|300px|Testing a 6v bulb with a dying 9v battery]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bulbs used in a System 80/A/B game are powered by ~6 volts, (the exception is the bulbs powered for the lower [[#Replacing_Black_Hole_Lower_Playfield_Illumination_Lamps_with_.2344_Lamps | playfield illumination on Black Hole and Haunted House]]).  A great way to quickly test a bulb is to use a dying 9v battery.  Don&#039;t use a fresh 9v battery, or you will shorten the life of the bulb.  Find a battery that is roughly putting out 7v - 8.25v.  An old battery from a smoke detector works pretty well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place the tip of the bulb on one of the battery terminals, and cock the outer metal casing of the bulb to touch the other terminal.  Orientation of the bulb with regards to the positive and negative terminals does not make a difference in this case.  Do not hold the bulb across the battery terminals for very long.  Just long enough to determine if the bulb&#039;s filament is lighting or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may also use a known working socket to test bulbs in...but that requires the game to be on while testing...which always presents some risk and is not recommended.  However, if there is no other option but to use a known good socket for testing bulbs, the preferred method is to use a socket located in the backbox lamp insert panel.  This unfortunately does not pertain to 65% of the System 80B games, because a fluorescent lamp was used for backbox illumination for them.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Games that have not been played in a long time develop a film of corrosion between the lamp &amp;quot;nipple&amp;quot; and the lamp socket which prevents conductivity. Simply removing the lamp and scratching the nipple with something abrasive (like rubbing it on the lockdown bar receiver) may fix many &amp;quot;lamp out&amp;quot; problems. In some cases, a light socket cleaning stick (available from the Pinball Resource [http://www.pbresource.com/tools.html here]) may be useful for cleaning the lamp socket. Gottlieb® lamp sockets are comparatively beefy and do not fail often.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Lamp Power Issues====&lt;br /&gt;
Next, make certain there is power at the lamp socket.  The game will have to be turned on for the following procedures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====General Illumination Lamp Power Issues=====&lt;br /&gt;
GI lamps are powered by ~6VAC.  When testing a GI lamp socket for power, each lead of the DMM (now set in AC mode) will be placed on the two leads of the lamp socket.  If there isn&#039;t power at the lamp socket, suspect a bad fuse first.  Keep in mind that the playfield GI and backbox GI for System 80, 80A, and a few 80B games (the first 3 80B games and the last 2), have two separate fuses located on the transformer board in the bottom of the cabinet.  These are typically higher amperage rated fast-blo fuses. The backbox GI on a System 80 game is always on when the game is turned on.  If the backbox GI fuse is good, and no backbox lights are lit, the inline connection which feeds the GI could possibly be bad.  Unfortunately, this connection is not standard from game to game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80TiltRelayAnnotated.jpg|thumb|left|300px|Gottlieb® System 80 Tilt Relay with GI Lamps/Tilt Lamp Make-Break Switch Highlighted. This tilt relay is from a Gottlieb® Spiderman]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The playfield GI is always powered on too, except when the game is in tilt mode.  If the game was not tilted and /or the tilt switches are not stuck closed, check the switch stack on the tilt relay.  These switches can sometimes get bent or misaligned.  If the playfield GI fuse is good and the tilt relay switches are good, the inline connections may be suspect.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the fuse to a particular GI circuit is bad, and continues to blow every time a new fuse is installed, a short is probably causing the issue. A shorted lamp GI circuit is probably the worst and most difficult lamp related issue to resolve.  In most cases, the GI power lines are uninsulated wiring, which make them susceptible to shorted circuits.  First, determine if the GI short originates on the backbox lamp insert or on the playfield.  GI shorts on the playfield are typically more common than backbox lamp insert shorts.  Pop bumper lamps are generally not CPU controlled, and are included in the playfield GI string (some System 80B games are the exception, [http://www.ipdb.org/machine.cgi?id=1975 RoboWar] being an example).  Also, depending on the game, star rollover lamps and kickout hole lamps are sometimes part of the playfield GI circuit.  Consult the game manual for these particulars.&lt;br /&gt;
&lt;br /&gt;
Although it can be a pain and time consuming, the best approach is to remove all of the bulbs in the associated shorted GI string.  In removing all of the bulbs, we are trying to isolate whether the problem is a bad, defective bulb, or one of the GI power lines is shorting.&lt;br /&gt;
&lt;br /&gt;
=====Controlled Lamp Power Issues===== &lt;br /&gt;
Controlled lamps are powered by ~6VDC.  When testing a controlled lamp socket, the red lead of the DMM (now set in DC mode) will be placed on the lamp socket mounting bracket.  The bare wire soldered to the lamp socket&#039;s mounting bracket is the power bus not the ground bus, so be careful.  The black lead of the DMM will be placed on ground. If working under the playfield, the ground plate in the bottom of the cabinet is a good place to connect to ground.  If working in the backbox, find where one of the green wires with a yellow trace is screwed to the metalwork, and place the lead on it.  Depending on the game, System 80 side rails, lockdown bar assemblies, and other associated trim metalwork, except the coin door, were not grounded from the factory like Bally, Williams, and Stern.  Therefore, using any of these as a ground reference is not recommended.  Gottlieb® did start grounding the metalwork at the start of the System 80A platform.&lt;br /&gt;
&lt;br /&gt;
If there isn&#039;t any power at the lamp socket, suspect a bad fuse first.  The controlled lamp circuit has a separate fuse on the transformer board, and is normally a 5 amp slo-blo fuse.  If the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_fuses fuse tests fine], there is a separate set of switch leaves on the tilt relay, which pass the controlled lamp power to the playfield lamps.  Inspect and adjust these switches if necessary. If the controlled lamp fuse and the switches on the tilt relay both test good, there may be an issue with the source power connection to the rectified DC circuit on the game transformer board. Unfortunately, System 80/80A/80B used different connector designations for controlled lamp source power for different games. Consult the game manual / schematics to find the source of 6VDC on the transformer board power supply.&lt;br /&gt;
&lt;br /&gt;
If the fuse for the controlled lamps is bad, and continues to blow after a new fuse is installed, suspect a bad controlled lamp bridge rectifier.  The lamp bridge rectifier is located on the transformer board.  Please see the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier Testing a Bridge Rectifier] portion of the PinWiki guides. Before testing the bridge rectifier, try to isolate it as much as possible.  By isolating it, this will minimize the possibly skewed readings caused by attached devices (lamps and the power transformer).  Two key things to do would be to remove the lines which connect the bridge to the playfield and backbox lights, and remove the controlled lamp fuse. Keep in mind that a bridge rectifier can fail in such a way where it may not blow the controlled lamp fuse.  Although, a failed bridge blowing a fuse is a tad more common than not.&lt;br /&gt;
&lt;br /&gt;
If all of the above tests good, there may be a short on the controlled lamp bus line.  This is not a very common occurrence, but it can happen.  Inspect the underside of the playfield for any wires or brackets touching the controlled lamp bus line, which shouldn&#039;t be touching.&lt;br /&gt;
&lt;br /&gt;
====Bad Lamp Sockets====&lt;br /&gt;
Third, determine if the lamp socket is good.  Some games have been through the wringer, and the sockets didn&#039;t hold up too well due to abuse, a damp environment, or other various reasons.  Start by turning the &#039;&#039;&#039;power to the game off&#039;&#039;&#039;.  If the socket has some corrosion, try using a lamp socket cleaning tool first.  If a lamp socket cleaning tool is not available, a small wire brush used for cleaning copper fittings, a rolled up piece of 220 grit sandpaper, or a Dremel tool with a small wire brush attachment can all be used.  After the socket has been cleaned, place the bulb in the socket for the following procedures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If testing a &#039;&#039;&#039;GI lamp&#039;&#039;&#039; socket, use the dying 9v battery trick again. Remove the fuse of the particular GI circuit which the lamp socket being tested is located.  Connect the terminals of the 9v battery to the bulb socket with alligator clip leads.  Be careful not to short the alligator clips to each other at the battery&#039;s terminals.  Equally be very careful not to short the clip leads to an adjacent switch on the pinball machine, or anything else for that matter.   One clip will connect to one side of the socket, and the other lead will go to the other side of the socket.  &#039;&#039;&#039;DO NOT ALLOW THE BATTERY TO STAY CONNECTED VERY LONG&#039;&#039;&#039;.  Since this is a GI lamp circuit, other lamps in the string will be powered by the battery.  If the battery is connected to the string for too long, the battery will start to get hot.  The battery does not have enough power to light a string of bulbs for very long.  The lamp may only glow dimly, but that is enough to determine if the socket is good or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If testing a &#039;&#039;&#039;controlled lamp&#039;&#039;&#039; socket, remove all of the connector housings from the bottom of the driver board first (A3-J2/J3/J4).  Then remove the fuse for the controlled lamp circuit.  Clip one lead of the battery to the lamp socket mounting bracket and the other to the solder tab.  The orientation of the negative and positive leads of the battery terminals makes no difference.  Again, keep the battery connected just long enough to see if the lamp lights to determine whether the lamp socket is good or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Issues====&lt;br /&gt;
=====Lamp(s) Will Not Turn On=====&lt;br /&gt;
So, the bulb is good; the socket is good; there&#039;s power at the socket; and the lamp still won&#039;t light.  Well, this occurrence can only really happen if there is a controlled lamp involved.  If all three of the above things apply, it can only mean one thing - the bulb is not getting properly grounded, and will not turn on.  The source of this problem may be due to several different issues.  But, it is best to start at the bulb socket, and work backward towards the CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Determine if the connector and wiring from the output of the driver board to the lamp socket is good.  While the wires are usually solid, the single sided edge connectors are a frequent cause for loss of conductivity. Simply &amp;quot;buzzing&amp;quot; the connection from the lamp socket back to and onto the driver board may uncover the issue.  With the power off, check the continuity between the solder tab of the lamp socket and the collector (right leg) of the associated lamp transistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is continuity, it’s time to test the transistor. Transistors fail &amp;quot;open&amp;quot; (lamp never lights) and &amp;quot;shorted&amp;quot; (lamp is constantly on). A simple comparison of &amp;quot;diode check&amp;quot; readings between &amp;quot;same type&amp;quot; transistors on the driver board can identify failed transistors. &lt;br /&gt;
&lt;br /&gt;
Testing an &#039;&#039;&#039;MPS-A13&#039;&#039;&#039; transistor.&lt;br /&gt;
#Set your DMM to diode test&lt;br /&gt;
#Place the &amp;lt;font color=Red&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/font&amp;gt; lead of your DMM on the center leg&lt;br /&gt;
#Place the &#039;&#039;&#039;black&#039;&#039;&#039; probe on left leg (viewing the component side of the board). That leg should read about 1.3&lt;br /&gt;
#Move the &#039;&#039;&#039;black&#039;&#039;&#039; probe to the right leg. That leg should read about .7&lt;br /&gt;
#Readings close to these, or even similar to adjacent like components, indicate a good component. Failure to obtain these readings means the component has failed.&lt;br /&gt;
&lt;br /&gt;
Testing an &#039;&#039;&#039;MPS-U45&#039;&#039;&#039; transistor (or &#039;&#039;&#039;NDS-U45&#039;&#039;&#039; or &#039;&#039;&#039;CEN-U45&#039;&#039;&#039; which are equivalents).&lt;br /&gt;
#Set your DMM to diode test&lt;br /&gt;
#Measure on the solder side of the board, with J5 and J6 oriented toward you&lt;br /&gt;
#Place the &amp;lt;font color=Red&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/font&amp;gt; lead of your DMM on the center leg&lt;br /&gt;
#Place the &#039;&#039;&#039;black&#039;&#039;&#039; probe on left leg. That leg should read about 1.3&lt;br /&gt;
#Move the &#039;&#039;&#039;black&#039;&#039;&#039; probe to the right leg. That leg should read about .7&lt;br /&gt;
#Readings close to these, or even similar to adjacent like components, indicate a good component. Failure to obtain these readings means the component has failed.&lt;br /&gt;
&lt;br /&gt;
[[File:ReplacingMPS-U45WithMPS-A13.jpg|300px|left|thumb|An NDS-U45 replaced by the less expensive MPS-A13. This replacement is advised ONLY if the transistor drives a single lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80/80A/80B architecture does not utilize a lamp matrix. Controlled lamps are driven by individual transistors on the driver board, exactly like Gottlieb® System 1 games and Bally/Stern 6800 games. Driver board operation is pretty simple. The CPU places a signal on Logical Device lines 1 through 4 (LD1...LD4) and &amp;quot;strobes&amp;quot; the appropriate 74175 device select pin to latch the LDx values into the 74175 Quad FlipFlop&#039;s outputs. These outputs then drive the associated transistor(s) on, providing a path to ground for the lamp. That&#039;s all there is to it.&lt;br /&gt;
&lt;br /&gt;
The transistors on the driver board are a mix of 2N6043s, MPS-U45s (or NDS-U45s), 2N3055s, and MPS-A13s. 2N6043s drive coils. Generally, the MPS-U45 transistors drive coils, pre-drive coils via remote mounted transistors and 2N3055s, or drive more than one lamp. The 2N3055s drive coils (in some cases, not all 3 of these are used in a game). The MPS-A13s generally drive a single lamp.&lt;br /&gt;
&lt;br /&gt;
MPS-A13 transistors are still widely available and cheap. MPS-U45s are obsolete but may be replaced with CEN-U45 transistors [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=cen-u45&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= available from Great Plains Electronics] and Mouser.  A much cheaper MPS-A13 may sometimes be substituted for the less common and more expensive MPS-U45, as shown in the pic at left for Q22. Although this will work, you must ensure that the transistor is driving only a single lamp. This obviously limits the &amp;quot;portability&amp;quot; of the driver board. If Q22 were used to switch anything other than a single lamp on, it will be destroyed. Substitute with caution. &lt;br /&gt;
&lt;br /&gt;
2N6043 transistors used on the driver board are still available but becoming pricey. 2N6043s can be replaced by a TIP-102.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A nice convention Gottlieb® used with System 80 games is that lamp &amp;quot;n&amp;quot; is driven by transistor &amp;quot;n+1&amp;quot; on the driver board. This is always true.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the transistor tests fine, a gate on the 74175 may be bad, which is rare but does happen. Use a logic probe on the input and output of the associated lamp gate to check definitively.  Again, comparing the signal between different drive pins can help identify a failed driver circuit. 74175s can easily and reliably be tested using the procedure in the &amp;quot;General for all games&amp;quot; section, [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit here].  &lt;br /&gt;
&lt;br /&gt;
If more than one controlled lamp is not lighting, check the game’s manual / schematics to see if the bulbs are related in some way. &lt;br /&gt;
*When four lamps are not lighting, it may appear that the 74175 which controls the lamp transistors is at fault. This can happen, but the more commonly related issue is that the device select signal for a particular 74175 is lost between the CPU and driver board.  This can be due to a bad connection at A1J4 or A3J1.  See the chart below for the lamp device select signal path. &lt;br /&gt;
*When a whole group of lamps fail to light, review the schematics to see if the lamp transistors share a common ground path. Again, poor connections at the driver board, or the path to ground (generally green with yellow tracer or solid white wire) on the bottom board ground strap may be the root cause.&lt;br /&gt;
&lt;br /&gt;
If the connections, associated 74175, and lamp transistors are all correct, the circuitry on the CPU board is probably at fault.  Again, using a logic probe to determine which component on the CPU board has failed is the best course of action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Device Select&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;CPU Connector&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Driver Input&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Driver Quad Flip-Flop (74175)&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Transistor #s&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Lamp #s&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS1 || &amp;lt;center&amp;gt;A1J4-C&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-C&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q1-Q4&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Game Over relay, Tilt relay, coin lockout, L3&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS2 || &amp;lt;center&amp;gt;A1J4-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q5-Q8&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L4-L7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS3 || &amp;lt;center&amp;gt;A1J4-E&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-E&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q9-Q12&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L8, sound 16, L10, L11&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS4 || &amp;lt;center&amp;gt;A1J4-D&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-D&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q13-Q16&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L12-L15&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS5 || &amp;lt;center&amp;gt;A1J4-H&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-H&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q17-Q20&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L16-L19&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS6 || &amp;lt;center&amp;gt;A1J4-F&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-F&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q21-Q24&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L20-L23&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS7 || &amp;lt;center&amp;gt;A1J4-K&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-K&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q33-Q36&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L24-L27&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS8 || &amp;lt;center&amp;gt;A1J4-J&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-J&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q37-Q40&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L28-L31&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS9 || &amp;lt;center&amp;gt;A1J4-M&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-M&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L32-L35&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS10 || &amp;lt;center&amp;gt;A1J4-L&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-L&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z10&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L36-L39&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS11 || &amp;lt;center&amp;gt;A1J4-N&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-N&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L40-L43&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS12 || &amp;lt;center&amp;gt;A1J4-P&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-P&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z12*&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&amp;amp;nbsp;Q45-Q48 &amp;amp; Q49-Q52&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L44-L47 &amp;amp; L48-L51 (inverse of L44-L47)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;*Z12 not only outputs four lamp signals like all the other 11 74175s, but it also outputs four inverted lamp signals.  These signals are typically used for lamps located on opposite sides of the playfield which alternate on / off between each other.&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Lamp(s) Will Not Turn Off=====&lt;br /&gt;
If a single lamp is involved, or only a handful of lamps with different lamp device select signals, suspect the lamps&#039; associated drive transistors.  If a group of four lamps will not turn off, and they are all controlled by the same 74175, suspect the associated 74175 or the device select for that 74175 (&amp;quot;DS&amp;quot; on the schematics). If numerous groups of four lamps will not turn off, suspect the associated 7404 on the CPU board.&lt;br /&gt;
*Z17 for DS1-DS5 device select signals or,&lt;br /&gt;
*Z24 for DS6-DS11 device select signals or,&lt;br /&gt;
*Z26 for DS12-DS16 device select signals.  &lt;br /&gt;
If the lamps involved originate from more than one group of device select signals, suspect the 74154 at Z25 or, backing up one more step, the 6532 RIOT at U5.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flash Lamps===&lt;br /&gt;
Flash lamps are #67 powered by the 24VDC solenoid bus.  They are controlled like any of the coils that have a under-playfield transistor.  To step down 24V to a more lamp-friendly 13V, the power is routed through a single 4 ohm 7 watt resistor for powering paired flash lamps wired in parallel.  An 8 ohm 5 watt resistor is used for powering single flash lamps. &lt;br /&gt;
&lt;br /&gt;
On early 80B games, the power resistors are mounted to a small bakelite board under the playfield (up to 4), and the transistors are mounted to a bracket (up to 6).  On later games, starting with Arena, new PCBs were introduced that had the transistor, power resistor, and 4.7K pullup resistor all on the same board (up to 3).&lt;br /&gt;
&lt;br /&gt;
If lamps are locked on, or won&#039;t work, the remote mounted transistors associated with them have failed.  Generally, the pre-drive transistor on the driver board has also failed.&lt;br /&gt;
&lt;br /&gt;
Under-playfield flash lamp transistors are 2N5879s or MJ2955s.&lt;br /&gt;
&lt;br /&gt;
===Auxiliary Lamp Problems===&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Aux Board Headers.JPG|thumb|left|300px|Reflowed Header Pins on Auxiliary Lamp Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
For issues with lamps controlled by the auxiliary lamp driver board, follow the troubleshooting section for controlled lamps [[Gottlieb_System_80#Controlled_Lamp_Issues | above]].  Additionally, make certain that +5vdc and ground are present on the auxiliary driver board.  If either are missing, the potential for cracked header connections is possible.  Remove the existing solder from the header connections, and resolder the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Unconventional Lamps====&lt;br /&gt;
System 80B games added quite a few special lighting effects.  Gottlieb® never used software when hardware would do.  This is probably harkens back to their electromechanical days.  So, there are usually some creative, different ways used to control lamps.  For instance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Monte Carlo and Spring Break have Auxiliary Lamp Driver boards where power to a bunch of #44 lamps is switched by a relay.&lt;br /&gt;
&amp;lt;li&amp;gt; Genesis drives #67 lamps with an auxiliary power board.  Power to this board is controlled via a relay that turns itself to activate the &amp;quot;reveal&amp;quot;; this relay is activated by a lamp driver, but the relay will keep itself on until one revolution of the reveal gimmick is done.&lt;br /&gt;
&amp;lt;li&amp;gt; Spring Break has eight #44 lamps controlled by one relay; the relay is controlled with a lamp driver.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Diagnosing these is generally the same as other lamps, but first, understand the peculiar arrangement for the game in question.&lt;br /&gt;
&lt;br /&gt;
===Switch problems===&lt;br /&gt;
&lt;br /&gt;
==== Switch Matrix Operation ====&lt;br /&gt;
&lt;br /&gt;
The Gottlieb System 80 switch matrix is implemented via the 6532 RIOT (RAM, I/O, Timer) at U4, strobe ICs at Z11 and Z12 (7404), return ICs at Z13 and Z14 (7400), and DIP switch &amp;quot;read enables&amp;quot; at Z15. The switch matrix simply provides a TTL &amp;quot;low&amp;quot; pulse on a single switch matrix column, then listens for a &amp;quot;low&amp;quot; return on the switch rows. Closed switches complete the circuit and enable a switch matrix return. Switch returns are processed then the next column is strobed. The game software &amp;quot;debounces&amp;quot; all switches to accommodate less than electrically and mechanically perfect switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Scoring&amp;quot; Switches for Pop Bumpers and Slingshots are not part of the switch matrix====&lt;br /&gt;
[[File:GottliebPopBumper.jpg ‎|400px|thumb|left|Typical Gottlieb System 80/80A/80B pop bumper hardware and switches. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GottliebSlingShot.jpg ‎|400px|thumb|right|Typical Gottlieb System 80/80A/80B slingshot hardware and switches. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb System 80 Pop Bumpers and Slingshots are designed with two switches on each device. One switch connects the associated coil to coil power (two switches for slingshots). Another switch, mechanically connected to the device, acts as a &amp;quot;scoring switch&amp;quot;. Only the scoring switch is part of the switch matrix. &lt;br /&gt;
&lt;br /&gt;
During switch test, the scoring switch will register only if the associated slingshot coil plunger is pulled in, or if the associated pop bumper &amp;quot;rod and ring&amp;quot; assembly is manually pushed down. Since pop bumper spoon switches and slingshot standup switches are not on the switch matrix, they will not be reported during switch test.&lt;br /&gt;
&lt;br /&gt;
Pictured left and right are representative pop bumper and slingshot switches, annotated to show the function of each switch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Common Switch Matrix Faults ====&lt;br /&gt;
&lt;br /&gt;
===== Isolating Switch Problems to the MPU or the Game Wiring =====&lt;br /&gt;
&lt;br /&gt;
Since Gottlieb uniquely used edge connectors instead of more common header pins, isolating switch matrix issues to either the MPU or to the game wiring is not quite as easy. However, &amp;quot;jumping&amp;quot; from a switch column to a switch row is possible using the same technique. &lt;br /&gt;
&lt;br /&gt;
*Place the game into switch test&lt;br /&gt;
*Using a short length of wire, short each column drive to each row return, one at a time&lt;br /&gt;
*A single switch closure should be shown as each connection is made.&lt;br /&gt;
&lt;br /&gt;
If a single switch closure is shown for each and every connection made, then the MPU circuitry is probably undamaged, and the playfield wiring, switches, and diodes should be examined. If a switch closure isn&#039;t registered, or more than one switch closure is reported, then the MPU circuitry is damaged.&lt;br /&gt;
&lt;br /&gt;
===== MPU Switch Matrix Issues =====&lt;br /&gt;
&lt;br /&gt;
====== Blown Switch Matrix ICs ======&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebStackedSwitch.jpg|thumb|left|300px|The thin strip of &amp;quot;fish paper&amp;quot; physically isolating the flipper EOS switch and the &amp;quot;lane change&amp;quot; switch is all that prevents certain destruction of switch matric chips. &amp;lt;i&amp;gt;Image courtesy of Russell McIntyre.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:System80SwitchMatrixICs.jpg|thumb|right|400px|Identifying the System 80 MPU switch matrix ICs. Z15 is just below Z11/Z12.]]&lt;br /&gt;
[[File:System80MPUBlownZ13.jpg|thumb|left|300px|Diode testing Z13 uncovers a shorted IC caused by shorting HV to the switch matrix wiring.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The most prevalent reason for switch matrix failures is shorting high voltage (i.e. coil voltage) to the switch matrix. As always, it&#039;s inadvisable to work on the game with the power on. Sometimes, &amp;quot;fish paper&amp;quot; designed to isolate switch blades from higher voltage conductors becomes displaced, shorting high voltage to the switch matrix, and damaging some/all of the switch matrix ICs. Examples of such a switch are the kicking target under the upper playfield in Haunted House and the &amp;quot;lane change&amp;quot; stacked switch on the right flipper of games like Mars God of War, Rock, Genesis, Gold Wings, and Spring Break.&lt;br /&gt;
&lt;br /&gt;
A quick check of Z11 through Z15 using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test] will reveal failed ICs easily. An example is pictured at right.&lt;br /&gt;
&lt;br /&gt;
Using this same diode test on U4, comparing the results to U5 and U6, may help to identify a failed RIOT.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Alkaline Damaged Connectors ======&lt;br /&gt;
&lt;br /&gt;
Playfield switch wiring is connected to MPU edge connector J6, which is sometimes directly below, but at the very least in close proximity, of the OEM NiCad battery. These batteries frequently leak their corrosive contents onto the board, affecting nearby connectors, including the switch matrix connectors at J6 (playfield) and J5 (cabinet). Close examination of the friction pins in the connector as well as the copper traces at the edge connector may reveal alkaline corrosion impacting proper switch matrix operation.&lt;br /&gt;
&lt;br /&gt;
===== Playfield Switch Matrix Issues =====&lt;br /&gt;
&lt;br /&gt;
Once the switch matrix issue has been isolated to the playfield, follow the tips listed in the [http://www.pinwiki.com/wiki/index.php?title=General#The_Switch_Matrix Switch Matrix Diagnosis] section.&lt;br /&gt;
&lt;br /&gt;
One additional item to note is that Gottlieb did not attach isolation diodes directly to switches. Instead, isolation diodes are collected on &amp;quot;diode boards&amp;quot; which are screwed to the playfield underside or the cabinet bottom.&lt;br /&gt;
&lt;br /&gt;
===Display Problems===&lt;br /&gt;
The blue Futaba display glasses used by Gottlieb® System 1 and 80 machines are a fairly reliable, long-lasting display.  Although, they can and do still fail.  It&#039;s just a matter of diagnosing the symptoms of a failed display.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Display problems can primarily be classified into the following categories:&amp;lt;br&amp;gt;&lt;br /&gt;
#Power problems&lt;br /&gt;
#Display glass failure&lt;br /&gt;
#Data problems&lt;br /&gt;
#Tired displays&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 displays.png‎|thumb|550px|left|Gottlieb® System 80 Display Diagram]]&lt;br /&gt;
[[File:Gtb sys80A displays.png‎|thumb|550px|left|Gottlieb® System 80A Display Diagram]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Display Power Problems====&lt;br /&gt;
&lt;br /&gt;
Before even attempting to work on System 80/80A/80B displays, there are two caveats to heed.  First and foremost, the displays function due to the necessity of several voltages, including high voltage.  &#039;&#039;&#039;IF YOU ARE UNCOMFORTABLE WORKING ON HIGH VOLTAGE CIRCUITS, THEN DO NOT WORK ON THESE DISPLAYS!&#039;&#039;&#039;  High voltage can hurt or even kill you.  If you don&#039;t feel comfortable working around this type of scenario, then hire a professional to do the work.  Secondly, any time a display connector needs to be disconnected, &#039;&#039;&#039;DO NOT REMOVE ANY DISPLAY RELATED CONNECTOR WITH THE POWER ON!&#039;&#039;&#039;  This goes for the connectors located directly at the display, connectors A1J2 and A1J3 on the CPU board, A2J3 on the power supply board, and A7J3 / A7P3 (early System 80 up to Mars God of War), A10J1 / A10P1 (when used), A12J4 / A12P4 (Black Hole and after), or A10J7 / A10P7 (when used) from the transformer.  Removing connectors with the power on can damage the display, the CPU board, and / or you.  Sorry to &amp;quot;yell&amp;quot;, but it is extremely important to stress the above two statements.  Now that this is out of the way, let&#039;s move on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As stated above, the displays need several sources of voltage to function properly. The display voltages used are broken down by the type of display: +60VDC and 5VAC with a positive 8VDC offset are used for the 6-digit displays; +42VDC, +5VDC logic (for the 7432 chip - Z1), and 3VAC with a positive 4VDC offset are used for the 4-digit status display. When using a 6 digit display with DI513 Dionics chips, +5VDC is necessary for RP1 and RP2, both 8.2K resistor networks. Likewise, 7 digit displays also have a 7432 chip on them, and +5VDC is needed for them too. If any of the above voltages are missing, the display will never light.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prior to plugging in and turning the game on for the very first time, it is a good practice to check all of the fuse values located on the transformer board first. There is a 1/4 amp slo-blo fuse used for the display voltage, which is located on the transformer board in the bottom of the cabinet.  With the game unplugged from the wall outlet, remove the fuse from its fuse holder.  When checking fuses, never &amp;quot;eyeball&amp;quot; a fuse.  Your eyes may tell you that the fuse is good, but your eyes can fool you.  Use a digital multi-meter (DMM) or a continuity tester to check fuses. Put each lead of DMM on opposite ends of the fuse.  A tone should be heard.  If not, the fuse is bad, and should be replaced with the same value.  Fuses are used to protect equipment, the surroundings, and you.  Installing fuse values with higher ratings is very dangerous. &#039;&#039;&#039;DO NOT USE A FUSE RATED AT A HIGHER RECOMMENDED VALUE!&#039;&#039;&#039;  If the existing fuse is blown, it may not necessarily mean there is a problem.  Fuses do get stressed, and sometimes just fail.  However, there is more than likely a problem somewhere in the display power train.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the game still unplugged, the next course of action is to place connector A2J1 on the power supply.  A2P1 is the bottom connection on the power supply, and receives all voltages directly from the transformers and a single ground from the ground strip.  Once A2J1 is connected, remove any other connections from the power supply (A2J2 and A2J3).  All voltages should be tested before any boards or displays are connected to them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_psu_A2J3_highli.JPG|left|thumb|300px|System 80 Power Supply with A2J3 highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
At this point, plug the game in, and turn it on.  Using a DMM or volt meter, check all of the voltages at A2P3.  For the +60VDC (A2P3-1) and +42VDC (A2P3-3), any ground connection can be used as a reference. The +42VDC is derived from the +60VDC.  If there is +60VDC, but not +42VDC, The 18v CR6 zener diode or the R5 resistor may have failed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the two high voltages test all right, it&#039;s time to check the offset voltages.  The offset voltages are +5VDC (A2P1-6) and +8VDC (A2P1-9).  Use any ground connection as a ground reference to test these voltages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If displays are not lighting, but either the +42VDC is present on the display (status display) or the +60VDC is present on the 6 digit or 7 digit displays, check for the presence of AC voltage used to power the display filament.  Do not use ground as a reference when measuring these voltages, as they are AC.  Measurements must be taken from the send and return lines.  If the AC voltage is missing, check the in-line connection at A7J3 / A7P3 (early System 80 up to Mars God of War) or A12J4 / A12P4 (Black Hole and after).  Also, some games have more connectors which pass the AC voltages.  These additional connectors are A10J7 / A10P7 or A10J1 / A10P1. Check the voltages on the input and output of the connector to see if fatigued connectors are the source of the voltage loss.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
If all the display voltages are satisfactory, it is time to move onto the next step of visually inspecting the display boards for obvious defects.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====What is the DC Offset Voltage?=====&lt;br /&gt;
[[File:ACSineWave.jpg|left|thumb|300px|Representation of AC voltage with and without a DC offset component. Note the red sine wave is shifted &amp;quot;up&amp;quot; by the DC component.]]&lt;br /&gt;
[[File:DCOffsetClip.jpg|right|thumb|300px|A snippet from a typical System 80 schematic showing &amp;quot;DC offset&amp;quot; voltages connected to the center tap of the transformer secondary where AC filament voltages originate.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Futaba displays as used in Gottlieb System 1 and System 80 games require AC power that is &amp;quot;offset&amp;quot; by a specific DC voltage; 8VDC for the 6/7 digit displays, 5VDC for the 4-digit credit/match display. The DC component of the AC voltage raises the AC sine wave by that DC voltage. If the offset voltage is missing, inconsistent or wavy displays will result.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Glass Failure====&lt;br /&gt;
[[File:Good display.JPG|300px|thumb|left|Display with a good display glass]]&lt;br /&gt;
[[File:NippleGuard.jpg|300px|thumb|right|A cheap and easy way to protect your nipples]]&amp;lt;br&amp;gt;&lt;br /&gt;
The simplest and easiest problem to identify is display glass failure.  All of the 6 digit displays used by Gottlieb® System 80, and 7 digit displays used by System 80A games will have a black &amp;quot;blotch&amp;quot;, for lack of a better term, in the upper left and lower right corner of the glass.  The 4-digit status display typically has only one black blotch.  The evidence of a black blotch or blotches is good.&lt;br /&gt;
&lt;br /&gt;
[[File:Bad sys1 display1.JPG|300px|thumb|left|Display with Broken Nipple on Back]]&amp;lt;br&amp;gt;&lt;br /&gt;
However, if there is a muted white blotch visible at the corners of the display, it means the display&#039;s &amp;quot;vacuum&amp;quot; has been compromised, either due to a cracked glass or broken nipple. If this is the case, the display glass can not be repaired and is useless.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A simple, cheap, and effective way to &amp;lt;b&amp;gt;protect the glass nipple&amp;lt;/b&amp;gt; is to cut a ring of hose (garden hose was used in the picture at right), place it around the nipple, and then fill the ring with silicon caulk (preferred) or hot glue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Broken top filament1.JPG|300px|thumb|left|Display with Broken Top Filament. Note that this is the Dionics chipset version of the display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The display filaments within the glass can also break.  The end result will be segments with missing sections or &amp;quot;hot spots&amp;quot; when the display is powered.  The &amp;quot;hot spots&amp;quot; are caused by the &amp;quot;dangling&amp;quot;, broken filament shorting to other good filaments.  If a display filament breaks, do not use the display as shorted displays can damage other game components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=3 caption=&amp;quot;Example Display with Failed Filament&amp;quot;&amp;gt;&lt;br /&gt;
File:OpenCenterFilamentOFFAnnotated.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Another example of a broken filament. This one has broken and shorted to another part of the display.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:OpenCenterFilamentScoreOverall.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The same display, showing a dark line across the center where the filament has failed.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:OpenCenterFilament.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Closeup of same display.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even though the glass itself is bad, the chips on the display board may still be good.  So don&#039;t necessarily discount the display as being all bad.  UDN6118A and 7432, (chip used on status display only), chips are getting more costly, and Dionics DI513s are very scarce.  Since the display board is single sided, removal of the chips is quite easy.  Plus, the display PCBs are no longer being made.  The display board and / or chips may come in handy some time in the future.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====UDN6118 and Other Display Logic Chip Failures====&lt;br /&gt;
The majority of 4 and 6 digit displays utilize two UDN6118 &amp;quot;Vacuum Fluorescent Display Drivers&amp;quot;. These ICs do not fail often. However, when they do fail shorted, they can affect the performance of the rest of the display set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingUDN6118AndUDN7180.jpg|300px|thumb|left|Test method for a UDN6118 or UDN7180 display driver. Colored dots represent DMM probe locations (red lead, black lead)]]&amp;lt;br&amp;gt;&lt;br /&gt;
UDN6118 driver ICs can be tested using a DMM. Click on the image at left for the procedure.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video demonstrating the procedure on a failed UDN6118 can be found [https://youtu.be/PrIde9U4ios &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;A Blown UDN6118 Display Driver&amp;quot;&amp;gt;&lt;br /&gt;
File:UDN6118BlownTopSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Damage is hard to photograph, but the outline of the overheated chip core can be seen.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:UDN6118BlownBottomSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A much more visible image of the heat damage.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Credit Display Segment Locked On=====&lt;br /&gt;
[[File:Gottlieb4DigitGlassSegmentCLockedOn.jpg|300px|thumb|left|A 4 digit display with segment &amp;quot;c&amp;quot; locked on, caused by a failed 7432 on the board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Gottlieb 4 digit displays use two UDN6118s and a single 7432. The 7432 can fail in such a way as to cause segments to lock on, as shown in the picture at left showing segment &amp;quot;c&amp;quot; locked on. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Data Problems==== &lt;br /&gt;
When there are display issues, one first has to determine whether there is a problem with the display itself, the connectors involved, or the chips on the CPU board that control it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=red&amp;gt;NOTE: Do not connect or disconnect the display connectors or connectors A1J2 and A1J3 on the MPU (right hand side) with the power on! Doing so WILL damage the MPU board display logic ICs.&#039;&#039;&#039; &amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following applies to System 80 and 80A displays.  For information regarding the System 80B display board, scroll down to the end of this section.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebDisplaySegmentDigitOutAnnotated.jpg|340px|thumb|left|An excellent image to show both digit and segment problems. Note the red circles showing the same digit out on for players 1 and 3. Also note the yellow circles showing segment &amp;quot;g&amp;quot; out for players 1 and 2. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Display Issue Isolated to a Single Display&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If the problem is only showing up one display, suspect that the connector at the display itself is problematic, or there is an issue on the display board.  Problems on the display board can consist of a bad solder joint, a broken display lead from the display glass, or faults with the driver chips on the board (Sprague UDN6118 or Dionics DI513, if an old System 1 display is used).  The exception is if only 4 displays and a status display are used, which is common to most System 80/80A games.  In this display configuration, if there is a &#039;&#039;&#039;segment issue&#039;&#039;&#039; with the status display, there may be an issue with the segment drive chip on the CPU board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80LockedHSegment.jpg|340px|thumb|left|An example of a display showing segment &amp;quot;h&amp;quot; locked on. The segment was locked on for both the player 3 and player 4 displays. This was caused by a failure of the 7404 at Z16. This picture was snapped right after pressing the diagnostic button on the coin door. The display should be blank. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Display Issue With Multiple Displays&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If the problem shows up on two or more displays, suspect one of the two connectors on the CPU board (A1J2 or A1J3), one of the two connectors on the two displays (they are daisy-chained with an IDC connector), or the chips which control the display data on the CPU board.  If there is a &#039;&#039;&#039;digit issue&#039;&#039;&#039;, the issue will be present on &#039;&#039;&#039;player 1 and 3&#039;&#039;&#039; or &#039;&#039;&#039;player 2 and 4&#039;&#039;&#039; displays.  If there is a &#039;&#039;&#039;segment issue&#039;&#039;&#039;, the issue will be present on &#039;&#039;&#039;player 1 and 2&#039;&#039;&#039; or &#039;&#039;&#039;player 3 and 4&#039;&#039;&#039; displays, and the &#039;&#039;&#039;status display&#039;&#039;&#039;.  If more than 4 scoring displays are used, on games such as Pink Panther, Black Hole, Haunted House, Devil&#039;s Dare, etc., consult the game manual for display digit and segment mapping.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:Gtb sys80 displays.png‎|550px|left|Gottlieb® System 80 Display Diagram]]&lt;br /&gt;
[[File:Gtb sys80A displays.png‎|550px|right|Gottlieb® System 80A Display Diagram]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The charts listed below, map out each signal to each specific display.  The first chart maps the display digit information, while the second and third charts map the display segment information.  This information only applies to games where 4 scoring displays and 1 status display are used, although digit group names have been added, if more displays are used.  All of the charts apply to System 80 and 80A, but not 80B.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Display Digit Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Digit Number&lt;br /&gt;
!Display(s)&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| D16 (80A only) || Players 1 &amp;amp; 3 (Group F) || A1J3-16 || Z26-8 &lt;br /&gt;
|-&lt;br /&gt;
| D1 || Players 1 &amp;amp; 3 (Group D) || A1J3-1 || Z17-4&lt;br /&gt;
|-&lt;br /&gt;
| D2 || Players 1 &amp;amp; 3 (Group D) || A1J3-2 || Z17-6&lt;br /&gt;
|-&lt;br /&gt;
| D3 || Players 1 &amp;amp; 3 (Group D) || A1J3-3 || Z17-12&lt;br /&gt;
|-&lt;br /&gt;
| D4 || Players 1 &amp;amp; 3 (Group D) || A1J3-4 || Z17-10 &lt;br /&gt;
|-&lt;br /&gt;
| D5 || Players 1 &amp;amp; 3 (Group D) || A1J3-5 || Z17-8 &lt;br /&gt;
|-&lt;br /&gt;
| D6 || Players 1 &amp;amp; 3 (Group D) || A1J3-6 || Z24-2 &lt;br /&gt;
|-&lt;br /&gt;
| D13 (80A only) || Players 2 &amp;amp; 4 (Group F) || A1J3-13 || Z26-4 &lt;br /&gt;
|-&lt;br /&gt;
| D7 || Players 2 &amp;amp; 4 (Group E) || A1J3-7 || Z24-4 &lt;br /&gt;
|-&lt;br /&gt;
| D8 || Players 2 &amp;amp; 4 (Group E) || A1J3-8 || Z24-6  &lt;br /&gt;
|-&lt;br /&gt;
| D9 || Players 2 &amp;amp; 4 (Group E) || A1J3-9 || Z24-12 &lt;br /&gt;
|-&lt;br /&gt;
| D10 || Players 2 &amp;amp; 4 (Group E) || A1J3-10 || Z24-10 &lt;br /&gt;
|-&lt;br /&gt;
| D11 || Players 2 &amp;amp; 4 (Group E) || A1J3-11 || Z24-8&lt;br /&gt;
|-&lt;br /&gt;
| D12 || Players 2 &amp;amp; 4 (Group E) || A1J3-12|| Z26-2 &lt;br /&gt;
|-&lt;br /&gt;
| D13 || Status (Group F) || A1J3-13 || Z26-4&lt;br /&gt;
|-&lt;br /&gt;
| D14 || Status (Group F) || A1J3-14 || Z26-6 &lt;br /&gt;
|-&lt;br /&gt;
| D15 || Status (Group F) || A1J3-15 || Z26-10 &lt;br /&gt;
|-&lt;br /&gt;
| D16 || Status (Group F) || A1J3-16 || Z26-8  &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group A Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group A || A1J2-1 || Z19-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group A || A1J2-2 || Z19-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group A || A1J2-3 || Z19-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group A || A1J2-4 || Z19-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group A || A1J2-5 || Z19-9&lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group A || A1J2-6 || Z19-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group A || A1J2-7 || Z19-14&lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group A || A1J2-8 || Z16-12 &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group B Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group B || A1J2-9 || Z21-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group B || A1J2-10 || Z21-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group B || A1J2-11 || Z21-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group B || A1J2-12 || Z21-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group B || A1J2-13 || Z21-9 &lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group B || A1J2-14 || Z21-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group B || A1J2-15 || Z21-14 &lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group B || A1J2-16 || Z16-10  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group C Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group C || A1J2-17 || Z23-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group C || A1J2-18 || Z23-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group C || A1J2-19 || Z23-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group C || A1J2-20 || Z23-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group C || A1J2-21 || Z23-9 &lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group C || A1J2-22 || Z23-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group C || A1J2-23 || Z23-14 &lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group C || A1J2-24 || Z17-2  &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Display Issues====&lt;br /&gt;
&lt;br /&gt;
[[File:System80BDisplayDivotAnnotated.jpg|300px|thumb|left|A System 80B Display edge connector. One data conductor to the display was not &amp;quot;making&amp;quot; across the connection due to a corrosion &amp;quot;divot&amp;quot;. This caused the entire display to remain blank. Reflowing the edge connector solder corrected the issue. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
[[File:GottliebEdgeConnectorDivots.jpg|300px|thumb|right|Another System 80B Display edge connector, this one with corrosion marks on it. The corrosion also caused the entire display to remain blank. Reflowing the edge connector solder corrected the issue. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
System 80Bs displays are completely different how the digits and segments are decoded and driven.  Unlike System 80 and 80A, where the decoder chips are located on the CPU board, the System 80B display has a single segment (U3) and two digit decoder chips (U1 &amp;amp; U2) located on the display board itself.  Unfortunately, both of these chips (10941 &amp;amp; 10939 respectively) were a product of Rockwell International, and are not that prevalent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has been observed that if any of the display data signals are missing between the CPU board and the 7417 inverters on the display board, the two displays will not illuminate at all.  If voltages on the display board are within spec, it may be advantageous to check all of the data signal edge connector pins on the CPU board and the display board. If both the edge connector and the female connectors look good, use a logic probe to ensure signals are getting to the input side of both 7417 (or later 74LS367) inverters on the board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the System 80B jumpers, that replace the 7448s at Z19 and Z21 on System 80 and 80A boards, can be a source of discontinuity due to cracked solder joints.&lt;br /&gt;
&lt;br /&gt;
It has been observed that some of the earlier System 80B games are more prone to the display randomly being blank upon turning on the machine. Rock and Raven are the most common with this issue, however, the first three 80Bs, Chicago Cubs, Tag Team, and Bounty Hunter, are susceptible too. The best recourse is to repin both A1-J2 and A4-J1 / 1A4-J1.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rejuvenating Tired Displays====&lt;br /&gt;
[[File:System1-80DisplayBrightUp.jpg|300px|thumb|left|Rejuvenating tired System 1/80 displays]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80 displays, especially those that haven&#039;t been turned on for a long time, sometimes fade. These displays can be rejuvenated by applying voltage to the outside pins of the display glass. Note that voltage should be applied to the display glass pins, NOT the card edge pins. This process &amp;quot;burns&amp;quot; the impurities that accumulate on the filaments off.&lt;br /&gt;
&lt;br /&gt;
In the picture at left, general illumination power (7VAC) from the lamp insert panel is being used to rejuvenate a display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. Turn the game off&amp;lt;br&amp;gt;&lt;br /&gt;
2. Remove the connector from the display&amp;lt;br&amp;gt;&lt;br /&gt;
3. Connect jumper clips from a voltage source to each of the outside pins of the display glass. Note that the lower the voltage applied, the longer the display can tolerate this &amp;quot;rejuvenation&amp;quot;.&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;That is why some techs choose to use the lower GI AC voltage for this purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Power the game on for 1 minute.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Disconnect the jumper wires and reconnect the display.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Power on to test the display.&amp;lt;br&amp;gt;&lt;br /&gt;
7. If the display still isn&#039;t bright enough, repeat this process for 1 minute each time, until the display is satisfactorily bright.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that if the display filaments, which run across the display horizontally begin to glow orange (or worse, white), too much voltage is being applied or the display has been connected too long. This risks burning one or more of the display filaments out and ruining the display. A cautious, 1 minute at a time, process is warranted.&lt;br /&gt;
&lt;br /&gt;
Note also that one particular System 80 tech (&amp;quot;System 80, not just a job, it&#039;s an adventure&amp;quot;) suggests that merely leaving the game powered on for 24 hours will accomplish the same rejuvenation.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Does Not Light====&lt;br /&gt;
[[file:gottlieb-display-broken-legs.jpg|right|thumb|300px|Broken legs on display glass]]&lt;br /&gt;
If the glass of a 6 or 7-digit display does not light, but there are no white spots in the corners (white spots indicate bad glass), the outer-most legs on the glass may be broken. A magnifying glass may be necessary to inspect the pins since the gap in the breaks may be extremely small. The outer-most legs are responsible for supplying power to the glass, which is why the glass would not light in this situation.&lt;br /&gt;
&lt;br /&gt;
These legs may be broken especially on displays that have a green or blue plastic filter covering them. These legs can get broken after someone presses down on the plastic cover of the display when pushing the display onto the PCB supports mounted on the light board in the backbox.&lt;br /&gt;
&lt;br /&gt;
To repair, line up the two broken halves of the leg with needle-nose pliers, heat, and solder. If the solder isn&#039;t sticking, lightly sand back some of the black tarnish with fine sandpaper or a fiberglass eraser.&lt;br /&gt;
&lt;br /&gt;
====System 80 Display Test 19 Never Starts====&lt;br /&gt;
System 80 games provide a display test (number 19). The test &amp;quot;walks&amp;quot; all digits, from 0 to 9, through all displays. &lt;br /&gt;
&lt;br /&gt;
A failed 6532 RIOT at U5 can cause the game to appear dead, as if awaiting an input. The display test will never commence.&lt;br /&gt;
&lt;br /&gt;
====Individual 6-digit Display Interferes With Other Displays==== &lt;br /&gt;
&lt;br /&gt;
Sometimes, a particular display can interfere with the operation of other 6-digit/4-digit displays no matter which game or player position it is plugged into. These symptoms can include:&lt;br /&gt;
* Causing digits to go missing on other displays&lt;br /&gt;
* Causing certain digits to dim significantly on other displays&lt;br /&gt;
* Causing certain digits to display garbage or non-numbers&lt;br /&gt;
&lt;br /&gt;
The cause of these symptoms is a bad R1 resistor. When powered off, the resistor will give the correct reading. However, the resistor may fail when power is applied. The R1 resistor (10k ohm, 1/2 Watt, 5% resistor) may need to be replaced if the above symptoms are present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Individual 7-digit Display Causes Other Displays To Go Blank====&lt;br /&gt;
Sometimes, a particular display can interfere with the operation of the other 7-digit/4-digit displays no matter which game or player position it is plugged into. &lt;br /&gt;
&lt;br /&gt;
If a particular display causes all other displays to go blank, the likely cause is a failure of the Z2 6118P chip, which drives the digits of the display. This chip can be replaced with the more commonly found UDN6118A chip. Also keep in mind that it&#039;s possible the 7448 and the other 6118P controlling the segments could be damaged as well, so be prepared for that.&lt;br /&gt;
&lt;br /&gt;
===All Other Display Issues (Not Caused by Displays)===&lt;br /&gt;
There are several issues which appear to be display related, however, they ultimately are not.  In these instances, the displays are used instead as a visual identifier of a particular issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Open Slam Switch==== &lt;br /&gt;
If after turning a System 80 game on, and the scoring displays turn on immediately without a 5 second delay, there is a problem.  However, if the displays are showing all of the outer segments (all segments necessary to display a zero) lit, and &amp;quot;strobing&amp;quot; or &amp;quot;rolling&amp;quot; rapidly as simulated in the image below, this isn&#039;t a display problem. The cause of this problem is an open slam switch on the coin door. To address this issue, see the PinWiki section [[#Slam_Switch_Modification | Slam Switch Modification]].&lt;br /&gt;
[[File:Gtb 6digit slam scaled.gif|500px|thumb|left|Simulation of displays indicating an open slam switch. Note the &amp;quot;rolling&amp;quot; perimeter display segments. &amp;lt;i&amp;gt;Animation by Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====All Displays Dim or at Half Brightness====&lt;br /&gt;
This applies to System 80/80A games with 6 or 7 digit displays. If all the displays appear dim or at about half brightness, check the 60v test point on the power supply. If it reads about 30-35v, then the dim display issue is caused by the power supply.&lt;br /&gt;
&lt;br /&gt;
On the power supply, Q2 regulates the 60v, so if that component has failed, or if there is a problem with the solder joints or pads on the back of the board, this can result in half the voltage for the displays.&lt;br /&gt;
&lt;br /&gt;
Carefully inspect the back of the power supply for cracked solder joints or through-hole pads that have popped off the PCB. Because Q2 has a large/heavy heat sink, the component tends to move around lot, which may cause these issues. If nothing is apparent with a visual inspection, test for continuity between Q2&#039;s legs and the traces on the PCB .&lt;br /&gt;
&lt;br /&gt;
[[file:gottlieb-sys80-psu-q2-pad-problem.jpg|thumb|300px|left|The pad for the center leg of Q2 has separated from the PCB and will need to be repaired]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display Conversion for 6-Digit Games (Converting to 7-Digit Displays)===&lt;br /&gt;
[[Image:Gottlieb6DigitTo7DigitConversion.jpg|300px|thumb|left|Gottlieb® System 80 6-Digit to 7-Digit Signal Mapping. Click to expand. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:GottliebAmazingSpiderman7DigitScoringExample.jpg|300px|thumb|right|Gottlieb® System 80 Amazing Spiderman with player 1 converted to 7-Digit scoring. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The signal mapping diagram shown at left details the wiring changes necessary to replace a 19 pin 6-digit display connector with a 21 pin 7 digit display connector. Note that some signals and power must be picked up from the 4-digit credit/ball in play display.&lt;br /&gt;
&lt;br /&gt;
Once the wiring conversion has been completed, the appropriate game ROM that supports 7-digit scoring must be obtained and installed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
Before doing any kind of work, or blaming the sound board for not putting out sound, review the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting section] first.&lt;br /&gt;
&lt;br /&gt;
[[Image:System80DIPSwitches.jpg ‎|300px|thumb|left|Gottlieb® System 80 Game Feature Selection DIP Switches and 1N4148 Switch Isolation Diodes. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
In particular for System 80 games, ensure that the DIP switches that enable sound are set correctly. And, ensure that the dip switch actually works. Games like Spiderman use one of the 32 MPU dip switches to enable background and scoring sounds. Games like Haunted House, Black Hole, etc use dipswitch 5 on the Sound and Speech board to enable background sound.&lt;br /&gt;
&lt;br /&gt;
Each DIP switch is isolated in the &amp;quot;DIP switch matrix&amp;quot; by a 1N4148 diode located directly below the switch. If one of these diodes fails open, then the switch closure will never be read by the MPU. If one of these diodes fails shorted, this may cause &amp;quot;phantom DIP switch closure(s)&amp;quot; in exactly the same way as a shorted playfield switch diode will cause phantom switch closures. Since System 80/80A diagnostics do not display DIP switch settings, this can be difficult to detect. Simple diode testing of each of the 32 1N4148 diodes is the best course of action.&lt;br /&gt;
&lt;br /&gt;
Failed diodes in the &amp;quot;DIP switch matrix&amp;quot; can cause the switch(es) that enable sound features to be read incorrectly and therefore, sound behavior will be incorrect, such as lack of background sounds.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video of one such failure that caused the background sounds in Black Hole to not work can be found [https://youtu.be/Q80TQ-W6XZ0 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====The Long and Winding Road of the Sound Signals====&lt;br /&gt;
The sound signals follow very roundabout path before reaching their destination on the sound board.  Sounds S1, S2, S4, and S8 are originated on the MPU board by RIOT U6.  These 4 sound signals then pass through a 7404 inverter (Z27), pass through a 7408 2 input AND (Z31), and exit the MPU board via the A1J4 connection (MPU / driver board interconnect harness).  The signals enter the driver board via A3J1, pass through another 7404 inverter (Z13), and exit the driver board via A3J5.  Finally, they enter the sound board via the only connection on the sound board, A6J1.&lt;br /&gt;
&lt;br /&gt;
If any of the sound signals are lost, this potentially happens due to poor edge connections, however, 7404s are known to fail too.  The best way to check for discontinuity is to use a DMM or ohmmeter to check the path from the exiting chip to the chip it enters on the following board.  Another method for checking for signal loss is a logic probe.  This method is not as simple though, because some generations of System 80s do not have a sound test.  Therefore, waiting for a particular signal to trigger can be tricky.  The benefit of using a logic probe is to determine if a particular signal is entering and exiting a specific chip, and if the signal transforms (if it is supposed to) like intended (ie. the 7404 will invert the signal from high to low or low to high).&lt;br /&gt;
&lt;br /&gt;
Some sound boards use a fifth sound signal, known as S16.  S16 is actually driven by an MPS-A13 like any other single lamp drive. S16 can follow a very convoluted path too, depending on the particular game.  For example, Haunted House uses S16.  It originates on the MPU with all of the other lamp signals, and becomes lamp drive Q10 on the driver board.  It exits the driver board via A3J2, passes through a inline connector, A10J4, passes through another inline connector, A12P4, and finally reaches the sound board at A6J1.  That is a lot of mileage for just 1 little sound signal!&lt;br /&gt;
&lt;br /&gt;
System 80B games, starting with Rock, which use the dual 6502 processor sound boards, use Q5 as sound signal S16.  Please be aware that the System 80B documentation does not always notate this information regarding S16!!!  In this case, S16 follows a much simpler path.  It exits the driver board via A3J2 and goes directly to the sound board at A6J1.&lt;br /&gt;
&lt;br /&gt;
So, if appears that certain sound signals are missing or the wrong sounds are triggered, suspect a bad connection first.  Then, suspect a bad 7404 within the sound signal path.  Then, check all other potential problems.&lt;br /&gt;
&lt;br /&gt;
It is noteworthy that the 7404 U7 located on early System 80 sound boards (sound only) do fail also.&lt;br /&gt;
&lt;br /&gt;
====System 80 Sounds Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound.JPG|300px|thumb|left|Gottlieb® System 80 Sound Board (Sounds only)]]&lt;br /&gt;
This board, first used in Panthera, is problematic to fix. The main issue is that the board uses the long since obsolete 6503 processor (think of it as a short 6502) and a &amp;quot;masked ROM/RIOT&amp;quot; 6530. The 6530 was specifically programmed for Gottlieb System 80 sound boards. They are therefore, impossible to replace unless you can scavenge a working one from another sound board. Or, as late as mid-2025, Steve Young&#039;s PBResource still had stock available. Note that the 6530 appearing on late Gottlieb System 1 sound boards is programmed differently and is not interchangeable with the System 80 version.&lt;br /&gt;
&lt;br /&gt;
There are 2 replacement options at this time, other than sourcing a used board. One is Pascal Janin&#039;s reproduction board. This board is a bit pricey but is engineered quite well. The board can be found here: [http://www.flippp.fr/pifx.php?lg=en http://www.flippp.fr/pifx.php?lg=en]. The other option is an FPGA (TDA7267) based replacement board by LISY called the [https://www.lisy.dev/gosof.html GOSOF] which emulates System 1, 80, 80A, and early 80B.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:GottliebSoundsOnlyBoardCorrosion.jpg|300px|thumb|left|A leaky audio filter cap caused significant corrosion to several traces on this board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]][[Image:System80SoundsOnlyLeakyCap.jpg|300px|thumb|right|Audio filter cap removed, corrosion removed, traces tinned. The leaky cap can be seen in the top of the picture. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;This board operates on three different voltages: +5v, +12v, and -12v. The +5 volts comes in on J1 pin 5 from the machine&#039;s power supply board. The +12 volts comes in on J1 pin 1 from the machine&#039;s bottom panel. The -12 volts is generated on the sounds only board and it receives AC power input on J1 pins 3 and 4. You can measure the -12 volts by connecting your volt meter across zener diode CR5 (1N4742A).&lt;br /&gt;
&lt;br /&gt;
The test button on this era sound board will only work if the two dipswitches are set in opposite positions on the sound board.&lt;br /&gt;
&lt;br /&gt;
As noted above, this board is tough to repair. If the 6530 is dead...you&#039;re SOL. A dead 6503 might be replaced. The other ICs on the board, like the LM380 amp (OEM boards were sometimes stuffed with an equivalent chip, a ULN2280B) and the 555 timer are still readily available. The 1408 DAC (U3) can be replaced with its direct replacement: a DAC0808.&lt;br /&gt;
&lt;br /&gt;
A common issue with the board seems to be the leaky large capacitor on the board. Fortunately, this is easy to repair. Remove the old cap. Abate the corrosion as shown in the picture at right. Replace the cap. When this cap leaks, it can completely sever the sound signal path. Sounds might sound scratchy or incomplete too. The cap is easy to remove and replace. It&#039;s worth a shot.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Sound and Speech Board====&lt;br /&gt;
&lt;br /&gt;
=====Different Revisions of the Sound and Speech Boards=====&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=220px perrow=3 caption=&amp;quot;Revisions of the Gottlieb Sound and Speech board&amp;quot;&amp;gt;&lt;br /&gt;
File:SoundAndSpeechBoard-1Modified.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB SS Back B20887-2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB SS B-20887-3 Back.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB SS B-20887-3 Front Added Resistors.JPG|thumb|left|300px|B-20887-3 Sound and Speech Board with Resistors Highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
With the third revision sound and speech board, the resistors which were added to the solder side of the -1 and -2 boards were now incorporated in the board design. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Texas Instruments Sockets=====&lt;br /&gt;
[[File:TexasInstrumentsSockets.jpg ‎|300px|thumb|left|&amp;quot;Craptastic&amp;quot; Texas Instruments Sockets for the 6502 and 6532. Be gone! &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some Sound and Speech boards were manufactured with Texas Instruments sockets that are of the same poor quality as the ScanBe sockets that Williams used during System 3-6 manufacturing. All Texas Instruments sockets should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound and Speech Board Operation=====&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A nice video demonstrating some of the capability of the SC-01 can be found [https://youtu.be/ER0t3IYygDw &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The sound and speech board represents the high point in the System 80 family as far as sound generation is concerned. By combining sound and voice circuitry, the board is flexible enough to be used in several different games, with different voice calls, all generated via the Votrax SC-01 speech synthesizer. &lt;br /&gt;
&lt;br /&gt;
The sound and speech board is itself a single board computer, and should be debugged similar to any non-working MPU.&lt;br /&gt;
&lt;br /&gt;
The board interfaces with the System 80 MPU via a 6 bit (S1, S2, ..., S32) wide &amp;quot;data bus&amp;quot;. The 6 interface bits form a binary code which define specific sounds (or speech) to play. This enables 63 separate sounds to be played. Each communication between the MPU and the Sound and Speech board is &amp;quot;stand alone&amp;quot;. That is, the system does not make use of successive sound commands to mean different things as the Bally Squawk and Talk implementation does. In practice, since S32 is never used, a maximum of 31 unique sounds are commanded.&lt;br /&gt;
&lt;br /&gt;
Four of the bits in the interface are controlled (grounded) by circuitry on the MPU (starting at the U6 RIOT) and a &amp;quot;pass through&amp;quot; 7404 inverter on the driver board (Z13). The remaining two bits are implemented via &amp;quot;lamp drive&amp;quot; transistors (Q10 for S16) on the driver board, and comparator circuitry on the S&amp;amp;S board (U24).&lt;br /&gt;
&lt;br /&gt;
Sound select signals are fielded by the S&amp;amp;S board&#039;s 6532 RIOT which generates an interrupt to the 6502 processor. The 6502 reads the sound number commanded from the 6532 as it services the interrupt.&lt;br /&gt;
&lt;br /&gt;
The S&amp;amp;S board&#039;s 6502&#039;s program code, as well as sound data, is stored in two 2716 EPROMs, PROM 1 and PROM 2.  These EPROMs are typically labeled at the factory with the model number of the game they are for, and the suffixes /S1 &amp;amp; /S2. For example &amp;quot;668/S1&amp;quot; is the label on one of the Black Hole sound ROMs. Although the board can be strapped for two 2732 EPROMs, in practice, this was never done.&lt;br /&gt;
&lt;br /&gt;
The sound and speech board can field and queue sound commands at the same time as it is driving the sound and speech circuitry lanes. The board will never interrupt or prematurely terminate a sound being played. The board will also never reorganize the queue of sounds to be played. Each sound to be played will be played until it&#039;s conclusion. The 6502 knows when &amp;quot;sounds&amp;quot; have completed playing since it is solely in control of the sound lane. The 6502 knows when &amp;quot;speech&amp;quot; calls have completed processing by the SC-01 via a non-maskable interrupt sent via the SC-01&#039;s ~A/R signal to the 6502&#039;s NMI pin. Timing to sequence speech phonemes together rapidly is critical, hence the use of the non-maskable interrupt.&lt;br /&gt;
&lt;br /&gt;
The 6502 creates &amp;quot;sounds&amp;quot; via one circuitry lane. It creates &amp;quot;speech&amp;quot; through a second, separate circuitry lane. At the end of each lane, just prior to input to the main LM379S amplifier, sound and speech is summed. The relative volume of each lane can be tuned via 10K trim pots at the top of the board, R15 and R16.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sound Lane&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Simple sounds (not voice) are created by the 6502 reading data from the sound ROMs and latching it into two 74LS75 data latches. The 74LS75s latch the data when selected via a 74LS02 (NOR gate) at U10 which NORs the R/W signal along with a device select signal from the 74LS138 at U4. the device select signal selects U7 and U8 simultaneously to latch data bus signals DB0 - DB7 all at once.&lt;br /&gt;
&lt;br /&gt;
The two 74LS75s provide the data to a 1408 D-to-A (digital to analog) converter at U20. In this way, 511 different digital codes can be converted to analog levels by the 1408. The analog output of the 1408 can be attenuated via a 10K &amp;quot;variable resistor&amp;quot; at R13. The signal is then amplified and inverted by an LM741 analog inverter (U22). The analog signal is then fed to the LM379S for final amplification. Note that the 1408 DAC is obsolete, but may be replaced by the more available DAC0808.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Speech Lane&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Speech is ultimately created by the Votrax SC-01 voice chip. The SC-01 accepts &amp;quot;phoneme&amp;quot; codes and renders the analog speech output to the LM379S for final amplification. The phoneme codes are placed on the 6502 data bus and pass through a 74LS05 &amp;quot;level shifter&amp;quot; and inverter at U13. The codes are accepted by the SC-01 on pins 9 through 14 when pin 7 is strobed (the phoneme code is latched on the rising edge of the strobe). The &amp;quot;pitch&amp;quot; of the SC-01 voice is controlled by I1/I2 (pins 3 and 2). Frequency and timing control is achieved via MCK and MCR (pins 15 and 16, which are tied together). Frequency and timing are referred to in the schematics as the &amp;quot;Voice Clock&amp;quot; and can be adjusted via a 10K &amp;quot;variable resistor&amp;quot; at R6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reset signal&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The reset circuit is pretty simple. A 47uf/50V cap at C3 charges when power is applied. Once charged, the originating 5VDC power is twice inverted and cleaned up via a Schmitt Trigger at U1, and finally presented to the ~RESET signal (pin 40) of the 6502.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test button&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The test button, located on the upper left side of the S&amp;amp;S board, grounds pin 17 of the 6532 RIOT. After reading the RIOT data, the 6502 process then plays the appropriate test sound, which varies by game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SC-01 pinout&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin Number(s)&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Signal Name&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Signal Purpose&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1 || &amp;lt;center&amp;gt;Vdd&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Input Voltage&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2-3 || &amp;lt;center&amp;gt;I1, I2&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Instantaneous pitch adjustment. Will change pitch of phoneme being spoken.&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7 || &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Strobe to indicate a phoneme code is ready&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8 || &amp;lt;center&amp;gt;~A/R&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Acknowledge receipt of phoneme strobe, indicate completion of phoneme processing&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9-14 || &amp;lt;center&amp;gt;P5-P0&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Phoneme number select (from fixed phoneme table)&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;15-16 || &amp;lt;center&amp;gt;MCK/MCR&amp;lt;/center&amp;gt; || &amp;amp;nbsp;External Clock Signal (probably used to alter phoneme pronunciation via varying the clock)&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;20-22 || &amp;lt;center&amp;gt;CB, AF, AO&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Audio Output&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;18 || &amp;lt;center&amp;gt;Ground&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Ground&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Sounds and Speech board DIP switch settings=====&lt;br /&gt;
The Sound and Speech board has a bank of DIP switches. For at least Black Hole, the function of these switches is as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*DIP-1 - Used in self-test only&lt;br /&gt;
*DIP-2 - Not used&lt;br /&gt;
*DIP-3/4 - Attract mode speech frequency&lt;br /&gt;
** OFF/OFF - disabled&lt;br /&gt;
** ON/OFF - attract mode speech every 10 seconds&lt;br /&gt;
** OFF/ON - attract mode speech every 2 minutes&lt;br /&gt;
** ON/ON - attract mode speech every 4 minutes&lt;br /&gt;
*DIP-5 - ON = background sound enabled, OFF = background sound disabled&lt;br /&gt;
*DIP-6 - ON = all speech enabled, OFF = all speech disabled&lt;br /&gt;
*DIP-7 - Not used&lt;br /&gt;
*DIP-8 - Not used&lt;br /&gt;
&lt;br /&gt;
=====Sound &amp;quot;Locks Up&amp;quot; after certain switch closures=====&lt;br /&gt;
[[File:SC-01.jpg|thumb|300px|left|The long since obsolete, pricey, and hard to find SC-01 speech chip. This one is an SC-01-A, said to be a little beefier.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This problem may be caused by a malfunctioning or missing SC-01 (or SC-01-A) speech chip.&lt;br /&gt;
&lt;br /&gt;
Games such as Black Hole, Mars God of War, and Volcano utilized the SC-01 phoneme speech chip. These games &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;require&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; a working SC-01 to be present, not only for the speech portions of the sound, but for the sound to not &amp;quot;lock up&amp;quot; after the first time that a speech call is made. The CPU relies on an interrupt from the 6532 RIOT to restart sound command processing. That interrupt originates from an &amp;quot;all done&amp;quot; signal from the SC-01 speech chip (shown as ~A/R in the schematics, SC-01 pin 8). If the RIOT never receives an &amp;quot;all done&amp;quot; signal (at PB7) then it will not interrupt the processor and no further speech or sound will be created.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the 2N2222 at Q3 has failed, not allowing the interrupt signal to reach the RIOT. Q3 inverts the ~A/R signal and conveys it to the RIOT as A/~R and also to the MPU as a non-maskable interrupt (U3 6502, pin 6).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Game background sound continues after game over=====&lt;br /&gt;
&lt;br /&gt;
This has been noticed in &amp;quot;Mars, God of War&amp;quot; and &amp;quot;Volcano&amp;quot; predominately, but other System 80 games that use the Speech and Sound board may exhibit similar symptoms.&lt;br /&gt;
&lt;br /&gt;
The cause of the problem is MPU DIP switch 25. The switch MUST be ON, as noted in the manual. Even if the switch appears to be &amp;quot;on&amp;quot;, buzz across the switch solder pads on the back side of the board to ensure that the switch is making. Gottlieb sometimes used &amp;quot;rocker&amp;quot; switches, which seem to have a high failure rate.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;On Target&amp;quot; newsletter from June, 1981 discusses something similar to this problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound is &amp;quot;garbled&amp;quot; or phonemes appear jumbled=====&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating one instance of garbled speech can be found [https://youtube.com/shorts/TU-_vOB2CzY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Board circuitry upstream of the Votrax SC-01 (or SC-01A) as well as the SC-01 itself can be the cause of this issue. Speech isn&#039;t really jumbled, it just seems that way.&lt;br /&gt;
&lt;br /&gt;
First, since the chip is socketed, replace the SC-01 with a known working SC-01. &lt;br /&gt;
&lt;br /&gt;
If the known good SC-01 produces the same behavior, then suspect the 74LS05 &amp;quot;level shifter&amp;quot; at U13, the 7407 at U12, or the 74LS75 at U9.&lt;br /&gt;
&lt;br /&gt;
=====Using the MA-483 Sound Amp Board on a Sound and Speech Board=====&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback.JPG|300px|thumb|left|Gottlieb® MA-483 Piggyback Board]]&lt;br /&gt;
[[File:GTB SS Power Mod.JPG||300px|thumb|right|Gottlieb® Sound and Speech Power Supply with components highlighted. This board is configured to supply 30VDC power]]&lt;br /&gt;
[[File:ModifiedSystem80SoundPS.jpg||300px|thumb|right|Gottlieb® Sound and Speech Power Supply, modified as discussed to supply 18VDC power]]‎&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If using the MA-483 sound amp board on a Sound and Speech board, or if the sounds only System 80A sound board is going to be used, the factory Sound and Speech power supply cannot be used without modification.  The reason is because the original LM379S amp is powered by 30VDC, and the TDA2002 amp on the MA-483 can only withstand 16VDC. If a TDA2002 is powered by 30VDC, it will be destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; a substitute equivalent part, a ULN3701 was sometimes used in lieu of the more standard TDA2002. Also, A TDA2003 is a good substitute for the TDA2002.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The modification is simple, and is accomplished by replacing two components on the sound board power supply, R1 and CR1. R1 is 430 ohm 1/2 watt resistor. CR1 is a 1N4751A 30V 1 watt zener diode. R1 should be replaced with a 1.5Kohm 1/2 watt resistor and CR1 should be replaced with 1N4746A 18V, 1 watt zener diode.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Replacing the Obsolete LM379S Amplifier with a Modern Amplifier=====&lt;br /&gt;
&#039;&#039;This information originally published by J. &amp;quot;kirb&amp;quot; Kirby. Additional pictures and some editing provided by Chris Hibler. Used with permission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Gottlieb System 80 Audio Amp Replacment...why?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Gtb sys80&amp;amp;a s&amp;amp;s.JPG|300px|thumb|left|Gottlieb® System 80 Sound &amp;amp; Speech Board as used on Mars, God of War, Black Hole, Haunted House, Volcano, and some video games]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Gottlieb® Sound and Speech board uses an LM379 or LM379s audio amp in the final amplification section. This amp became hard to find around 1983. Gottlieb® provided an alternative for this amp (see prior section) and discontinued using the Speech and Sound board further.&lt;br /&gt;
&lt;br /&gt;
Their solution was to buy a piggyback board from Gottlieb® that used an LM2002 or a TDA2002 amp. But the LM2002 or TDA2002 amps require 16VDC to operate (instead of the 30VDC used by the LM379). This necessitated a change to the sound board power supply. There were many components to replace or remove, not to mention that you would have to make the piggyback board yourself.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOLUTION? Find a newer amp that required fewer components. A replacment amp can be put together using only the following parts which can be easily sourced. &lt;br /&gt;
&lt;br /&gt;
*LM1875T Audio Amp&lt;br /&gt;
*14 pin DIP socket&lt;br /&gt;
*Heat sink&lt;br /&gt;
*Heat sink compound&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve sourced these parts, a replacement amp is easy to construct and only requires removal of the old LM379 amp and addition of one jumper (to provide 12VDC, covered later).&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start with the basics. System 80 games used 4 different sound boards. This amp replacement applies only to the Sound and Speech board used in Mars: God of War, Black Hole (domestic version), Haunted House, Volcano, Devil&#039;s Dare, Caveman, Rocky, Q*bert&#039;s Quest, Super Orbit, Royal Flush Deluxe (early production), Amazon Hunt (early production), and video games like Q*bert.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;LM379 Audio Amp Testing&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
First of all, is your amp really bad? Basic tests to identify a failed amp...&lt;br /&gt;
&lt;br /&gt;
*With the game on, turn the volume pot up as high as it will go. Do you hear a hum? This is normal and is an indicator that your amp is working.&lt;br /&gt;
*Check the voltages at the sound board. 30VDC is required to power the amp. Verify that this is working correctly or your amp won&#039;t work at all.&lt;br /&gt;
*Make sure the speakers are connected and working right. You can test speakers using a &amp;quot;D&amp;quot; size battery. Briefly connect the battery across the speaker and you should see the speaker&#039;s cone push out. Do this for only a second or two...speakers don&#039;t like DC voltages.&lt;br /&gt;
*Make sure the volume adjustment pot is connected correctly and working properly. A dirty pot will make sounds junky, but they usually don&#039;t completely fail. You can &amp;quot;twizzle&amp;quot; the pot to remove oxidation that may have formed on the internal conductors.&lt;br /&gt;
*Headphones can be used to see if the sounds are getting to the amp. Connect one of the headphone conductors (the one closest to the headphone &amp;quot;handle&amp;quot;) to ground. Connect one of the other two headphone conductors (assuming stereo headphones) to the center leg of R15 or R16. You should be able to hear sounds that the board is making through the headphones. Your amp is probably bad if you can hear sounds at R15 or R16, but not through the speakers, assuming you&#039;ve tested the speaker to be good and you have 30VDC power at the sound board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;LM379 Audio Amp Replacement Procedure&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mark the &amp;quot;top&amp;quot; of the heat sink so you can later determine orientation of the original amp should this be necessary. Pin 1 of the amp can&#039;t be identifed without removing the two screws that secure the finned heat sink to the chips integrated heat sink. &lt;br /&gt;
&lt;br /&gt;
Remove the LM379 amp and heat sink assembly from the board. Desolder all 14 pins and pull the amp off the board. The LM379 heat sink may be soldered to the board so you&#039;ll need to remove that solder too. Be forewarned, the solder pads are delicate and easily damaged. &amp;lt;b&amp;gt;Note how the LM379 is upside-down in relation to other chips on the board.&amp;lt;/b&amp;gt; This will be important later.&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;b&amp;gt;Building the New Amp Assembly&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Solder the new amp to the 14 pin DIP. Use the diagram below as a guide. The pinouts are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Amp Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Socket Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Purpose&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 1 || &amp;amp;nbsp;pin 9 || &amp;amp;nbsp;+ amp input&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 2 || &amp;amp;nbsp;pin 8 || &amp;amp;nbsp;- amp input&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 3 || &amp;amp;nbsp;pin 4 || &amp;amp;nbsp;Ground&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 4 || &amp;amp;nbsp;pin 10 || &amp;amp;nbsp;Audio out&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 5 || &amp;amp;nbsp;pin 1 || &amp;amp;nbsp;Vcc (+30VDC)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It will take some fancy bending to connect all of the amp legs in a way that they do not touch one another, but it can be done. It is important that the amp stands straight up and that the pins don&#039;t touch each other. See the diagram below for  better info. Don&#039;t worry about the 12VDC connection right now. We&#039;ll connect that later.&lt;br /&gt;
&lt;br /&gt;
[[File:LM379ReplacementNewAmpPinout.jpg‎|600px|center|Pinout schematic to attach the LM1875 amp to a 14 pin DIP socket]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px perrow=2 caption=&amp;quot;One Tech&#039;s Implementation (Heat Sink Added Later)&amp;quot;&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpFrontSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpRearSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Rear side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attaching the heat sink&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First, yes, you need a heat sink. Audio amps run hot. Without a heat sink, the amps life will be dramatically shortened.&lt;br /&gt;
&lt;br /&gt;
Mount the heat sink to the amp/socket assembly. You may have to modify your heat sink so that it doesn&#039;t contact anything but the LM1875 amp.&lt;br /&gt;
&lt;br /&gt;
Heat sink compound should be spread on any metal to metal surface that is to conduct heat. This will improve the heat sink&#039;s efficiency and is a must on this device to work right. Without the compound, the amp will overheat and shutdown. It may even be damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=270px heights=270px perrow=2 caption=&amp;quot;Kirb&#039;s original completed assembly&amp;quot;&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpSideViewKirb.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Side view.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpFrontSideKirb.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front view.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;b&amp;gt;The Final Steps&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:CompleteAssemblyInSitu.jpg|300px|thumb|left|The completed assembly, mounted to the Sound and Speech Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Solder the new amp assembly directly to the board. Normally you would use a socket, but that will  lead to audio problems. It is better just to solder it into the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACHTUNG!&amp;lt;/b&amp;gt; Remember that pin 1 of the amp solder pads on the board is upside-down relative to every other IC on the board, and you need to install your new amp assembly with pin 1 &amp;quot;down&amp;quot;. Make sure this is done right. There is a 1 screened to the back of the board that should help you orient the assembly. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM379Replacement12VDCSource.jpg|300px|thumb|left|Connecting 12VDC to the amp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Now that the pins are soldered to the board, we have to connect 12VDC to pin 14 of the socket. This is easily found at the positive (+) side of C39. This 12VDC biases the +IN so that it won&#039;t saturate. Your amp will only work for about 30 seconds without this 12VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check all of your work one more time, then test the amp and see what you get. If you&#039;ve followed these steps correctly, your sound should be loud and clear!&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Sound Mapping =====&lt;br /&gt;
The interface between the driver board/MPU and the sound board is a simple bit map of 5 bits. S1, S2, S4, S8 and S16. S32 is available but never used.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of each sound made by &#039;&#039;&#039;Haunted House&#039;&#039;&#039; can be found [https://youtu.be/_SAv4fS-G1w &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Mars, God of War&#039;&#039;&#039;, see: https://www.pinwiki.com/wiki/index.php/Mars,_God_of_War&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Black Hole&#039;&#039;&#039;, see: https://www.pinwiki.com/wiki/index.php/Black_Hole#Sound_Mapping_for_Black_Hole&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A Sound Only Board====&lt;br /&gt;
=====Sound Cutting Out / No Sound=====&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback Back.JPG|300px|thumb|left|Piggyback Amplifier Board w/ Cracked Header Pins]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® had a tendency of using single-sided boards for their &amp;quot;piggy back&amp;quot; / daughter boards, and these boards are susceptible to cracked header pin solder joints.  The MA-483 amplifier board is no different.  If the sound appears to be cutting out or their are no sounds at all, the header joints on the MA-483 may have developed cracks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before suspecting the daughter board header joints, review the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section located in the &amp;quot;General for all games&amp;quot; section. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A / 80B Sound with Piggyback Board====&lt;br /&gt;
[[File:GottliebSystem80ABSoundsOnlyWithPiggyback.jpg ‎|300px|thumb|left|Gottlieb® System 80A / 80B Sound Board MA-490 w/ MA-488 Piggyback Board (Sounds only). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80A / 80B sound board is nearly the same as the first generation System 80 sound only sound board.  It utilizes a 2716 EPROM versus a masked ROM like the System 80 sound board.  This was potentially due to the Harris 7643 masked ROM being obsolete.  The 80A / 80B board does not use a test button.&lt;br /&gt;
&lt;br /&gt;
Like the System 80 sounds only board, this board has 2 obsolete chips on it, the CPU (6503) and the RRIOT (6530).  On the plus side, these boards did not get destroyed nearly as much as the original System 80 sounds only boards (plugging the System 80 sounds only board into a System 1 game would destroy it in a very short time).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-766)====&lt;br /&gt;
[[Image:GTB Sys80B Sound.JPG|300px|thumb|right|Gottlieb® System 80B MA-766 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This sound board has two independent 6502 CPUs.  One exclusively drives a DAC (digital-to-analog converter).  The other drives the speech chip, Orator, (not used for speech on this generation of sound board, but it is used to generate sounds), and two AY-3-8913 sound chips.  Each is pretty much independent, sharing essentially only the sound select lines, the reset signal, and the output section. The gates of one TTL chip are used by both 6502s to communicate between the subsystems via the NMI signal to each 6502 among other functions. The ROMs, CPUs, and accessory chips, are all localized to the particular subsystem other than the inter-processor communication just mentioned.&lt;br /&gt;
&lt;br /&gt;
Note that the LED and test switch are only relevant for the CPU that operates the speech and synthesizer chips, not the chip connected directly to the DAC. With this in mind, it should be possible to troubleshoot this board using a divide-and-conquer approach.  For instance, if the LED isn&#039;t blinking in/off at about a 50% duty cycle, then the subsystem for the 6502 that controls the LED has to have a fault, but the other subsystem may be fine.&lt;br /&gt;
&lt;br /&gt;
Since this sound board is really just a more complex MPU board, or single board computer, the usual diagnostic steps are in order.&lt;br /&gt;
#Verify the ROM images are valid.&lt;br /&gt;
#Ensure that the reset signal begins low and then transitions to high after about 1/2 second.&lt;br /&gt;
#Ensure that the external clock signal is present at pin 37 of both 6502 processors.&lt;br /&gt;
#Ensure that the data lines on the 6502 (pins 33 through 26) are pulsing.&lt;br /&gt;
#Ensure that the address lines on the 6502 (pins 9 through 20, 22 through 25) are pulsing.&lt;br /&gt;
#Ensure that the external clocks are pulsing at pins 3 and 39 of the 6502 processors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-886)====&lt;br /&gt;
[[File:GottliebMA-886.jpg|300px|right|thumb|A repaired MA-886 sound board. Resistors R15, R16, R14, and R13 (top to bottom) are shown with blue Sharpie marks on their left ends, the end to probe when testing the sound channel. The other two components in the rectangle are high frequency ceramic filter capacitors which rarely fail.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-886 is generally the same board as the MA-766 sound board.  The main differences are that the MA-886 uses .156&amp;quot; header pins instead of edge connections, the Orator chip was no longer used, and SW1 was abandoned.&lt;br /&gt;
&lt;br /&gt;
Troubleshooting this board is nearly identical to the steps noted above for the MA-766 board.&lt;br /&gt;
&lt;br /&gt;
One useful aspect of the board is that 4 channels of sound are summed by the LM324 at B1 before final amplification offboard. &lt;br /&gt;
*Channel 1 is the output from the 7528 DAC at E2. An example of the sounds that this channel makes is the &amp;quot;Destroy Alpha One&amp;quot; and other voices used in Robowar. This channel also contributes the &amp;quot;skittering&amp;quot; sound when the ball pass the rollunder on the ramp wireform and the &amp;quot;energy pulse&amp;quot; sound when the ball rolls over any of the top 4 lane rollovers. This signal passes through &#039;&#039;&#039;R16&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 2 is the output from the AY-3-8913 (if present) at H4. This signal passes through &#039;&#039;&#039;R14&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 3 is the output from the AY-3-8913 (if present) at K4. This signal passes through &#039;&#039;&#039;R13&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 4 is the output from the MF-4 at E5. This signal passes through &#039;&#039;&#039;R15&#039;&#039;&#039; before summing.&lt;br /&gt;
&lt;br /&gt;
Placing an oscilloscope probe on the end of these resistors attached to the sound generating circuitry for that channel should show a purposeful signal (versus noise). If not, it&#039;s a good bet that one of the devices in that sound channel has failed.&lt;br /&gt;
&lt;br /&gt;
Several games (Bone Busters, Hoops, Bell Ringer, Silver Slugger, Car Hop, Deadly Weapon, Title Fight, and Vegas to name a few) use the MA-866 sound board paired with the MA-1294 auxiliary sound board. The two boards are connected via a special ribbon cable with dip &amp;quot;pins&amp;quot; on each end. WARNING: remove these connectors ONLY by sliding a flat blade screwdriver under it. Trying to &amp;quot;pull&amp;quot; the connector off with fingers on each side WILL cause the connector to be damaged. This sound board pair makes a two tone sound at power on. The two tones are different notes, like &amp;quot;LA-TI&amp;quot;. The first tone originates from the YM2151 on the MA-1294 auxiliary sound board. The second tone originates from the 7528 DAC. If either tone is missing, or unclear, suspect the associated sound lane.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-886) Jumpers J7 and J8====&lt;br /&gt;
[[File:GottliebMA886JumperComparison.jpg|300px|left|thumb|The left board is from Silver Slugger (a System 3 game) which has both J7 and J8 installed. The right board is from Night Moves which has only J7 installed.]]&lt;br /&gt;
[[File:GottliebMA886SchematicSnippet.jpg|300px|right|thumb|A snippet of the schematic for the two boards showing that without J8 installed, the sound board will not be &amp;quot;interrupted&amp;quot; to indicate a new sound command is to be processed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-886 sound board was used in both System 80B and System 3 games. Two jumpers allow the board to be configured to accept the signal at connector P1, pin 9, as input. J8 IN enables this. J8 OUT defeats this. It&#039;s important to ensure these jumpers are installed appropriately for a particular game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
[[File:Sys80 Flippers.jpg|400px|left|thumb|Typical System 80 Flippers]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® System 80 flipper assemblies are very well engineered, and very little goes wrong with them.  Due to this, they are considered to be the &amp;quot;Sherman Tanks&amp;quot; of flippers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gottlieb® System 80/80A/80B games other than Bone Busters utilize the traditional &amp;quot;fat&amp;quot; flipper bat design (similar to Bally, Chicago Coin, and Stern), which is a carry over from the last flipper design of Gottlieb® System 1 games. The 3&amp;quot; plastic flipper bat is technically called a &amp;quot;flipper island&amp;quot; (Gottlieb® part number A-13150), and uses a 3/8&amp;quot; wide rubber ring versus the more common 1/2&amp;quot; wide rubber all other manufacturers use.  Another anomaly regarding Gottlieb® flippers from this era is that they are the only flipper design that uses an upper and lower flipper bushing system.  Neither bushing protrudes through the playfield.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
System 80/80A/80B flippers (other than Bone Busters) use an A-17875 (standard), A-24161 (stronger), or A-20095 (strongest) dual wound flipper coil.  The general design is a coil with two windings, the &amp;quot;power stroke&amp;quot; (low resistance) and &amp;quot;hold&amp;quot; (high resistance) windings, just like most other flipper coil designs. However, only a single diode is used with this serial winding design versus others which employ a dual diode, parallel winding design.  Here&#039;s how it all works.  When initially engaged via the flipper cabinet button switches, both the power stroke and hold windings receive power, however, the hold winding is bypassed or shorted by the end of stroke (EOS) switch (electricity follows the path of least resistance).  As the flipper actuates and opens the EOS switch, the power is then transferred to both the power and hold windings (the resistance sum of the two windings), creating a very high resistance.  The high resistance allows the coil to remain turned on without creating stress on the low resistance power winding.  Hence, the coil can stay turned on indefinitely in theory.&lt;br /&gt;
&lt;br /&gt;
Gottlieb® System 80/80A/80B flipper systems do not use a flipper relay per se.  Flipper power flows through switch pairs on Q &amp;amp; T relays located under the playfield, along with other non-computer controlled coils like slingshots.&lt;br /&gt;
&lt;br /&gt;
For problems and resolutions for the flippers used in Bone Busters, please see the [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_3#Flipper_Problems Flipper Problems] section in the Gottlieb System 3 repair guide. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers Won&#039;t Work at All====&lt;br /&gt;
Like any flipper issue, it has be determined whether the problem is electrical or mechanical in nature.  Start with obvious first.  Look for broken wires at the flipper coil, EOS switch, and cabinet switch first.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During visual inspection, make certain that the flipper EOS switch is closed (use an ohmmeter to determine this), and the switch pairs on the tilt and game over relays are properly gapped and closed.  Equally, inspect the switch pairs to see if any of the switch blades are broken or missing their contacts.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since high current passes through all of the switches which enable the flipper, any of the switches may be suspect.  It is somewhat common for games which have been sitting dormant for years that the cabinet switch and / or EOS switch become so fouled, the flipper will not budge at all.  The remedy is to file these switches with an ignition file.  See the [http://www.pinwiki.com/wiki/index.php?title=General#How_to_Properly_File_Switch_Contacts How to Properly File Switch Contacts] section.  A flexstone will not work for this job, as the cabinet and EOS switch contacts are very hard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inspect the cabinet switches for broken female spade connectors where the cabinet wiring attaches to the switch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, look at the flipper plunger / link assembly.  The plunger link is a hefty plastic piece which inserted into at hollowed out end of the flipper plunger.  The link is connected to the plunger with a small roll pin.  The link can break or the roll pin can fall out, due to vibration.  If the link is no longer connected to the plunger, the flipper will not move at all.  Refrain from trying to engage the flipper with the cabinet switches.  Continuing to enable the flipper coil will stress the coil, because the EOS switch will not open, transferring power.  The end result is an overheated flipper or damaged flipper coil.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers are Weak, Sluggish, or Erratic====&lt;br /&gt;
&#039;&#039;&#039;Wrong Flipper Coil Installed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb manuals of this era are a little confusing and misleading when documenting the flipper coils used in each game.  The manual usually has a chart in the front half of the manual that lists all the coils that &amp;quot;could be&amp;quot; used in the game.  This chart is the same for every game and lists multiple flipper coils (i.e., A-17875, A-24161, or A-20095), but not necessarily what is installed in that specific game or where it is used.  To determine that, the schematics in the later half of the manual should be used to identify the coils that are supposed to be installed for each of the flippers in that specific game.  It&#039;s somewhat common to see Gottlieb games with the wrong flipper coils installed; likely either because the operator didn&#039;t have the correct coils on-hand, or because the installer misinterpreted the information in the manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System1-80FlipperLinkDamageAnnotated.jpg|thumb|left|300px|A Gottlieb® System 80/80A/80B Flipper Plunger/Link/Crank Parts. Note the &amp;quot;hogged out&amp;quot; part of the link]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn Flipper Link&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The design of the flipper crank and flipper link / plunger is peculiar to Gottlieb® games.  Gottlieb® games from the System 80/80A/80B era use a very meaty flipper link, which does not have a pivot point between it and the connected plunger.  To achieve the necessary fulcrum, the flipper link has an oval opening at the point where the link and flipper crank connect.  The two pieces are simply connected with a roll pin protruding through the two parts.  Over time, the roll pin can sometimes cut into the opening in the link, and the roll pin will catch as the flipper crank pivots.  The result is a weak flipper or a flipper which does not return to the at rest position.  Using a roll pin punch tool, remove the roll pin, and replace the flipper link / plunger assembly.  Pay close attention when installing the roll pin into the new plunger link.  It is very easy to cut into the link with the roll pin, deeming the new link / plunger worthless.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flipper Crank Installed Incorrectly&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Reassembling a flipper bat / shoe incorrectly can result in a weak flipper.  Before tightening the two set screws which hold the flipper shaft in place, make certain that the flipper crank is centered equidistant between the upper and lower flipper bushings.  If placed too close to the upper bushing, it will &amp;quot;sandwich&amp;quot; the upper bushing between the crank and bat.  If placed too close to the lower bushing, the crank will have friction between it and the lower bushing.  The end result is a weak flipper or a flipper which does not return to the at rest position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fouled / Pitted Switch Contacts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fouled switch contacts can reduce current, which in turn reduces power / strength.  Make certain that the EOS switch, cabinet switch, and switch pairs on the game over (Q) and tilt (T) relays are all clean and not pitted. Filing the contacts with an ignition file will remedy the problem, provided that the contacts are not heavily pitted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bad Connection to Cabinet Switch&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem related to the cabinet switches is the female spade connector used to connect the cabinet wiring to the switch.  These spade connectors can sometimes become sloppy or break.  In most cases, the break is not evident, until the connector is removed and reinstalled on the cabinet switch tab.  The spade connector can be removed and a new one crimped on, or the better solution is to solder the cabinet switch wires to the tabs on the cabinet switch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn Flipper Plunger&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A mushroomed flipper plunger can create excessive drag within the coil sleeve.  When replacing the plunger / link, replace the coil sleeve and coil stop too.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Coil Stop&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The coil stop &amp;quot;slug&amp;quot; is pressed into the coil stop bracket.  It is somewhat common for the slug to become detached from the coil stop bracket.  The coil stop slug will then be &amp;quot;free floating&amp;quot; within the coil sleeve.  This can create some interesting problems, but the most noticeable are reduction in flipper power, decrease in flipper stroke or both.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incorrect Flipper Rubber Installed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® used 3/8&amp;quot; wide rubber on flippers.  It fits perfectly into the groove on the plastic flipper bat.  Everybody else used 1/2&amp;quot; wide rubber, and that tended to get installed on the Gottlieb® games, too.  When a 1/2&amp;quot; wide ring is used, it almost fits, but because of the groove, it will present a funny angle to the ball instead of a flat plane.  The results are either air balls, or the flipper will smack the ball downward into the playfield.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cracked / Broken Plastic Bat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes the flipper bat cracks.  Replacements are available.  The screw that holds the plastic flipper bat on the metal shoe is located on the underside of the flipper.  Loosen the two set screws on the flipper crank, and the shoe and bat will come free.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Hold Winding&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Erratic flipper function is defined as a flipper which will not remain in the up (hold) position when activated.  The flipper will move rapidly up and down as if it is &amp;quot;machine gunning&amp;quot;.  This is typically the result from a break in the hold winding right at the flipper coil lug.  One resolution is to locate the broken coil winding (this will be the thinner of the two windings), and unwind one turn from the coil.  This can be accomplished if the side of the winding is not connected to the common lug of the flipper coil.  Note that the power winding cannot be unwound if it breaks.  This is because the power winding is wound on the coil bobbin first, and is located beneath the hold winding.  Once one turn of the hold winding is unwound from the coil, the excess length must be shortened.  After the correct length is determined, the portion of the winding which will be soldered to the coil lug must have its insulation stripped off.  The red or green hue on the coil winding is actually a thin insulation, which is used to keep the winding from shorting to adjacent windings.  Gently scrape the coating off the winding by using an exacto or utility knife, exposing the copper wire of the winding.  Then wrap the uninsulated winding around the coil lug, and solder it.  If a single winding cannot be removed from the existing coil, complete coil replacement is the solution.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers Will not Return to at Rest Position====&lt;br /&gt;
The EOS switch assembly is actuated by the pointed part of the flipper crank assembly.  This is a metal-on-metal contact point.  Due to the design of the flipper crank, it will eventually wear a hole in the EOS actuating blade.  The fix is to replace the EOS switch assembly.  About halfway through the System 80B games (around TX-Sector or so), the EOS switch was slightly relocated, and a modified flipper crank actuates the switch with a roller.  An MA-988 or MA-989 kit can be purchased to perform this upgrade on any System 80/80A/80B game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, the flipper link can become cut by the roll pin which secures it to the flipper crank.  This can also cause the flipper to not return to the rest position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also mentioned in the previous section, the flipper coil stop slug can detach from the coil stop bracket, causing the flipper not to return completely.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the flipper return spring has become stretched or is no longer connected to the flipper crank or coil stop anymore, the flipper will not return properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pop bumper problems===&lt;br /&gt;
[[File:Gtb pbdb new.JPG|thumb|300px|left|Corrected/Modified Gottlieb® System 80/80A/80B Pop Bumper Driver Board]]&lt;br /&gt;
[[File:PBDBDiagram.jpg|thumb|300px|right|Gottlieb® System 80/80A/80B Pop Bumper Driver Board Parts Locator. Click this link for an interactive parts locator: &amp;lt;br&amp;gt;https://www.pinballschematics.com/pop-bumper-board-a8/]]&lt;br /&gt;
The pop bumpers on all System 80 / 80A / 80B games are controlled by an under playfield mounted board known as the pop bumper driver board (PBDB). Remote pop bumper driver boards are unique to Gottlieb® System 80 games. No other manufacturer made this design decision. The reason Gottlieb® did this is probably to supplement the number of coil drive circuits as well as to solve the common problem of pop bumpers locking on with subsequent damage to the games components.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each pop bumper has its own board.  Each board provides a consistent, strong pop regardless of how long the spoon switch is activated, and ensures (when working properly) only a single pop per actuation of the spoon switch. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These boards are single-sided construction, where the traces are located only the solder side of the board.  Due to this construction, the solder connections crack easily.  Reflowing the solder of the header pins on any suspect boards is recommended to ensure a good mechanical and electrical connection.  The components should be inspected as well, because they can also have cracked solder connections that will need to be touched up.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the pop bumper fires but does not score, examine the secondary switch on each pop bumper to see if it needs cleaning or adjustment.  This switch is part of the switch matrix, and can be tested by manually pulling the pop bumper rod and ring down to activate it.&lt;br /&gt;
&lt;br /&gt;
====Pop Bumper Driver Board Power and Ground Source====&lt;br /&gt;
[[image:PBDBPowerGroundConnection.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
As can be seen in the schematic snippet above, Pop Bumper Driver Boards receive 5V power and a connection to ground via MPU connector A1J6, pins 18 and 9 respectively. A poor connection at these pins will render the pop bumper driver board, and hence the associated pop bumper, inoperative.&lt;br /&gt;
&lt;br /&gt;
Testing to see if the PBDB is receiving 5VDC and ground can be accomplished by measuring between pin 7 (ground) and pin 14 (5VDC) on either of the integrated circuits on the board. &lt;br /&gt;
&lt;br /&gt;
Lack of 5VDC power (or ground) may also be caused by fractured solder joints on the PBDB header.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Pin 2 of each pop bumper driver board connector is the path to ground for solenoid power. This ground is connected to the transformer chassis via one of the many equally dicey methods Gottlieb used. See: [[Gottlieb_System_80#Recommended_Ground_Improvements_for_System_80B|Recommended Ground Improvements for System 80B Games]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Updating the Pop Bumper Driver Board====&lt;br /&gt;
Gottlieb® issued a service bulletin to correct a design error with the PBDB. A great many of these boards were delivered in games prior to correcting the design at the factory. Examine the PBDBs to ensure that they have been updated. See the pictures below, noting the differences. &#039;&#039;&#039;A dead giveaway would be the lack of a jumper to replace CR1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=150px perrow=2 caption=&amp;quot;System 80/80A/80B PBDB Before/After Modification&amp;quot;&amp;gt;&lt;br /&gt;
File:Gottlieb-UnModifiedPBDB.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Unmodifed PBDB&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gottlieb-ModifiedPBDB.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Modifed PBDB&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gottlieb-ModifiedPBDBPartsExplanation.jpg|thumb|300px|right|Gottlieb® System 80/80A/80B PBDB Update]]&lt;br /&gt;
Should your PBDB require update, follow this procedure:&lt;br /&gt;
&lt;br /&gt;
*Acquire the following parts&amp;lt;br&amp;gt;&lt;br /&gt;
**Cut to length .156 Molex male header pins with locking ramp (you&#039;ll need a 6 pin length)&amp;lt;br&amp;gt;&lt;br /&gt;
**47uf/10V electrolytic capacitor (C4)&amp;lt;br&amp;gt;&lt;br /&gt;
**4.7uf/10V capacitor (C3, tantalum or electrolytic, may be axial or radial)&amp;lt;br&amp;gt;&lt;br /&gt;
**Jumper material (use the remaining leg cut from C4 when you install it)&amp;lt;br&amp;gt;&lt;br /&gt;
*Remove CR1, C3, and C4&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the Molex connector or reflow the solder on each header pin&amp;lt;br&amp;gt;&lt;br /&gt;
*Install C4 (47uf/10V) with the negative side facing the male header pins&amp;lt;br&amp;gt;&lt;br /&gt;
*Use the remaining part of the capacitor leg from C4 as a jumper to replace CR1. Any jumper wire will work...the cap leg is convenient, available, and looks professional when installed nice and straight.&amp;lt;br&amp;gt;&lt;br /&gt;
*Install C3 (4.7uf/10V), reversing the original polarity so that the positive side faces the jumper just installed and the negative side faces the nearest board edge. Note that C3 may be axial (leads from both ends along the components &amp;quot;axis&amp;quot;) or radial (leads on one end of the component). The board is designed to accept either style.&amp;lt;br&amp;gt;&lt;br /&gt;
*Ensure that the large can transistor (2N6057, 2N6059, PMD10K40 or PMD10K60) solder joints are solid and that the bolted end is making good contact with the PCB trace.&amp;lt;br&amp;gt;&lt;br /&gt;
*Test the large can transistor...&amp;lt;br&amp;gt;&lt;br /&gt;
**DMM set to &amp;quot;diode test&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
**Black lead on the nut that secures the transistor&amp;lt;br&amp;gt;&lt;br /&gt;
**Red lead on each leg of the transistor&amp;lt;br&amp;gt;&lt;br /&gt;
**A measurement between .5 and .7 should be seen. Readings significantly outside of these ranges indicate a failed transistor which should be replaced.&amp;lt;br&amp;gt;&lt;br /&gt;
*Examine the remaining solder joints on the board to ensure good solid joints and no lifted traces. Note that the trace between the jumper that replaces CR1 and R2 is particularly susceptible to damage and if broken, will cause the associated pop bumper to lock on.&lt;br /&gt;
*Reinstall the PBDB and test.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an update for the PBDB that gives the board a bit more &amp;quot;pop&amp;quot;. Simply replace R1 (1.5Kohms) with a 10Kohm 1/4W resistor and replace C1 (0.01mfd) with a 1 mfd 100 volt (non polarized) capacitor.&lt;br /&gt;
&lt;br /&gt;
Also, to avoid random, uncommanded pops caused by &amp;quot;noise&amp;quot; on the switch line, you can add an electrolytic capacitor to the solder side of the board. Use a 4.7 mfd 16 volt radial capacitor (both leads on one end). Solder the negative lead of the capacitor to pin 4. Solder the positive lead of the capacitor to pin 5.&lt;br /&gt;
&lt;br /&gt;
=====Replacing the 2N6057 with a TIP-102=====&lt;br /&gt;
&lt;br /&gt;
[[File:popdrivertip102.jpg|300px|thumb|left|A TIP-102 installed on a Pop Bumper Driver Board (PBDB)]]&lt;br /&gt;
[[File:PBDTIP102.JPG|300px|thumb|right|Closer view of a TIP-102 installed on a PBDB]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 2N6057 used on Gottlieb games is obsolete, so it is hard-to-find and expensive.  A cheap and effective substitute for the 2N6057 as used on the PBDB is a TIP102 transistor.  It&#039;s not the most elegant &amp;quot;hack&amp;quot;, but it works well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====using Pop Bumper Driver Board for a Kicker solenoid====&lt;br /&gt;
With some games, Gottlieb® used pop bumper boards to control kicker solenoids (for example Victory, uses a PBDB for the top kicker). However, on these boards the pulse time for the solenoid is different! Standard pop bumper boards have a pulse time of 40 milliseconds, while the boards for controlling a kicker have a pulse time around 110 milliseconds.&lt;br /&gt;
&lt;br /&gt;
The pulse timing is controlled by the components at R2 &amp;amp; C3. The standard pop bumper board uses 12KOhm resistor at R2 and a 4.7uF capacitor at C3. On the pop bumper boards intended for the kickers, R2 has a 33KOhm resistor. &lt;br /&gt;
&lt;br /&gt;
pulse time (t) = 0.7 x R x C&lt;br /&gt;
&lt;br /&gt;
So if the kicker is too weak, check the R2 resistor&#039;s value on the kicker&#039;s pop bumper board.&lt;br /&gt;
&lt;br /&gt;
===Drop Target Problems===&lt;br /&gt;
&lt;br /&gt;
====Early System 80 / 80A Drop Target Removal====&lt;br /&gt;
For now, please review the drop target removal guide available at [http://www.papinball.com/tips/gottlieb_drop_target_guide2.html PAPinball.com].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later System 80B Drop Target Removal==== &lt;br /&gt;
This is a stub&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vari-Target Problems===&lt;br /&gt;
The single largest problem with vari-targets is adjusting the spring tension, which returns the vari-target to the at rest position.  The spring can be adjusted by hooking it to one of two screws which hold the spring in place.  In most cases, there is only one screw, but two screw holes are placed 180 degreees from one another within the vari-target frame.  Spring adjustment should be made so that the vari-target barely returns to the home position, when the playfield is upright (resting against the backbox).  Once the playfield is placed in its proper position, gravity will help with the extra &amp;quot;bump&amp;quot; that the vari-target needs to return home.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, the switch leaves of the vari-target, which &amp;quot;ride&amp;quot; along the rivet board need enough tension to make good solid contact with the rivets. Since it&#039;s impossible to bend the switch leaves closer to the rivet board with the rivet board in place, removal of the vari-target rivet board must be done to make this adjustment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vari-targets seldom require adjustment as they were correctly adjusted at the factory. It is possible to move parts of the mechanism so that the switch no longer comes to rest on a rivet when the vari-target &amp;quot;gear&amp;quot; is stopped by the reset relay armature.&lt;br /&gt;
&lt;br /&gt;
Vari-targets are a rare example of where lubrication helps the operation of the mechanism. A thin film of lithium grease on the rivets helps the switch blade &amp;quot;wipe&amp;quot; cleanly across them. Like [http://en.wikipedia.org/wiki/Brylcreem Brylcreem], &amp;quot;a little dab&#039;ll do ya&amp;quot;. Note: That&#039;s humor son...Brylcreem is not a suitable lubricant...for pinball machines. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Roto Target Problems===&lt;br /&gt;
By the time System 80 games first came out, the roto target was a dying assembly.  The believed reason is due to the amount of playfield &amp;quot;real estate&amp;quot; in which it used underneath a playfield.  Circus is the only System 80 game which used the roto target.	 	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===Cabinet===&lt;br /&gt;
* Power cable strain relief bushing, 80A games: Heyco 7k-2&lt;br /&gt;
&lt;br /&gt;
==Game Specific Problems and Fixes==&lt;br /&gt;
&lt;br /&gt;
Black Hole issues have been moved to the dedicated [http://www.pinwiki.com/wiki/index.php?title=Black_Hole Black Hole] page.&lt;br /&gt;
&lt;br /&gt;
===Alien Star Game Start Failure===&lt;br /&gt;
Alien Star has a major fault when running the original 689 code.  For the game to properly start, one ball must be in the trough and one ball in the outhole.  If both balls are located in the trough, only the single trough switch will be closed, and not the outhole switch.  When only the trough switch is closed, the game *thinks* that only one ball is installed, (2 balls total are needed), and will do absolutely nothing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has not been verified, but running 689A code may resolve this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Haunted House - Upkicker Plastic Tube Mounting Bracket===&lt;br /&gt;
&lt;br /&gt;
[[File:Cornell_VR4_cap_bracket.jpg|300px|thumb|left|Mounting bracket for the plastic tube.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The metal mounting bracket that secures the longer plastic upkicker tube to the main playfield breaks its tabs (ears) off allowing the tube to flop around loose. This bracket is actually an electrolytic capacitor mounting bracket for computer grade capacitors. If broken, Mouser Electronics sells this item as part number [http://www.mouser.com/ProductDetail/Cornell-Dubilier/VR4/?qs=0r35cIPu56HWvTGFwxXK2g%3d%3d 539-VR4]. The OEM part is a VR4, which is manufactured by Cornell-Dublier (Mallory).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spring Break - Shooter Lane Switch Required to work or ball will drain and game will &amp;quot;brick&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
[[File:SpringBreakBallLaunchGateCropped.jpg ‎|300px|thumb|left|Ball gate at exit to Spring Break shooter lane. The spring actuates a switch below the playfield. &amp;lt;i&amp;gt;Image courtesy of Russell McIntyre&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spring Break is configured to start a multiball at the start of every ball. The game uses a &amp;quot;shooter lane exit&amp;quot; switch or any scoring switch, to know that a ball has been put into play, enabling subsequent balls to launch. If this switch is malfunctioning, and a ball is launched that scores no points before draining, the game will be &amp;quot;bricked&amp;quot; requiring a power cycle. The key is scoring points and the shooter lane exit switch scores 300 points. This seems like a &amp;quot;hack&amp;quot; created by Gottlieb once this &amp;quot;feature&amp;quot; was discovered.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Devil&#039;s Dare - All Displays out except status display===&lt;br /&gt;
[[File:DD Resistor Before.jpg|thumb|left|300px|Burnt 200 Ohm resistor on +60VDC display power line]]&lt;br /&gt;
[[File:DD Resistor After.jpg|thumb|right|300px|Replacement 200 Ohm 2 watt resistor on +60VDC display power line]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the game in question is a Devil&#039;s Dare, and all of the displays are out except for the status display, and the +60VDC is present at the power supply, but not at the displays, the following may apply.  Some Devil&#039;s Dare games, (it is unknown exactly which ones at this point), have a 200 ohm resistor installed in series with the +60VDC power line for the displays.  The resistor is located on the lamp insert board, just behind the lower right 6 digit display.  The resistor is soldered to two solder eyelets, so replacement is relatively easy.  It is unknown what the purpose of this resistor is, but it is fairly common for the resistor to overheat and potentially fail.  The recommended replacement for this is a 200 ohm 2 watt resistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no information regarding the value or placement of this resistor in the Devil&#039;s Dare manual / schematics.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Volcano Kick Back Ends Prematurely ===&lt;br /&gt;
[[File:VolcanoKickBack.jpg|300px|thumb|left|The Volcano kickback mechanism.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The kickback mechanism in Volcano, once enabled by a playfield feature, remains available until the player uses the feature by pressing the green cabinet button in front of the flipper switch. The game knows that the feature has been used by sensing the switch at the rear of the mechanism. As the plunger pulls in, the normally closed switch is opened by the ring on the rear of the plunger. If this normally closed switch isn&#039;t &amp;quot;making&amp;quot; solidly, the game will think that the plunger has pulled in. The kickback feature will be considered used and hence disabled.&lt;br /&gt;
&lt;br /&gt;
The behavior looks like the feature has timed out prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Games with Playfield Windows: Black Hole, Haunted House, Genesis, Monte Carlo, etc. ===&lt;br /&gt;
Playfield windows use foam washers that provide &amp;quot;counter force&amp;quot; to help keep the window flush with the playfield. If the window isn&#039;t flush with the playfield, the &amp;quot;lip&amp;quot; of the sunken window in its mount will cause airballs and/or the edge of the playfield will wear excessively.&lt;br /&gt;
&lt;br /&gt;
After a couple decades, springy foam washers turn into hard, crumbly foam washers. Weatherstripping (&amp;quot;beer seal&amp;quot;), cut really small, works in a pinch, but the Pinball Resource stocks the proper foam washers (GTB # 21219). Strips of tool box drawer liner work as well, but there is only one chance to crank them down before they compress.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Repair Logs==&lt;br /&gt;
Did you do a repair? Log it here as a possible solution for others.&lt;br /&gt;
====Volcano and Devil&#039;s Dare Left Outlane KickBack Not Working====&lt;br /&gt;
[[File:GottliebBallSaveKickBack2.jpg ‎|300px|thumb|left|With the plunger not pulled in, the normally closed switch &amp;quot;makes&amp;quot;. &amp;lt;i&amp;gt;Image courtesy of PinSider NeedaVirus&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GottliebBallSaveKickBack1.jpg ‎|300px|thumb|right|With the plunger pulled in, the normally closed switch is opened. &amp;lt;i&amp;gt;Image courtesy of PinSider NeedaVirus&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The &amp;quot;kickback ball save&amp;quot; implementation on games like Volcano and Devil&#039;s Dare is enabled via game play achievement(s) but is not &amp;quot;automatically&amp;quot; driven. The player must use a dedicated button adjacent to the cabinet flipper button to fire the plunger at just the right time. Once the plunger is fired, the feature is considered &amp;quot;used&amp;quot; and disabled until the same game play achievement(s) have been accomplished again.&lt;br /&gt;
&lt;br /&gt;
A particular issue with the mechanism is &amp;quot;premature cancellation&amp;quot; of the feature. The feature is enabled via game play, but then immediately disabled. This is caused by the normally closed switch under the apron being maladjusted and not &amp;quot;making&amp;quot;. A simple adjustment of this switch, to ensure it is normally closed, but opens when the plunger is pulled in, will correct the issue. &lt;br /&gt;
&lt;br /&gt;
These pictures...are better than 1,000 more words.&lt;br /&gt;
[[File:BallSaverSchematic.png ‎|600px|thumb|center|The applicable schematic snippet showing the &amp;quot;Ball Saver Switch&amp;quot; and the ball saver relay, a crude but effective implementation. &amp;lt;i&amp;gt;Image property of Gottlieb LLC&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Game Displays 000000 On Power Up and It&#039;s Not The Slam Switch ====&lt;br /&gt;
If you power the game on and all of the displays immediately display all zeros without strobing the problem is usually with the slam switch. However, if the slam switch modification has been done or the slam switch is working properly there is a problem with the switch matrix.&lt;br /&gt;
&lt;br /&gt;
I had this problem on my Haunted House machine. I finally found that chip Z15 (7432) was bad.&lt;br /&gt;
&lt;br /&gt;
I was fixing a kicker solenoid on the playfield, the playfield was still in the machine and fully in the upright position. While I was soldering the wire to the new solenoid I did not adequately protect the components below from a solder drip. Well, I did have a solder drip that landed right on a pop bumper driver board connector and shorted the connector. The short caused more than just this problem but for this narrative we will restrict to the slam/switch matrix problem.&lt;br /&gt;
&lt;br /&gt;
Reading in other materials I recognized the problem as the slam switch issue. I used a logic probe to test other components and found the CPU board working, mostly as it should except for acting like the machine was slam tilted. There was little written about the problem outside of the slam switch. I decided to check the matrix by doing a diode check on all of the diodes in the switch matrix. When I did this, I found that many of the diodes were testing bad. These were being tested with the board removed from the machine.&lt;br /&gt;
&lt;br /&gt;
Having replacement diodes in my parts drawer I decided that these must have gone bad during the short. I began unsoldering a few of the diodes. Once disconnected from the circuit board I remeasured the removed diodes and found the correct values on my meter, they were not bad. I then noticed that the bad diodes were all in the same row on the switch matrix. They all traced back to the Z15 chip. I replaced the Z15 7432 and the problem was resolved.&lt;br /&gt;
&lt;br /&gt;
====Game Displays a single 0 or 1 on Displays====&lt;br /&gt;
If an 80A game does not boot and displays just a single zero, just a single 1, or alternates between a single zero and single 1, this may indicate one or more bad IC(s) on the MPU:&lt;br /&gt;
* CPU&lt;br /&gt;
* Z7&lt;br /&gt;
* Z8&lt;br /&gt;
&lt;br /&gt;
The CPU itself may still output data that can be picked up with a logic probe, but still might be bad.&lt;br /&gt;
&lt;br /&gt;
[[File:Gottlieb-sys80a-bad-cpu-display-symptom.gif|thumb|300px|left|Animation of symptom of alternating 0 and 1]]&lt;br /&gt;
[[File:Gottlieb-sys80a-bad-cpu-display-symptom-zeros.jpg|thumb|300px|left|Symptom of the displays showing a single zero]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Testing the Q relay ====&lt;br /&gt;
Had a problem with my Black Hole - Q relay didn&#039;t activate. Played a bit with wires, did ground mods, .. &lt;br /&gt;
After a while I noticed it did work but didn&#039;t stay enabled - at the start of a game it closed, 1 coil (ball drain) kicked and the Q relay deactivated again. Noticed this with the playfield in up position, no pinballs installed.&lt;br /&gt;
Finally tested with playfield down - and pinballs installed - suddenly the behaviour was different: ball drain coil kicked and then the next coil also that put a coil in the shooter lane. Seems the Q relay did work all this time, but will only stay enabled when pinballs are installed in the game ?!&lt;br /&gt;
&lt;br /&gt;
==== Results of a locked on coil ====&lt;br /&gt;
[[File:BurntCoil1.jpg|300px|thumb|left|Melted coil sleeve.]]&lt;br /&gt;
[[File:BurntCoil2.jpg|300px|thumb|right|Burned coil wrapper.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a coil locks on (due for example to a bad driver board transistor), the coil will burn. Here is a coil which had locked on. Note the burn marks on the paper wrapping and the melted coil sleeve, which prevented the coil plunger from moving through the coil. The resistance of this coil was 0.9 ohms (the specified resistance for this particular coil should be 3.35 ohms), also indicating it&#039;s bad due to an internal short (adjacent windings shorted together due to overheating the coil wire insulation).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Black Hole top rollover switches ====&lt;br /&gt;
When Black Hole serves a ball, it must go through the top rollovers before hitting any other switch.  The playfield design ensures this.  But if it doesn&#039;t (I had the glass off and started testing some other feature), things get very weird: suddenly, I seemed to be in a 3-ball, 4-player game with some of the score displays blank.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t usually a problem in practice but it is worth making sure that the three top rollovers have clean switches.&lt;br /&gt;
&lt;br /&gt;
==== Replacing the 80B 5V pot ====&lt;br /&gt;
I got a Monte Carlo and replaced the 5V adjustment pot on the regulator.  It was working fine.  After the old one had been chopped off, I discovered it was the same as the new one.  It had already been replaced!  A bunch of rework on the regulator, and ground mods on the transformer frame, should have been my clue.&lt;br /&gt;
&lt;br /&gt;
==== 80B sound doesn&#039;t work ====&lt;br /&gt;
I got a Spring Break and the sound didn&#039;t work.  The LED didn&#039;t light in any predictable way, and the game put out a lot of white noise.  At one point I thought I heard some sounds underneath.&lt;br /&gt;
&lt;br /&gt;
Fortunately, I had a Monte Carlo sitting next to it where the sound did work.  I spent some time trying to understand the problem, and finally just swapped all the socketed chips (three EPROMs and the &amp;quot;Orator&amp;quot; speech synthesizer).  The problem followed the EPROMs, not the board.  Ultimately I replaced all three ROMs, although it seems likely that only one was likely bad.&lt;br /&gt;
&lt;br /&gt;
Note that the sound board has two separate CPUs, and only one controls the LED, so it is likely one of the two EPROMs associated with that CPU that is actually bad.&lt;br /&gt;
&lt;br /&gt;
==== Two flash lamp problems ====&lt;br /&gt;
Monte Carlo has four pairs of flashers controlled by &amp;quot;lamp&amp;quot; drive transistors, stepped up by under-playfield transistors.  On my game, I had two unrelated problems with different flash banks.  &lt;br /&gt;
&lt;br /&gt;
The two sockets by the roulette wheel were missing their lamps, and the under playfield was a little burned near where the lamps had been.  Apparently they were locked on, and someone had pulled the bulbs rather than fix the problem.  I replaced Q17, which was out of spec according to the measurements on this page.  I didn&#039;t replace the under-playfield MJ2955 because it seemed to measure correctly.  One down, one to go.&lt;br /&gt;
&lt;br /&gt;
The other flasher, the two on the left side, just didn&#039;t work.  Lamp bulbs were fine, and all transistors seemed OK by the tests given above.  I checked for continuity in the wiring and even tried grounding the transistor side of the circuit, but no lamps lit.  Finally, I pulled the plastic off to take the bulb out (to measure at the socket) and I found that the two lugs of the socket were bent and touching!  So the lamp was a short, but because of the resistor, not short enough to blow the fuse or fry the transistor.  A little bending back seems to have fixed it. -- [[User:Ts4z|ts4z]] ([[User talk:Ts4z|talk]]) 16:29, 7 February 2014 (CST)&lt;br /&gt;
&lt;br /&gt;
==== 80B Display has garbage on one display glass ====&lt;br /&gt;
Chicago Cubs had garbage/nonsensical characters on just the lower score display. I found chip U2 (type 10939) which controls the lower display to be bad. Replacing the chip cured the problem. I also installed a 40 pin IC socket for the replacement chip. If by chance you encounter the same symptom except that it is on the upper display, then chip U1 (type 10939) is bad. U1 controls the upper score display.&lt;br /&gt;
&lt;br /&gt;
====Rebuilt 80/80A Power supply, solenoid fuse blows on power up====&lt;br /&gt;
If a System 80/80A power supply has been rebuilt and the solenoid fuse blows as soon as the game is turned on, take a look at the power supply capacitor at C1. It might have been installed in the wrong direction. Make sure the (-)side on the capacitor matches the (-) side notated on the PCB.&lt;br /&gt;
&lt;br /&gt;
==== Haunted House ten thousand digit out on several displays ====&lt;br /&gt;
Encountered the ten thousand digits missing on three displays: player 1, player 3, and bonus display. Tried several known good cpu boards and problem remained. Tried swapping displays and problem remained. I traced the problem to the wiring harness on the main playfield. At the playfield mounted transistor Q2, the transistor mounting bracket had cut into the wiring harness. I repaired the harness with electrical tape and routed the harness farther away from that bracket with a couple of wire ties. Problem fixed and all displays are now working correctly.&lt;br /&gt;
&lt;br /&gt;
==== Multiple Pop Bumpers dead (maybe) ====&lt;br /&gt;
&lt;br /&gt;
I have a Counterforce, an early 80 game with two pop bumpers. I shopped it and took it to a show. It got put back in my garage and left idle for over a year. I went to play it, and the lower pop bumper didn&#039;t work. I looked into it, and after some poking around, including pulling a connector off of a PBDB. Now, neither pop bumper worked. I checked fuses and voltages but they looked OK. After I got over my frustration at making the problem worse, I realized it was likely something related to having moved the game. I checked both PBDBs and both had cracked header pins. Both boards had the same problem independently. Fixing both boards fixed the pop bumpers.  [[User:Ts4z|ts4z]] ([[User talk:Ts4z|talk]]) 02:49, 18 October 2022 (CDT)&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80&amp;diff=26078</id>
		<title>Gottlieb System 80</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80&amp;diff=26078"/>
		<updated>2026-10-13T22:36:25Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* Display Test - System 80B */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Gottlieb_Repair_Guides | Gottlieb® solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 1st gen boardset.jpg‎|300px|thumb|left|Gottlieb® System 80 Board Set - 1st Generation ]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
			&lt;br /&gt;
Gottlieb&#039;s® second generation of solid state pinballs is System 80.  Capabilities were increased in terms of controllable lamps, solenoids, gameplay, and sound.  No longer tied to an EM-esque platform, Gottlieb® started to introduce games with more unconventional asymmetric playfields.  System 80 marked a foray into double and triple level playfields, speech, and multiball. Unfortunately, it also represented a lateral step in reliability, with battery corrosion, connectors, and bad grounding plaguing the design.  Nearly all the same issues as were present with the System 1 platform.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
			&lt;br /&gt;
[[File:System80cabinet.jpg|300px|thumb|left|Gottlieb® System 80 Board Set - 2nd Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Just like the System 1 games, the System 80 / 80A / 80B design relied solely on connectors and daisy-chained wiring to transport the ground lines from board to board. The exception is that the large ground plane used with System 1 games was no longer used behind the boards with the System 80 games. Gottlieb® still opted to use plastic standoffs to elevate and secure the boards to the backbox or the back side of the lamp box insert. Thus, if a single ground connector failed in the chain, the logic ground could fail for one or several of the circuit boards. This could potentially lead to locked on coils, relays, and / or controlled lamps. In turn, transistors and chips would fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:Later gtb sys80a boardset.jpg|300px|thumb|left|Gottlieb® System 80A Board Set]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 platform was used for a total of nine years from 1980-1989.  During this period, there were three main versions of the boardset.  These three versions are referred to as: System 80, System 80A, and System 80B.  System 80 was used from 1980-1982, System 80A was used from 1982-1985, and System 80B was used from 1985-1989.  The easiest way to differentiate between the three versions is by looking at the style of displays which were used.  System 80 used 6-digit displays for scoring, and in some instances, for bonus values or timers.  System 80A used 7-digit displays for scoring, and 6-digit displays for bonus values or timers too.  Both the 6-digit and 7-digit displays were limited to displaying numeric values.  System 80B differed the most by using two 20-digit alpha-numeric displays, which were stacked on top of each other.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
[[File:Early gtb sys80b boardset.jpg|300px|thumb|left|Gottlieb® System 80B Board Set - Early]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Shortly after the onset of using the System 80B boardset, it was evident that the complexity of playfield designs had quickly outgrown the boardset.  Remote satellite boards, and transistors littered the underside of the playfield and inside the cabinet, because the driver board was too undersized to handle these extra duties.  A new boardset, known as the System 3 platform, was under development, but was not released until nearly 4 years later in 1990.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
	 &lt;br /&gt;
[[File:Typical gtb sys80b boardset.jpg|300px|thumb|left|Gottlieb® System 80B Board Set - Typical]]&lt;br /&gt;
[[File:GTB Later 80B Backbox.JPG|300px|thumb|right|Gottlieb® System 80B Board Set - Later Games (Hot Shots, Bad Girls, and Big House]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once a System 80 / 80A / 80B game has been methodically gone through with board design grounding flaws and connectors corrected, they are just as reliable as any of their contemporaries.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Games==&lt;br /&gt;
===System 80 Prototype===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|The Incredible Hulk || 1979 || Unknown (10 presumed, 4 confirmed) || 500 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit || A small number of games were used as a testing platform, which featured the system 80 boardset instead of the system 1 boardset. Confirmed games include serials 01440, 01442, 01443, 01447.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80 1st Generation===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|The Amazing Spiderman|| 05-1980 || 7625 || 653 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Panthera|| 06-1980 || 5220 || 652 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||   6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Circus|| 06-1980 || 1700 || 654 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit || Ultra Widebody &lt;br /&gt;
|-&lt;br /&gt;
|Counterforce|| 06-1980 || 3870 || 656 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||   6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Star Race|| 08-1980 || 870 || 657 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit || Ultra Widebody  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80 2nd Generation===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;Sound&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|James Bond|| 10-1980 || 3625 || 658 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Time Line|| 12-1980 || 3167 || 659 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Force II|| 02-1981 || 2000 || 661 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Pink Panther|| 03-1981 || 2840 || 664 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Mars, God of War]]|| 03-1981 || 5240 || 666 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || First Gottlieb® with speech, lane change, and multi-ball&lt;br /&gt;
|-&lt;br /&gt;
|Volcano|| 09-1981 || 3655 || 667 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || Export games used [[Media:Gtb_sys80_sound.JPG | sound only]] board&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Hole]]|| 10-1981 || 8774 || 668 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || First Gottlieb® with 2-Level playing area, Export games used [[Media:Gtb_sys80_sound.JPG | sound only]] board and a simple single backglass with no spinning disc.&lt;br /&gt;
|-&lt;br /&gt;
|[[Haunted House]]|| 06-1982|| 6835 || 669 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 6-digit || First game with 3-Level playing area, Sound only, but used sound &amp;amp; speech board w/o the speech chip installed.&lt;br /&gt;
|-&lt;br /&gt;
|Eclipse|| 1982 || 193 || 671 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit || Production game and available as a kit for James Bond 007 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80A===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Devil&#039;s Dare|| 08-1982 || 3832 || 670 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || Export games used the [[Media:Gtb_sys80_sound.JPG | sound only]] board&lt;br /&gt;
|-&lt;br /&gt;
|[[Caveman]]|| 09-1982 || 1800 || PV810 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || Pinball / Video game hybrid &lt;br /&gt;
|-&lt;br /&gt;
|Rocky|| 09-1982 || 1504 || 672 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|[[Spirit]]|| 11-1982 || 1230 || 673 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Punk!|| 12-1982 || 959 || 674 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board  &lt;br /&gt;
|-&lt;br /&gt;
|Striker|| 11-1982 || 910 || 675 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Krull|| 02-1983 || 10 || 676 || [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Goin&#039; Nuts|| 02-1983|| 10 || 682 || [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Q*bert&#039;s Quest|| 03-1983 || 884 || 677 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Super Orbit|| 05-1983 || 2100 || 680 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]]  || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board &lt;br /&gt;
|-&lt;br /&gt;
|Royal Flush Deluxe|| 06-1983 || 2000 || 681 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]]  || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board  &lt;br /&gt;
|-&lt;br /&gt;
|[[Amazon Hunt]]|| 09-1983 || 1515 || 684 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]] or [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board. Later production games used the [[Media:Gtb_sys80a%26b_sound.JPG|sound only]] piggyback sound board &lt;br /&gt;
|-&lt;br /&gt;
|Rack &#039;Em Up!|| 11-1983 || 1762 || 685 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Ready... Aim... Fire!|| 11-1983 || 390 || 686 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Jacks to Open|| 05-1984 || 2350 || 687 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Star]]|| 06-1984 || 1065 || 689 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || 689A Denotes a revision in the ROM code&lt;br /&gt;
|-&lt;br /&gt;
|The Games|| 08-1984|| 1768 || 691 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Touchdown|| 10-1984 || 711 || 688 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|El Dorado City of Gold|| 09-1984 || 905 || 692 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Ice Fever|| 02-1985 || 1585 || 695 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80B===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Chicago Cubs Triple Play|| 05-1985 || ~1365 || 696 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Bounty Hunter|| 07-1985 || 1220 || 694 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Tag Team Pinball|| 09-1985 || 1220 || 698 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] ||  Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Rock|| 10-1985 || 1875 || 697 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 || DIP switches 7 and 8, while listed as &amp;quot;spares&amp;quot;, 7 is actually used to turn attract sounds on / off.  There is an addendum added to the first page of the manual stating as such.&lt;br /&gt;
|-&lt;br /&gt;
|Raven|| 03-1986 || 3550 || 702 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Rock Encore|| 04-1986 || 245 || 704 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||Production game using same playfield art as Rock, but mainly available as a conversion kit for Rock&lt;br /&gt;
|-&lt;br /&gt;
|Hollywood Heat|| 06-1986 || 3400 || 703 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Genesis|| 09-1986 || 3500 || 705 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings|| 10-1986 || 3260 || 707 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break|| 04-1987 || 3550 || 706 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo|| 02-1987 || 4315 || 708 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]||  Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Arena|| 06-1987 || 3099 || 709 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]||Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Victory|| 10-1987 || 3315 || 710 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Lady|| 02-1988 || 2700 || 711 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|TX Sector|| 03-1988 || 2336 || 712 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War|| 04-1988 || 2130 || 714 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Excalibur|| 11-1988 || 1710 || 715 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||Start of the MA-1133 CPU Board. No actual speech callouts are present in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls|| 11-1988 || 2500 || 717 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||  &lt;br /&gt;
|-&lt;br /&gt;
|[[Big House]]|| 04-1989 || 1977 || 713 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 || &lt;br /&gt;
|-&lt;br /&gt;
|Hot Shots|| 04-1989 || 2342 || 718 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||  &lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters Inc.|| 08-1989 || 2000 || 719 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 || Uses 3 sound boards - uses 50v to power flippers &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game date of release, production numbers, and model number provided by the Internet Pinball Database - http://www.ipdb.org&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
===Recommended Documentation===&lt;br /&gt;
====Manuals====&lt;br /&gt;
* A game manual.  Pinball Resource has many factory originals still left, and reprints of everything else.&lt;br /&gt;
&lt;br /&gt;
====Theory of Operation &amp;amp; Repair Guides====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Gottlieb Star Series 80 Service Manual&lt;br /&gt;
|[[file:Gottlieb-star-series-80-service-manual-cover.jpg|thumb|left|140px]][[file:Gottlieb-star-series-80-service-manual-cover-alt.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Information on how system 80 operates, with troubleshooting information outlined.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1983 Technical Seminar Workbook&lt;br /&gt;
|[[file:Gottlieb-technical-seminar-workbook-1983-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Information on how system 80 operates, with troubleshooting information outlined.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parts Catalogs====&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; schematics, and diagrams for controlled lamp, solenoid, and rubber locations. Gottlieb tended to publish a lot of game-specific information in parts catalogs. These have exploded diagrams of assemblies, particularly in earlier games that had the thinner, much less helpful manuals. Playfield parts, lamps, and switches are all diagrammed out. These also have collected service bulletins. Reprints are available from Pinball Resource.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1982 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1982-parts-catalog-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Counter Force, Star Race, James Bond, Time Line, Force II, Pink Panther, Mars God Of War, Volcano, Black Hole, Haunted House, Devil&#039;s Dare, Caveman, Rocky. This catalog also features system 1 games.&lt;br /&gt;
|Includes parts assemblies, plus switch matrix and controlled lamp locations, board layouts, schematics, and board parts lists, coin door parts, and some cabinet parts. Includes System 1 and 80 parts and boards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1987 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1987-parts-manual-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Volcano, Black Hole, Haunted House, Devil&#039;s Dare, Rocky, Spirit, Rock, Striker, Q*bert&#039;s Quest, Super Orbit, Royal Flush, Amazon Hunt, Rack &#039;Em Up, The Games, Chicago Cubs Triple Play, Rock Encore, Ready Aim Fire, Touchdown, Bounty Hunter, Raven, Jacks To Open, El Dorado City Of Gold, Tag Team, Hollywood Heat, Alien Star, Ice Fever, Rock, Genesis&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1992 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1992-parts-manual-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Covers 80B games starting from Gold Wings and the first 9 System 3 titles (games #706-#730).&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One interesting note about the part numbers is that the single letter that preceded the number indicated the size of the paper that was used for the original drawing/blueprint of the part. Paper sizes A up through F were used.&lt;br /&gt;
&lt;br /&gt;
===Connector Designations===&lt;br /&gt;
All Gottlieb® machines have a common naming convention for all of the connectors in the game.  A specific connection uses two parts - a prefix and a suffix.  The prefix is the board number or an inline wire junction, and the suffix is the connection on the board or a sequential wire junction number.  When referencing a specific connector pin within a housing, a dash follows the connection number.  For example, the connector pin for the slam switch signal on the CPU board is A1J5-10.  The coin door connection used on Devil&#039;s Dare is A15P1 and A15J1 - the connector pin for switch return 7 on the coin door is A15J1-8.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following boards are assigned the same numbers throughout the System 80 / 80A / 80B platforms.&lt;br /&gt;
*CPU Board - A1&lt;br /&gt;
*Power Supply - A2&lt;br /&gt;
*Driver Board - A3&lt;br /&gt;
*Sound Board - A6&lt;br /&gt;
*Pop Bumper Driver Boards - A8&lt;br /&gt;
*Reset Board - A24&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There are several other board designations used, however, they change from game to game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Wiring Color Code===&lt;br /&gt;
&lt;br /&gt;
Unlike every other pinball manufacturer, which adopted a two-color wiring code system, Gottlieb® used three colors.  Most wiring in a Gottlieb® game used a white base color, which is the wire&#039;s insulation color, and three &amp;quot;striped&amp;quot; traces on each wire.  I state most cases, because there are some wires which only used two colors - the green insulated ground lines which have a single yellow trace, or only one color - the white ground wires used in System 80B games with no trace at all.  Below is the Gottlieb® color chart.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
|-&lt;br /&gt;
| Color || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#000000&amp;quot;&amp;gt;Black&amp;lt;/span&amp;gt;  &lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#A52A2A&amp;quot;&amp;gt; Brown &amp;lt;/span&amp;gt; &lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#800080&amp;quot;&amp;gt; Purple &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#808080&amp;quot;&amp;gt; Gray &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#000000; background:#FFFFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Does the color chart look familiar?  Well, if you have an electronics background, it should.  The Gottlieb® wire code system is the same as the resistor color coding system.&lt;br /&gt;
&lt;br /&gt;
Here are some examples of the color coding system.  The color wire code for switch strobe line 0 is 400.  400 would be a white insulated wire with a yellow trace and two black traces, or commonly referred to as a yellow-black-black wire.  The ground lines in early System 80 games are code 54.  54 would be a green insulated wire with one yellow trace.&lt;br /&gt;
&lt;br /&gt;
There is one word of caution, which should be pointed out.  If the connections on A1J2 and A1J3 are being replaced, there are wire colors on these connections which are very similar.  Although each wire is located on a different housing, please proceed with caution, as it can be difficult to see all three traces without spinning the wire around.  The wires which come to mind are 344 and 677 on A1J2, and 433 and 766 on A1J3.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Matrix===&lt;br /&gt;
====Switch Matrix Wire Coloring====&lt;br /&gt;
[[File:GottliebSystem80A1J6SwitchMatrixWireColors.png|right|thumb|500px|Gottlieb® System 80 Switch Matrix Wire Coloring at Connector A1J6. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Wire colors used for the switch matrix, as connected to A1J6 on the MPU, were identical across all Gottlieb System 80/80A/80B games. They are, from pin 1 to 19, and right-to-left &amp;lt;b&amp;gt;(backwards)&amp;lt;/b&amp;gt; as you view the front of the connector as installed on the MPU...&lt;br /&gt;
#yellow-black-black&lt;br /&gt;
#yellow-brown-brown&lt;br /&gt;
#yellow-red-red&lt;br /&gt;
#yellow-orange-orange&lt;br /&gt;
#yellow-yellow-yellow&lt;br /&gt;
#yellow-green-green&lt;br /&gt;
#yellow-blue-blue&lt;br /&gt;
#yellow-purple-purple&lt;br /&gt;
#white (ground)&lt;br /&gt;
#blue-black-black&lt;br /&gt;
#blue-brown-brown&lt;br /&gt;
#blue-red-red&lt;br /&gt;
#blue-orange-orange&lt;br /&gt;
#blue-yellow-yellow&lt;br /&gt;
#blue-green-green&lt;br /&gt;
#blue-blue-blue&lt;br /&gt;
#blue-purple-purple&lt;br /&gt;
#blue-slate-slate (+5VDC)&lt;br /&gt;
#empty&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; that not all games use all rows and/or all columns of the switch matrix. Unused switch matrix circuits are not wired.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Switch Numbering====&lt;br /&gt;
[[File:Sys80 switch matrix.png|left|thumb|600px|Gottlieb® System 80 Switch Matrix]]&lt;br /&gt;
The Gottlieb® System 80 / 80A / 80B switch matrix consists of a maximum of 64 switches.  There are a total of 8 switch strobes and 8 switch returns. However, not every switch in the matrix is used on every System 80 game.&lt;br /&gt;
&lt;br /&gt;
Just like the System 1 switch numbering system, the System 80 switch numbers have a similar naming convention.  Except, the System 80 switch numbering system is the opposite of System 1.  If you are accustomed to working on System 1 games, pay close attention.  With Gottlieb® System 80 switches the first number of the switch is its strobe number, while the second number is switch&#039;s return number.  An example would be switch 54.  Switch 54 is located on strobe 5 and return 4 of the switch matrix.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Strobe 0&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-1 / A1J5-2)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 1&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-2 / A1J5-3)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 2&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-3 / A1J5-4)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 3&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-4 / A1J5-5)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 4&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-5 / A1J5-6)&lt;br /&gt;
! Strobe 5&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-6 / A1J5-7)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 6&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-7)&lt;br /&gt;
!Strobe 7&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-8 / A1J5-9)&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 0 (A1J6-10)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 00&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 10&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 20&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 30&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 40&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 50&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 60&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 70&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 1 (A1J6-11)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 01&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 11&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 21&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 31&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 41&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 51&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 61&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 71&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 2 (A1J6-12)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 02&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 12&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 22&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 32&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 42&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 52&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 62&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 72&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 3 (A1J6-13)&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 03&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 13&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 26&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 33&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 43&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 53&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 63&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 73&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 4 (A1J6-14)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 04&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 14&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 24&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 34&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 44&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 54&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 64&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 74&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 5 (A1J6-15)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 05&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 15&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 25&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 35&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 45&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 55&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 65&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 75&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 6&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-16 / A1J5-8)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 06&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 16&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 26&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 36&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 46&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 56&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 66&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 76&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 7&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-17 / A1J5-1)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 07&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 17&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 27&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 37&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 47&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 57&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 67&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 77&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
====The &amp;quot;Missing&amp;quot; Gottlieb® System 80 Switches====&lt;br /&gt;
&lt;br /&gt;
With the Gottlieb® System 80 series of games, there are some switch assignments that are designated the same throughout the System 80, 80A, and 80B platforms.  These switches are typically not listed in the switch matrix portion of the manual.  You have to review the cabinet schematics, and decipher what switches use what return and strobe.  However, it appears that Gottlieb® / Premier® changed this section of the schematic starting with Excalibur or Bad Girls by no longer listing the strobes for these switches.  So, below are the &amp;quot;missing&amp;quot; switch assignments for any Sys80B.  All the info applies for Sys80 and Sys80A, except the two advance buttons, which weren&#039;t used prior to Sys80B.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;06&#039;&#039;&#039; - left advance button, also pause both lamp and relay/ solenoid tests (Sys80B only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;07&#039;&#039;&#039; - play / test switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;16&#039;&#039;&#039; - right advance button (Sys80B only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;17&#039;&#039;&#039; - left coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;27&#039;&#039;&#039; - right coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;37&#039;&#039;&#039; - center coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;47&#039;&#039;&#039; - replay button&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;57&#039;&#039;&#039; - plumb bob and ball roll tilts (these have the same switch assignment as the playfield tilt switch)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Black Hole is an exception.  The switch assigned for the tilt on Black Hole is 26.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The coin door slam switch is not part of the switch matrix.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Language Selection ===&lt;br /&gt;
&lt;br /&gt;
The only way to change the language displayed is to install the correct language ROMs. Gottlieb didn’t incorporate a “soft” method of changing language selection. &lt;br /&gt;
&lt;br /&gt;
===Enabling Free Play===&lt;br /&gt;
Free play options were unavailable in the original System 80/80A/80B game code. However, there are some hardware modifications that can be done, stacked switches can be added to the start/credit button, or  EPROMs with free play code can replace original PROMs.&lt;br /&gt;
&lt;br /&gt;
====Free Play EPROMs====&lt;br /&gt;
For system 80/80A, the U2/U3 PROMs can be replaced with an [http://www.flipprojets.fr/Freeplay_EN.php EPROM with free play code]. Replacing U2/U3 will require an adapter, such as the [https://www.greatplainselectronics.com/proddetail.asp?prod=140-101 module from GreatPlainsElectronics (no longer available)], [https://lisy.dev/u2u3-_adapter.html LISY], [https://www.flippp.fr/u2u3pcb.php?lg=en flippp], or a [http://www.actionpinball.com/tech/sys80mod.php#system custom adapter board]&lt;br /&gt;
&lt;br /&gt;
For System 80B, the game PROM can be replaced with an [http://www.flipprojets.fr/Proms80B_EN.php EPROM with free play code].&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80 Games====&lt;br /&gt;
Early Gottlieb® solid state pinball machines, prior to 1990, did not have a free play option available within the game settings.  With this simple modification, a game can be set up for free play.  First, identify the diode strip in the bottom of the cabinet.  Once the diode strip is found, locate the credit button and coin switch strobe line wires.  The wires will be located on the left of the diode strip - the non-banded side of the diodes.  Below is a list of the wires.&lt;br /&gt;
&lt;br /&gt;
* Credit button wire - Green-Yellow-Yellow&lt;br /&gt;
* Left coin switch wire - Green-Brown-Brown&lt;br /&gt;
* Center coin switch wire - Green-Orange-Orange&lt;br /&gt;
* Right coin switch wire - Green-Red-Red&lt;br /&gt;
&lt;br /&gt;
[[File:Gtbsys80board.jpg|300px|thumb|left|Typical location of System 80 diode board in cabinet]]&lt;br /&gt;
[[File:System80FreePlayJumper.jpg‎|300px|thumb|right|Gottlieb® System 80 Black Hole diode board with jumper (yellow wire) to implement free play]]&lt;br /&gt;
&lt;br /&gt;
Solder a small lead wire from the credit button wire to any of the coin switch wires. The wires will change to different colors on the other side of the diode. You want to solder to the side of the diode (non-banded) with the color wire specified above. &lt;br /&gt;
&lt;br /&gt;
Make sure that the diode, credit button wire, and coin switch wire are still soldered securely to the diode strip terminal when finished.  If soldering is not an option, use a small alligator clip test lead. Now, when the credit button is pressed, a credit will be incremented and decremented. A game can be easily started without the need to open the coin door to trip the coin switches anymore.&lt;br /&gt;
&lt;br /&gt;
For this &amp;quot;hack&amp;quot; to work properly (adding a credit and then decrementing a credit), the MPU DIP switches for the associated coin chute must be configured so that one coin drop adds one credit. In other words, if the DIP switches are set to require more than one coin drop through the associated chute, the free play &amp;quot;hack&amp;quot; will not work correctly because the &amp;quot;hack&amp;quot; mimics a single coin drop.&lt;br /&gt;
&lt;br /&gt;
Please note that this modification does not apply to Gottlieb® System 80A and System 80B machines. System 80A and 80B machines use diode boards with edge connections, which are typically located on the cabinet wall near the left flipper cabinet switch. Jumpering the diodes on System 80A and 80B games do not give the intended free play results of jumpered System 80 diodes. This is attributed to how the diode boards are physically placed differently in circuit with respect to the switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TimeLineFreePlay.jpg‎|300px|thumb|left|Gottlieb® System 80 Time Line diode board with jumper (the red wire...I mean...it&#039;s a red flippin&#039; wire. You HAVE to be able to see it!) to implement free play]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left ties the center coin chute wire (Green-Orange-Orange) to the credit button wire (Green-Yellow-Yellow).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80A Games====&lt;br /&gt;
[[File:ExampleSwitchStack.jpg ‎‎|300px|thumb|left|A &amp;quot;donor&amp;quot; switch pair.]]&lt;br /&gt;
[[File:System80AStackedSwitch.jpg ‎ ‎‎|300px|thumb|right|Donor switch pair atop original credit button switch pair.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There is no method to implement free play for System 80A games at this time, other than &amp;quot;stacking&amp;quot; the credit button switch with one of the coin drop switches.&lt;br /&gt;
&lt;br /&gt;
The image at left shows a &amp;quot;donor&amp;quot; switch pair. A diode is not required on the switch as switch isolation diodes for coin door switches are located elsewhere in the game. This switch pair is from an early Williams solid-state game and is a bit too long. As implemented, the switch tabs were clipped, an additional 3/16&amp;quot; hole was drilled forward of the existing two holes, so that the switch pair length approximated the original credit button length. The insulating fish paper is necessary and will be reused.&lt;br /&gt;
&lt;br /&gt;
The image at right shows both the original credit button switch pair (inside) and the new switch pair with the coin drop wires from one of the coin chutes soldered tightly. The two switch pairs are insulated from each other with fish paper from the donor switch. Two new 5x40 by 1 inch screws have been used to secure the switch stack tightly. The original screws are too short for two switches. The additional switch has been adjusted to close just after the credit button switch closes.&lt;br /&gt;
&lt;br /&gt;
This implementation attempts to start a game, then adds a credit, making it normal to have to press the credit button twice if the game has no credits. One might think that swapping the switches would work better by adding a credit and then starting a game. However, at least for this game (Spirit), doing this didn&#039;t work. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80B Games====&lt;br /&gt;
A System 80B game does not have a built-in free play option available, so the fallback option to add credits is usually to open the coin door and trip the coin switches. However, there are a couple of methods that can be used to avoid doing that.&lt;br /&gt;
&lt;br /&gt;
=====Free Play (80B) Diode Board Modification=====&lt;br /&gt;
Locate the diode board used for all of the coin door switches (normally inside the cabinet to the left of where the coin box would be placed). Remove the diode board. Add a jumper between pin 4 and pin 10 of the diode board on the solder side of the board, (this can be done on the component side instead). Make certain that the jumper is soldered onto the banded side of the diodes. This jumper essentially ties the right advance button on the front of the cabinet to the center coin switch.&lt;br /&gt;
&lt;br /&gt;
Now, when the right advance button is pressed, credits will be added to the game. There have not been any unwanted side effects observed when the right advance button is pressed while scrolling through characters used to enter high score initials.&lt;br /&gt;
&lt;br /&gt;
An alternative method that achieves the same result is to use a jumper wire with minigrabber ends and clip them on to the bottom of the 4th and 9th diodes (from the right) on the front of the board. This requires no soldering and the diode board doesn&#039;t even need to be removed.&lt;br /&gt;
&lt;br /&gt;
The jumper modification should work on games from Chicago Cubs Triple Play to Excalibur. Hot Shots, Bad Girls, Big House, and Bone Busters, Inc. do not have a diode board for the coin door, so this specific modification cannot be done on those titles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=400 class=center&amp;gt;&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board.JPG|Typical location of System 80B diode board on cabinet wall&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Added.JPG|Added jumper to back of diode board&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Location_Front.JPG|Location to add jumper to front of diode board&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Added_To_Front.JPG|Added minigrabber jumper to front of diode board&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Free Play ROM (80B) =====&lt;br /&gt;
Another option is a free play ROM, produced by a group of kindly fellows in France. By burning the revised image into a 2764, and installing the new ROM on the daughter card, the game will now be on free play. Their implementation notices when zero credits are on the game and the credit button has been pressed. The new code then adds 20 credits to the game, and starts a game. The System 80B free play ROMs can be found [http://www.flipprojets.fr/Proms80B_EN.php here].&lt;br /&gt;
&lt;br /&gt;
[[image:PinSideLogo.png]] PinSider &amp;quot;McZonk&amp;quot; has hacked the 80B ROM set to include a very nice free play option. This code modification displays the letters &amp;quot;FP&amp;quot; on the display in lieu of the credit count when enabled. More information regarding this modification can be found on [https://pinside.com/pinball/forum/topic/free-play-mod-for-raven the Pinside discussion thread here].&lt;br /&gt;
&lt;br /&gt;
=== Bookkeeping &amp;amp; Diagnostics ===&lt;br /&gt;
[[File:GTB sys80 test button.jpg|300px|thumb|left|Gottlieb® System 80 Coin Door Test Button Highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
To enter the bookkeeping / diagnostic mode, open the coin door and press the red momentary switch. (Note this switch has no credit function)  Depending on the particular game, the self test button may be mounted on a bracket located on the coin door or just inside the cabinet near the coin door hinge.  Upon pressing this button, the 4-digit status display used with System 80 and System 80A games will display &amp;quot;&#039;&#039;&#039;00&#039;&#039;&#039;&amp;quot; in the credit window. Pressing the self test button again will advance to the next step in the bookkeeping.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an option to bypass all of the bookkeeping functions, entering diagnostic mode directly.  To achieve this, the self test button must first be pressed.  &amp;quot;&#039;&#039;&#039;00&#039;&#039;&#039;&amp;quot; will shown on the status display.  Then, the credit / start button should be pressed once.  The status display should now show &amp;quot;&#039;&#039;&#039;16&#039;&#039;&#039;&amp;quot;. &amp;quot;&#039;&#039;&#039;16&#039;&#039;&#039;&amp;quot; is the first test in diagnostic mode.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bookkeeping (System 80/80A)&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1 - Coins thru left chute&amp;lt;br&amp;gt;&lt;br /&gt;
2 - Coins thru right chute&amp;lt;br&amp;gt;&lt;br /&gt;
3 - Coins thru center chute&amp;lt;br&amp;gt;&lt;br /&gt;
4 - Total plays&amp;lt;br&amp;gt;&lt;br /&gt;
5 - Total replays&amp;lt;br&amp;gt;&lt;br /&gt;
6 - Game percentage&amp;lt;br&amp;gt;&lt;br /&gt;
7 - Extra ball&amp;lt;br&amp;gt;&lt;br /&gt;
8 - Total tilts&amp;lt;br&amp;gt;&lt;br /&gt;
9 - Total slam tilts&amp;lt;br&amp;gt;&lt;br /&gt;
10 - Number of times the HSTD has been beaten&amp;lt;br&amp;gt;&lt;br /&gt;
11 - First high score level&amp;lt;br&amp;gt;&lt;br /&gt;
12 - Second high score level&amp;lt;br&amp;gt;&lt;br /&gt;
13 - Third high score level&amp;lt;br&amp;gt;&lt;br /&gt;
14 - High score to date score&amp;lt;br&amp;gt;&lt;br /&gt;
15 - Average game time &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Diagnostics&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
16 - Lamp test&amp;lt;br&amp;gt;&lt;br /&gt;
17 - Coil test (will cycle and display coil number of coils used in the game. Coin counter coils, if installed, are excluded)&amp;lt;br&amp;gt;&lt;br /&gt;
18 - Switch test. (99 = no switches closed)  You can check switch numbers by pressing them on the playfield during this step.&amp;lt;br&amp;gt;&lt;br /&gt;
19 - Display test. The displays will cycle through each digit&amp;lt;br&amp;gt;&lt;br /&gt;
20 - Memory test. (99 = no fault)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80-7641-2Error.jpg|300px|thumb|left|Gottlieb® System 80 &amp;quot;7641&amp;quot; Error]]&amp;lt;br&amp;gt;&lt;br /&gt;
An example of a ROM image checksum error (or perhaps a ROM memory access error) displayed during test 20 is pictured at left. During test 20, if a checksum error is detected, the ROM code in U2/U3 will indicate &amp;quot;7641-X&amp;quot; in the player 1 display window, with &amp;quot;X&amp;quot; being &amp;quot;1&amp;quot; to indicate PROM 1 or &amp;quot;2&amp;quot; to indicate PROM 2. If you have followed the procedure to combine the original game ROMs into a single 2716, this error message is an indicator that the checksum of either the 1st half or the 2nd half of that ROM failed. Replace the ROM.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80A5101.jpg ‎|300px|thumb|left|Gottlieb® System 80A &amp;quot;5101&amp;quot; Error]]&amp;lt;br&amp;gt;&lt;br /&gt;
An example of a probable 5101 CMOS RAM error (or perhaps a CMOS RAM memory access error) displayed during test 20 of a System 80A &amp;quot;Spirit&amp;quot; game is pictured at left. During test 20, if a RAM error is detected, &amp;quot;5101&amp;quot; will be displayed in the player 1 display window.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
System 80B uses the same process as System 80/80A to enter bookkeeping / diagnostics.  The only difference is upon pushing the self test button the first time, the top alphanumeric display will display &amp;quot;&#039;&#039;&#039;TEST MODE&#039;&#039;&#039;&amp;quot;.  Pressing the self test button again will enter bookkeeping mode, while pressing the credit / start button will enter diagnostics mode.  After entering either mode, pressing the self test button will advance through each step in the appropriate mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80BZ5Error.jpg ‎|300px|thumb|left|Gottlieb® System 80B &amp;quot;ERROR- Z5&amp;quot;]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80B memory test will throw a memory error, &amp;quot;ERROR- Z5&amp;quot; as shown at left. This could indicate a failed 5101 (most likely) or it could mean that the processor can not access the 5101 due to chip select, address signal line, or data line signal line issues.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following notes apply to all System 80/A/B games.&lt;br /&gt;
*Any diagnostic test can be repeated by pressing the credit / start button.&lt;br /&gt;
*Waiting 60 seconds will reset the CPU and return the game to attract mode. &lt;br /&gt;
*The slam switch or tilt switch can be triggered to exit diagnostics. This is probably the only benefit of keeping the slam switch functional. However, considering the sometimes strange side effects which can arise from a maladjusted or malfunctioning slam switch, [[Gottlieb_System_80#Slam_Switch_Modification | disabling the slam switch]] is generally a better idea.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Default High Score To Date (HSTD)====&lt;br /&gt;
If a high score to date is not explicitly set (setting 14), then some (most) games use a default HSTD of either 770,000 or 790,000. Some games (such as Volcano or Black Hole) also have an auto-reset back to the default HSTD value after a player&#039;s score exceeds 980,000.&lt;br /&gt;
&lt;br /&gt;
====Pausing the Lamp and Solenoid Test (System 80B Only)====&lt;br /&gt;
[[File:Gtb sys80B left advance.jpg|left|thumb|300px|The left advance button on a System 80B Game]]&amp;lt;br&amp;gt;&lt;br /&gt;
The following only applies to System 80B lamp and solenoid tests.  A little known fact is that the lamp and solenoid tests can be &amp;quot;paused&amp;quot; on a single lamp or single solenoid.  To stop whichever item is being tested during lamp or solenoid test, and repeat the test on the particular item, simply push and hold in the left advance button located on the front of the cabinet, as shown in the picture to the left.  The left advance button can then be released, pressed, and held in again to step to the next item in the test.  This is a particularly nice feature, because the lamps and solenoids or relays tend to be pulsed rather quickly in test, and cannot be observed very well, until the test repeats itself.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rubber Ring Chart===&lt;br /&gt;
Although the Gottlieb® System 80 game manuals do list the location and part numbers for rubber rings used, some fail to list the actual rubber ring size.  Below is a handy chart, which lists the Gottlieb® rubber OEM number and its size.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gottlieb® #&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|A-14793 ||23/64&amp;quot; White Mini-Post&lt;br /&gt;
|-&lt;br /&gt;
|A-15705 ||27/64&amp;quot; White Mini-Post&lt;br /&gt;
|-&lt;br /&gt;
|A-10217 ||5/16&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-17493 || 7/16&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10218 || 3/4&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10219 || 1&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10220 || 1-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10221 || 2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10222 || 2-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10223 || 3&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10224 || 3-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10225 || 4&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10226 || 5&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-13151 || 3/8 x 1-1/2&amp;quot; Standard Red Flipper&lt;br /&gt;
|-&lt;br /&gt;
|A-13149 || 3/8 x 1&amp;quot; - Small Beaded Red Flipper&lt;br /&gt;
|-&lt;br /&gt;
|A-1344 || Rebound Rubber&lt;br /&gt;
|-&lt;br /&gt;
|1872 || Shooter Tip&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
&lt;br /&gt;
===[[System 80 / 80A / 80B Board Set]]===&lt;br /&gt;
Clicking the link above will direct you to a new page showing all of the System 80/80A/80B boards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 boards 3.png‎|800px|center|Gottlieb® System 80 Board Diagram]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following functional block diagram depicts the main PCBs and the input/output signals between them (#n = wire count).&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:sys80b_IO_lines.png|800px|center|Gottlieb® System 80/B functional blocks and I/O lines]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[System 80 / 80A / 80B Satellite Boards]]===&lt;br /&gt;
Clicking the link above will direct you to a new page showing all of the System 80/80A/80B satellite boards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Supplies===&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Power Supply====&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 psu.JPG‎|300px|thumb|left|System 80 / 80A Power Supply]]&lt;br /&gt;
[[File:Gtb sys80 psu back.JPG|300px|thumb|right|System 80 / 80A Power Supply - Showing the Large Heat Sink]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 / 80A power supply is very similar to the System 1 power supply, where as the circuit board is secured to a large &amp;quot;hot plate&amp;quot; heat sink. This style power supply is used for all System 80 and 80A games from Spiderman to Ice Fever, and is the source of the following:&lt;br /&gt;
* +5 VDC logic power&lt;br /&gt;
*+8 VDC offset voltage needed for the displays&lt;br /&gt;
*+60 VDC for the 6 or 7 digit displays&lt;br /&gt;
*+42 VDC for the status display&lt;br /&gt;
*Ground from earth ground located on the transformer panel&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the System 1 power supply, the +5 VDC logic power is no longer rectified and filtered on the power supply itself.  This process is now handled by a bridge rectifier and a large filtering capacitor located on the transformer panel.  The System 80 power still employs a [http://en.wikipedia.org/wiki/Crowbar_%28circuit%29 crowbar circuit] for the logic power, which protects from over-voltage situations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although these power supplies are fairly reliable, there are some drawbacks to the design.  By incorporating a large heat sink for the PMD10K40 / 2N6059 TO-3 transistor on the board, a lot of heat is dissipated throughout the whole board.  This in turn will limit the life expectancy of the other electronic components on the board.  Equally, the heat sink must be removed in order to perform component level repairs to the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Sound &amp;amp; Speech Power Supply==== &lt;br /&gt;
&lt;br /&gt;
A sound &amp;amp; speech board (S&amp;amp;S) is used starting with Mars God of War (MGOW).  Because of the voltages needed to drive some of the components on the S&amp;amp;S board, this secondary power supply is added to the power train.  The voltages generated from this board are:&lt;br /&gt;
*+12 VDC used for the analog inverters and voice synthesizer chip&lt;br /&gt;
*-12 VDC used for the analog inverters&lt;br /&gt;
*+30 VDC used by the sound amplifier (LM379)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 sands power1.JPG|300px|thumb|left|System 80 Sound &amp;amp; Speech Power Supply (1st Generation)]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There are two different variations of this power supply.  The first style is used only with MGOW and Volcano, and is not a printed circuit board (PCB).  The electronic components were screwed to a block of wood, which is located on the left wall of the lower cabinet.  Conducting tests and repairs to this style power supply can be awkward and difficult.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys80 s&amp;amp;s psu.JPG|300px|thumb|left|System 80/80A Sound &amp;amp; Speech Power Supply (2nd Generation)]]&lt;br /&gt;
[[File:System80SpeechAndSoundPS.jpg|300px|thumb|right|System 80/80A Sound &amp;amp; Speech Power Supply (2nd Generation), with test points added. Unstuffed component locations facilitate easy addition of voltage test points The ground test point requires a hole to be drilled in the PCB. Negative 12V is measured at the non-banded end of the 1N4742 zener diode.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Black Hole, the S&amp;amp;S power supply is now on a circuit board (MA-188), which is located in the head of the game with the other circuit boards.  Even though each style of S&amp;amp;S power supply uses different components for the generation of +12 VDC, the end result is the same.  The S&amp;amp;S power supply was no longer used when Gottlieb® went a step backwards, and installed the System 80A sounds only board with the piggyback board.  This change occurred during the run of Amazon Hunt.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The generation 1 and generation 2 sound board power supplies are not pin compatible. One could be exchanged for the other by rearranging connections of a 9-pin molex connector. However, this is not recommended.&lt;br /&gt;
&lt;br /&gt;
====System 80B Power Supplies====&lt;br /&gt;
&lt;br /&gt;
Starting with Chicago Cubs, the Gottlieb® power train went through a bit of a face lift. The System 80B platform uses two separate boards to supply power.  This design change is mainly due to the single display board, which rectifies the high voltage on the board itself.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80b psu.JPG|300px|thumb|left|System 80B +5 VDC Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
The small power supply with the finned heat sink is only used to generate +5 VDC for logic power.  Although, removing the heat sink is not necessary to work on the board, this power supply has its own set of issues.  First, it does not have a crow bar circuit.  If the LM338K voltage regulator fails, and fails whereas the voltage increases drastically, it can destroy electronic components on the other circuit boards.  Secondly, it&#039;s not as bad, but heat is still dissipated throughout the board.  Third, the adjustable potentiometer (pot) on the power supply is prone to failure, due to dirt, dust, and contaminants.  Finally, it is typical for the header pins on the input and output of the board to develop cracked solder joints.  The two latter problems can easily be overcome, and will be addressed in the [http://pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Recommended_Repairs_for_the_System_80B_Power_Supply_Board Recommended Repairs for the System 80B Power Supply Board] section below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80b aux psu.JPG|300px|thumb|left|System 80B Auxiliary Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Rock, the second power supply is added, and is referred to as the auxiliary power supply. The primary functions of this board is used to power the sound board, and amplify the audio output. This sound amplifier board is used in concert with MA-766 and MA-886 sound boards. A breakdown of the voltages supplied by the auxiliary power supply are as follows:&lt;br /&gt;
*-12 VDC&lt;br /&gt;
*+12 VDC&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80B-MA1017AuxPowerSupply.jpg |300px|thumb|left|System 80B Auxiliary Power Supply with .156 headers versus edge connector]]&lt;br /&gt;
[[File:BoneBustersSpecificAmpBoard.jpg |300px|thumb|right|A BoneBusters Inc specific Auxiliary Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
This Auxiliary Power Supply board changed with the release of Bad Girls. Edge connections were no longer used. Instead, .156&amp;quot; header pins were added to the board as shown at left. Note that the System 80B Auxiliary Power Supply board is slightly different from the System 3 Auxiliary Power Supply board. The System 80B board uses a 1K ohm, 2 watt resistor at R8. The System 3 board uses a 330 ohm 1/2 watt resistor at that location.&lt;br /&gt;
&lt;br /&gt;
[http://www.ipdb.org/machine.cgi?id=347 Bone Busters Inc.] uniquely used a modified Auxiliary Power Supply board as pictured at right. A connection was made between pin 12 and the intersection of R1 and R2 to connect the audio output of the second, less populated sound board to the amplifier circuitry. A 1.8K ohm 1/4 watt resistor makes the connection while balancing the audio level from this input. No other game used pin 12 or this configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===CPU Board===&lt;br /&gt;
[[File:Gtb sys80 cpu divided.png‎|300px|left|thumb|Gottlieb® System 80 CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 CPU board is a 6502 based microprocessor system. The 6502 microprocessor (the very same one used in the first Apple computer and the Atari 2600) executes the basic operating system contained in the masked ROMs at U2/U3.  The masked ROMs at U2 and U3 have the same code for all of the different generations of the System 80 platform.  U2 and U3 code changed with the System 80A platform.  The game code &amp;quot;personality&amp;quot; augments the basic operating system PROM(s).  Early System 80 games which used two ROMs at PROM1 and PROM2 positions were masked ROMs.  Later, when the game code could be held in a single 2716, an EPROM was used instead. Battery-backed memory for audits and adjustable game parameters is added via a 5101 256x4 bit CMOS memory at Z5. &amp;quot;Scratchpad&amp;quot; memory is contained in the three 6532 RIOTs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Control of peripheral devices (in this case lamps, displays, solenoids, switches and sound) is accomplished via three 6532 RIOTs (RAM-I/O-Timer) at U4, U5, and U6. Each RIOT in turn controls it&#039;s own &amp;quot;subsystem&amp;quot; to drive these devices.&lt;br /&gt;
&lt;br /&gt;
*Switch matrix (U4)&lt;br /&gt;
*Displays (U5)&lt;br /&gt;
*Solenoids (U6)&lt;br /&gt;
*Lamps (U6)&lt;br /&gt;
*Sound (U6)&lt;br /&gt;
&lt;br /&gt;
There are four generations of the System 80 board.  All of the CPU boards can be easily identified by their revision numbers notated just below the operator adjustable dip switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====1st Generation CPU Board====&lt;br /&gt;
[[File:GTB sys80 CPU 1st ver.JPG|300px|thumb|left|System 80 CPU Board - 1st Generation]]&amp;lt;br&amp;gt;&lt;br /&gt;
The first generation CPU is used in the first 5 System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-001&lt;br /&gt;
*DET PB03-D102-001&lt;br /&gt;
*REV B&lt;br /&gt;
This board uses two masked PROM chips for the game code.  The chips are typically labeled with the three digit game model number followed by /1 or /2, designating the game PROM position.  An example of this naming convention is shown in the pic to the left.  652/1X and 652/2X are game PROM 1 and PROM 2 for Panthera.  The &amp;quot;X&amp;quot; in this case designates a code revision.  The masked ROMs at position U2 and U3 are not socketed on this board.&amp;lt;br&amp;gt;&lt;br /&gt;
With some simple modifications, this board is upward compatible to use a single 2716 EPROM placed in the PROM 1 socket of the board.  With the change of U2 and U3, this board can be used in System 80A games.  The board could potentially be used in a System 80B game with many modifications, and the addition of a daughter board, however, it is not recommended.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:EarlySystem80MPUFactoryCutJumper.jpg|300px|thumb|left|The corrected trace layout error in the 1St generation System 80 MPU]]&amp;lt;br&amp;gt;&lt;br /&gt;
This generation of board has a trace layout error that was corrected by a cut and jumper which moves the trace that terminates at Z5 (5101) pin 20 from Z36 pin 10 to pin 9.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB sys80 cpu front scale.png|300px|thumb|left|System 80 CPU Board - 1st Generation (Front)]]&lt;br /&gt;
[[File:GTB sys80 cpu back scale.png|300px|thumb|right|System 80 CPU Board - 1st Generation (Back)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;skeletal&amp;quot;, semi-populated board scans can be very useful when having to replace or follow traces on a CPU board.  Although the scans are of the 1st generation CPU board, most areas can be used for other generation CPU boards too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====2nd Generation CPU Board====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Placeholder for System 80 CPU Board - 2nd Generation]]&lt;br /&gt;
The second generation CPU is used in some System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-??? (check boards for the suffix)&lt;br /&gt;
*DETAIL PB03-D107-001&lt;br /&gt;
This board uses a single 2716 EPROM chip for the game code located at the PROM 1 socket position.  The chips are typically labeled with the three digit game model number.  Occasionally, the chip&#039;s game number label will be followed by /1, /2, /3, or even /4. In this case, the number following the slash is the code revision number.  An example of this naming convention is 658 /2, which is a game PROM for James Bond - code revision 2.  The masked ROMs at position U2 and U3 are not socketed on this board either.&amp;lt;br&amp;gt;&lt;br /&gt;
With the change of U2 and U3, this board can be used in System 80A games.  The board could potentially be used in a System 80B game with many modifications, and the addition of a daughter board, however, it again is not recommended.  The second generation CPU is backward compatible, provided a doubled up, single game PROM is used at the PROM 1 position.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====3rd Generation CPU Board====&lt;br /&gt;
[[File:GTB sys80 CPU 2nd gen.JPG|300px|thumb|left|System 80 CPU Board - 3rd Generation]]&lt;br /&gt;
The third generation CPU is used in some System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-011&lt;br /&gt;
*DETAIL PB03-D107-003&lt;br /&gt;
This board is essentially the same as the second generation board, except an eyelet ground trace was placed just above Z33 on the board.  This ground trace was never used.  All information which applies to the second generation CPU board, applies to this board.  The third generation CPU is backward compatible, provided the same is done to it as the 2nd generation board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====4th Generation CPU Board (System 80A)====&lt;br /&gt;
[[File:GTB sys80A CPU.JPG|300px|thumb|left|System 80A CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fourth generation CPU is used in all System 80A games, and is marked with the following:&lt;br /&gt;
*D 20869&lt;br /&gt;
This board is the same as the third generation board, except the U2 and U3 masked ROM chips have different code, and are now socketed.  The PROM 2 socket is no longer populated on the board.  The fourth generation CPU is backward compatible, provided the System 80 ROM code is installed at U2 and U3.  If used on a game with the 1st generation CPU, the game code must be doubled up on a 2716 EPROM, and installed at the PROM 1 position.  This board is forward compatible with System 80B, provided all of the above outlined modifications are performed.  Out of all the System 80 CPU boards, this is the most compatible with System 80B, due to using the same base circuit board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5th Generation CPU Board (System 80B)====&lt;br /&gt;
[[File: GottliebSystem80BMPUChris.jpg|300px|thumb|left|System 80B CPU Board (Refurbished; battery removed, NVRAM module installed)]]&lt;br /&gt;
The fifth generation CPU is used in all System 80B games, and is marked with the following:&lt;br /&gt;
*D 20869&lt;br /&gt;
Even though the base circuit board is identical to the fourth generation CPU board, it&#039;s being named the fifth generation board, due to all of the major changes.  The U2 and U3 masked ROM and sockets have been replaced with a piggyback daughter board soldered via header pins mounted in the U3 position.  The daughter board uses a 2764 EPROM.  Most of the related display segment and digit chips are no longer populated.  This is due to the single display board handling these functions on its own board.  The missing chips once used for the displays are Z19, Z21, Z22, Z23, Z24, and Z25. Equally, jumpers have been placed where Z19 and Z21 once resided. The fifth generation CPU is backward compatible, after the daughter board has been removed, and the missing display chips populated.  Note that there technically are two different 80B CPU boards - MA-774 and MA-1133.  The only difference between these two boards is a cut trace on the component side and a long trace wire added on the solder side from the E3 jumper to pin 35 of TC1. This modification is done to increase the ROM size of PROM 2 from a 2716 to a 2732.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Any of the Gottlieb® System 80 / 80A / 80B CPU boards are compatible cross platform.  It&#039;s just matter of how much work must be done to modify each board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80B CPU Jumper Settings=====&lt;br /&gt;
[[File:GTB Sys80B Jumpers.jpg|300px|thumb|left|The location of jumpers discussed...]]&lt;br /&gt;
All System 80B games have the E1 and E2 jumpers installed.  Jumpers E8, E9, E10, E11, E12 are unused in all games.&lt;br /&gt;
&lt;br /&gt;
The first five System 80B games, Chicago Cubs, Bounty Hunter, Tag Team Pinball, Rock, and Rock Encore, use a single ROM at the daughterboard chip socket. Therefore, jumpers associated with PROM 2 connections may not be installed. If jumpers are installed, it doesn&#039;t matter what position(s) they are placed in.&lt;br /&gt;
&lt;br /&gt;
For all games after the first five System 80B games and prior to the last five, jumpers E4, E5, and E7 should be installed.&lt;br /&gt;
&lt;br /&gt;
For the last five System 80B games, Excalibur, Bad Girls, Big House, Hot Shots, and Bone Busters, jumpers E3, E5, and E7 should be installed.&amp;lt;br&amp;gt;&lt;br /&gt;
For Night Moves (made by International Concepts using the 80B board set), these same jumpers should be installed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;The last five System 80B games, along with Night Moves, used a 2732 PROM at the &amp;quot;PROM 1&amp;quot; position.  The socket is marked PROM 1&amp;quot;, but PROM 2 is inserted into this chip socket . Additional modifications to the PCB may be necessary. See [[Gottlieb_System_80#...using_an_MA-1133_or_MA-774_MPU_in_games_that_REQUIRE_a_2732 | &amp;quot;...using an MA-1133 or MA-774 MPU in games that require a 2732&amp;quot;]], for more information.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====U2/U3 ROM Part Numbers====&lt;br /&gt;
[[File:GottliebSystem80ROMs.jpg|300px|thumb|left|System 80 ROMs]]&amp;lt;br&amp;gt;&lt;br /&gt;
All Gottlieb System 80 U2/U3 ROMs will be labeled as pictured at left.&amp;lt;br&amp;gt;&lt;br /&gt;
U2 is labeled &amp;quot;R3273-12&amp;quot; on the center line. The top line is the part number, a 2332 ROM. The bottom line is the date code, in this case, the 15th week of 1981.&amp;lt;br&amp;gt;&lt;br /&gt;
U3 is labeled &amp;quot;R3272-12&amp;quot; on the center line. The top line is the part number, a 2332 ROM. The bottom line is the date code, in this case, the 12th week of 1981.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80AROMs.jpg|300px|thumb|left|System 80A ROMs]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb System 80A ROMs may be labeled in a few different ways since Gottlieb used several manufacturers to provide the ROMs. A clear indication that the ROMs are for System 80A games is that somewhere in the labeling, &amp;quot;XO-326 U2&amp;quot; or &amp;quot;XO-327 U3&amp;quot; will be shown as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MPU to Driver Board Wire Harness===&lt;br /&gt;
[[File:A1J4-to-A3J1Mapping.png|300px|thumb|left|The System 80/A/B MPU to Driver Board Wire Harness]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left indicates the wiring connections from the MPU to the Driver board via the beefy wire harness with two sided connectors. The pins used in both connectors are bifurcated pins, Molex part number: 08-03-0304.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Driver Board===&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 drvr pw.png|300px|thumb|left|The System 80A / 80B Driver Board]]&lt;br /&gt;
The System 80 Driver board is responsible for all controlled lamps, relays, and all solenoids in the game. The CPU controls the driver board operation via a simple interface between A1J4 on the CPU and A3J1 on the driver board.  Although the driver board went through some minor changes over the years, the same board can be adapted for all of the System 80 platforms.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
To control the games&#039; total of 52 &#039;&#039;&#039;lamp circuits&#039;&#039;&#039;, the interface provides &amp;quot;device select&amp;quot; signals for each of the 74175s (Quad-D Flip-Flops) on the driver board, and 4 &amp;quot;bits&amp;quot; of data that is loaded (or &amp;quot;clocked&amp;quot;) into a particular 74175 via the aforementioned device selects. Each lamp is driven discretely by a particular output of a particular 74175, which in turn drives an MPS-A13 or MPS-U45 transistor, (NDS-U45 transistors were used in place of MPS-U45s in some cases). Gottlieb® did not implement a &amp;quot;lamp matrix&amp;quot; as some other manufacturers did.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80DriverBoardFront.jpg|600px|thumb|left|The System 80A / 80B Driver Board Component Side]]&lt;br /&gt;
[[File:GottliebSystem80DriverBoardBack.jpg|600px|thumb|right|The System 80A / 80B Driver Board Solder Side]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is noteworthy that there are some dedicated lamp transistors, which control specific game relays across the System 80 / 80A platforms.  Relays such as the game over, tilt, and coin lockout relays are controlled by Q1, Q2, and Q3 respectively.  The tilt and game over relays use the same designation for the System 80B platform, however, the use of a coin lockout relay was abandoned by this time. One neat feature of the driver board circuitry is that lamp &amp;quot;n&amp;quot; is driven by transistor Q&amp;quot;n+1&amp;quot;. i.e. L12 is driven by Q13.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_drvr_board_coin_ctrs.JPG|400px|thumb|left|Driver Board with Coin Counter Transistors Highlighted ]]&amp;lt;br&amp;gt;&lt;br /&gt;
To control the games&#039; &#039;&#039;&#039;solenoids circuits&#039;&#039;&#039;, the driver board uses signals directly from the CPU to enable transistors on the driver board which turn on up to 9 solenoids.  For solenoid control, the driver board uses MPS-U45, 2N3055, and 2N6043 transistors.  Starting and ending with the System 80 platform, (games from Spiderman to Haunted House), three transistors were reserved to drive optional mechanical coin counters. These mechanical coin counter solenoids and associated transistors are: solenoid 3 (Q54), 4 (Q55), and 7 (Q56). Starting with the System 80A platform, (Devil&#039;s Dare), these transistors were no longer reserved for coin counters, and were used for other functions. Equally, the 3 diodes associated with these 3 transistors were changed to 3 zero ohm jumpers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The games&#039; &#039;&#039;&#039;sound&#039;&#039;&#039; signals (S1, S2, S4, S8) also pass through the driver board at Z13, a 7404 Hex Inverter. See below for S16 and S32.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Repurposed Driver Board Circuits====&lt;br /&gt;
[[File:Gtb under pf transistor.JPG‎|400px|thumb|left| A Typical Remote Transistor Mounted Under the Playfield]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since quite a few System 80 games employ more than 9 solenoids, and since the original driver board design will drive a maximum of 9 solenoids, Gottlieb® repurposed some lamp outputs to drive &amp;quot;under-playfield transistors&amp;quot; which drive additional solenoids.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb ma1011 trans board.JPG‎|400px|thumb|left| A Typical Transistor Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once playfields became littered with numerous &amp;quot;under-playfield transistors&amp;quot;, Gottlieb® opted to merge some of these transistors into a transistor driver board.  The transistor driver board started to appear on Gottlieb® games nearly midway through the System 80B platform, with the game Victory.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sound S16 and S32 signals are also repurposed lamp outputs. For instance, Haunted House and Black Hole both repurpose L9 to S16. Robo-War repurposes lamp 4 to S16. Note that S16 is not consistently implemented across the System 80 family. Note also that references to the usage of S32 are difficult to find.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Auxiliary Lamp Driver Boards===&lt;br /&gt;
[[File:Gtb aux lamp 5.JPG|300px|thumb|left| An MA-138 Auxiliary Lamp Driver Board Using MPS-U45 Transistors]]&lt;br /&gt;
[[File:Gtb aux lamp MA866 2N6043.JPG|300px|thumb|right| An MA-866 Auxiliary Lamp Driver Board Using 2N6043 Transistors]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Time Line, several System 80/80A/80B platform games use auxiliary lamp driver boards. These boards are commonly referred to as &amp;quot;chaser boards&amp;quot; or &amp;quot;lamp chaser boards&amp;quot;. The reason for either of these nicknames is because these boards are used to control lamps for effect. They are either placed in the backbox or under the playfield. With later System 80B games, they were located in the lower cabinet. Location is typically dependent upon what lamps are being controlled. The auxiliary lamp driver boards are not directly controlled by the CPU. The only signals needed for an auxiliary lamp driver board to function is +5V and ground.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several different variants of auxiliary lamp driver boards used. The earliest versions use MPS-U45 transistors to control up to 10 lamp circuits, with no more than 3 lamps per circuit. Both 5 and 10 transistor versions of this board exist. Some later boards use NDS-U45 transistors instead of MPS-U45 transistors. It is assumed this is due to a the cost or lack of MPS-U45 transistors during production. Either of these versions of boards are interchangeable with one another. Finally, there are some boards used in later games which use 2N6043 transistors. These are designed to control #67 flash lamps, but sometimes circuits with 3 or more #44/45/555 lamps. These boards are compatible with previous board versions, and can be used as a drop-in replacement. &lt;br /&gt;
&lt;br /&gt;
The main differences between the auxiliary lamp boards are number of transistors used to drive lamps, the electrical load of the lamps that can be supported, and the resistor (R13) used to control the rate at which the lamps flash or &amp;quot;chase&amp;quot;. Boards using 2N6043 transistors have different resistor values for resistors R2-R11 than boards which use MPS-U45s or NDS-U45s.&lt;br /&gt;
&lt;br /&gt;
MPS-U45, NDS-U45, and CEN-U45 transistors are not substitutes for 2N6043 transistors because of differences in amperage (U45 series transistors are rated for 2A, while 2N6043 is rated for 8A). A viable replacement transistor for the 2N6043 is the TIP102.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In summary: an auxiliary lamp driver board with 2N6043 transistors is backwards compatible with any game (Arena&#039;s board with no transistors may be an exception); just change the R13 timing resistor to suit the game. Because of power requirements, a board with U45-series transistors should only be used in games that only have &#039;&#039;&#039;at most&#039;&#039;&#039; three #44/47/555 lamps on each controlled circuit, and &#039;&#039;&#039;do not&#039;&#039;&#039; control #67 flasher bulbs; and then just change the R13 timing resistor to suit the game.&lt;br /&gt;
&lt;br /&gt;
List of auxiliary lamp driver boards variations:&lt;br /&gt;
&lt;br /&gt;
* MA-121: 10 MPS-U45 transistors, R13 820K Ohm&lt;br /&gt;
* MA-138: 5 MPS-U45 transistors, R13 330K Ohm&lt;br /&gt;
* MA-210: 10 MPS-U45 transistors, R13 330K Ohm &lt;br /&gt;
* MA-234: 10 MPS-U45 transistors, R13 270K Ohm&lt;br /&gt;
* MA-339: 10 MPS-U45 transistors, R13 560K Ohm (Specs assumed assigned to MA-339, but the MA-339 part number was not explicitly documented in game schematics) &lt;br /&gt;
* MA-789: 10 NDS-U45 transistors, R13 680K Ohm&lt;br /&gt;
* MA-866: 10 2N6043 transistors, R13 680K Ohm&lt;br /&gt;
* MA-936: No transistors, R13 516K Ohm&lt;br /&gt;
* MA-1169: 10 NDS-U45 transistors, R13 10M Ohm &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Game&lt;br /&gt;
!style=&amp;quot;white-space: nowrap;&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;Part #&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Total Transistors&lt;br /&gt;
!Total Lamp Circuits Controlled&lt;br /&gt;
!Total Lamps Controlled&lt;br /&gt;
!R13 Resistor Value&lt;br /&gt;
!Controls&lt;br /&gt;
!Location&lt;br /&gt;
!Notes&lt;br /&gt;
|- &lt;br /&gt;
|Time Line||MA-121||10||10||10||820K Ohm||Chaser lamps behind nuclear symbol on backglass||In backbox||&lt;br /&gt;
|- &lt;br /&gt;
|Mars:God of War||MA-210||10|| ||28||330K Ohm||Backglass perimeter chaser lamps||In backbox||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Mars:God of War||MA-138||5|| ||10 (LEDs)||330K Ohm||LEDs behind tube||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Volcano||MA-339||10|| ||20||560K Ohm||Upper backglass perimeter chaser lamps and volcano effect behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Black Hole||MA-234||10||10||28||270K Ohm||Backglass perimeter chaser lamps||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Haunted House||MA-234||10||7||21||270K Ohm||Behind backglass lightning effect lamps||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Rocky||MA-339||10||10||19||560K Ohm||Behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Spirit||MA-339||10||10||20||560K Ohm||Behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Tag Team Pinball||MA-121||10|| ||20||820K Ohm||Multiball insert illumination||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Rock||MA-789||10||10||18||680K Ohm||Extra ball insert path||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Rock Encore||MA-789||10||10||18||680K Ohm||Extra ball insert path||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Raven||MA-789||10||10||20||680K Ohm||Inserts leading to ramp||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Hollywood Heat||MA-789||10||10||20||680K Ohm||Ramp insert illumination||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Genesis||MA-866||10||10||10 (#67 Flashers)||680K Ohm||In top of backbox ||Under PF||Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Genesis||MA-866||10||10||10 (#67 Flashers)||680K Ohm||Around playfield window ||Under PF||Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings||MA-866||10||7||14 (#67 Flashers)||680K Ohm||Flashers in topper ||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings||MA-789||10||10||10||680K Ohm||Inserts leading to ramp ||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo||MA-789||10||5||5||680K Ohm||Behind $10,000,000 sign||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo||MA-866||10||10||30||680K Ohm||Lamps around perimeter of topper||Under PF||2 of 2 Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break||MA-789||10||10 ||30||680K Ohm||In topper||Under PF||1 of 2...installed only if topper is present&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break||MA-789||10||10 ||20||680K Ohm||Special shot and shooter loop||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Arena||MA-936||None|| ||10 (LEDs)||560K Ohm||LED strip under shooter lane wireform ||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Victory||MA-789||10||10||10 (#86 bulbs)||680K Ohm||Next to left ramp||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Victory||MA-789||10||10||10 (#86 bulbs)||680K Ohm||Next to right ramp||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Lady||MA-789||10|| ||5||680K Ohm||Loop right of the ramp||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War||MA-866||10||10||20||680K Ohm||Inserts in lower portion of playfield ||Lower cabinet||(1 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War||MA-866||10||10||10 ||680K Ohm||Under playfield glass stop||Lower cabinet||(2 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls||MA-789||10||5||5||680K Ohm||Drop target illumination ||Lower cabinet||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls||MA-1169||10||10||10 ||10M Ohm||Under playfield glass stop||Lower cabinet||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters||MA-789||10|| ||12||680K Ohm||Playfield inserts ||Under PF||(1 of 2) Uses NSD-U45&lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters||MA-866||10|| ||20 (#67 flashers)||680K Ohm||Backbox lamp insert||In backbox||(2 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound Boards===&lt;br /&gt;
&lt;br /&gt;
Gottlieb® uses different sound boards throughout the course of all System 80 platforms.  Several of the sound boards cross platforms too.  Out of all of the sound boards used, there is really only about three base units total with variations made to each one.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sounds Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound.JPG|300px|thumb|left|Gottlieb® System 80 Sound Board MA-55 (Sounds only)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The first System 80 sound board is capable of sound only.  Based on the 6503 CPU architecture, this sound board is very similar to the System 1 Multi-Mode sound board.  However, there are a couple of differences between the two boards.  First, the +12VDC is no longer rectifed on the sound board.  The +12VDC power comes from the power supply.  Secondly, the +5VDC is no longer regulated on the sound board. The System 80 sound receives +5VDC from the power supply also.  Finally, the pin outs for the System 1 sound board and the System 80 sound board are completely different.  Even though either board will plug into either platform,  &#039;&#039;&#039;DO NOT PLUG A SYSTEM 1 SOUND BOARD INTO A SYSTEM 80 GAME AND VICE VERSA!!!&#039;&#039;&#039;  If this is done, bad stuff will happen.  &lt;br /&gt;
&lt;br /&gt;
Unfortunately, there are two chips on this style of board which are very difficult to source. This sound board uses a 6503 CPU and 6530 RIOT chip with special embedded code. 6530 chips marked with R3016-11 are for this System 80 sound board. 6530 chips marked with a R3014-12 or R3014-13 are for the earlier System 1 sound board. The two chips are not cross-compatible since they each have different code embedded in them for each game system.&lt;br /&gt;
&lt;br /&gt;
In addition to being used in early System 80 games, this sounds-only board was also used in the export versions of Black Hole, Volcano, and Devil&#039;s Dare.&lt;br /&gt;
&lt;br /&gt;
If the sound board is missing or cannot be repaired, there are daughter boards and aftermarket boards available.  A daughter board called the &amp;quot;[https://coinop.mally.eu/produkt.php?bestellnr=101647&amp;amp;details=1 MIOT adapter]&amp;quot; ([[media:Coinop.mally.eu_MOIT_adapter_manual_german.pdf|German manual here]]) is a replacement for the 6530 chip for both System 1 and System 80 sounds boards, produced in Germany however the webstore has been closed since at least [https://web.archive.org/web/20201218021701/http://coinop.mally.eu/ December 2020]. Pascal Janin in France has made a replacement sound board for both the original 2nd generation sound boards, and combination System 1 2nd gen boards / System 80/80A sound boards. These boards can purchased directly from Pascal - [http://www.flippp.fr/pifx1.php 2nd gen sound] &amp;amp; [http://www.flippp.fr/pifx.php combination Sys1 / Sys80/80A sound] . Although Pascal does not have US distributors, [http://www.bigdaddy-enterprises.com/ProductPages/flippp.html Big Daddy Enterprises], sometimes has these sound boards available too. There is an FPGA (TDA7267) based replacement board by LISY called the [https://www.lisy.dev/gosof.html GOSOF] which emulates System 1, 80, 80A, and early 80B.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Prototype Sounds Only Board as found in System 80 Hulk&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Images below capture a factory original Sounds only board prototype, complete with cuts (on component side) and jumpers (on solder side). Note the sound ROM marking of &amp;quot;500&amp;quot;, the game number assigned to the System 80 Hulk prototype (10 units built). Also note the &amp;quot;extra&amp;quot; 24 pin IC labeled 7681-5 in the center of the board. This IC is not present on production versions of this board. Just a guess, but since this board has a 6532 installed vs the production 6530 (40 pin IC), the 7681 appears to be ROM space to drive the sound program.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=450px heights=250px perrow=2 caption=&amp;quot;System 80 Hulk Prototype Sound Only Board&amp;quot;&amp;gt;&lt;br /&gt;
File:System80HulkSoundsOnlyBoardFront.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Component side. Note &amp;quot;cut&amp;quot; at pin 21 of the center 24 pin IC.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80HulkSoundsOnlyBoardBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Solder side. Note factory green jumpers.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound &amp;amp; Speech Board====&lt;br /&gt;
[[Image:Gtb sys80&amp;amp;a s&amp;amp;s.JPG|300px|thumb|left|Gottlieb® System 80 / 80A B-20887-2 Sound &amp;amp; Speech Board]]&lt;br /&gt;
[[File:GTB SS B-20887-3 Front.JPG|300px|thumb|right|Gottlieb® System 80 / 80A B-20887-3 Sound &amp;amp; Speech Board]]&lt;br /&gt;
Starting with Mars God of War, the second System 80 sound board has the capability of speech.  Ironically, this board is commonly referred to as the &amp;quot;sound and speech board&amp;quot;, and was brought over from the Gottlieb® video game division at the time.  Fortunately, Gottlieb® chose the 6502 CPU architecture just like the CPU board.  There is a 6532 RIOT used also.  The downside to this board is the now rare LM379S amp and SC-01 phoneme speech chip are both difficult to acquire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are approximately three renditions of this board.  Each will be marked with [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Different_Revisions_of_the_Sound_and_Speech_Boards B-20887-X].  The &amp;quot;X&amp;quot; denotes a suffix of 1, 2, or 3.  If the board has [http://en.wikipedia.org/wiki/Wire_wrap wire wrap] or resistors added to the solder side of the board, do not assume that it is some sort of diabolical, weird hack.  These were recommended upgrades either done by the factory or out in the field.  With each higher revision number, less wire wrap and resistors are present on the solder side of the board.  However, each board revision typically has some degree of wire wrap added to it.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Schematics corresponding to the -1 revision of the board can be found in the Mars, God of War and Volcano manuals. Schematics corresponding to the -3 revision of the board can be found in the Black Hole and Haunted House manuals.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound MA483 pig.JPG|300px|thumb|left|Gottlieb® System 80 / 80A Sound Board w/ MA-483 Piggyback Board (replaces LM379S amp)]]&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback.JPG|300px|thumb|right|Gottlieb® MA-483 Piggyback Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
To reduce costs, Gottlieb® abandoned the speech option, and went a step backwards with a board generating sounds only.  In doing so, they used the same B-20887-3 base board as the most current sound and speech board.  The SC-01 speech chip socket in addition to the 74xx TTL chips, one of the LM741 op amps, and discrete components associated with the speech circuit were not installed on the board.  By the time this board was first used, the LM379S amp was too costly and difficult to source.  The solution was to add a single-side, piggyback board (as shown in the picture) with a TDA2002 amplifier and other necessary components.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this board is used as a replacement in a game which uses a sound &amp;amp; speech power supply, (Haunted House for example), modifications to the sound and speech board power supply must be made.  This is due to the higher voltages necessary to operate the LM379S amp versus the TDA2002. If this board is installed in a game where the sound and speech board power supply has not been modified, destruction of the TDA2002 amp is inevitable.&lt;br /&gt;
&lt;br /&gt;
The procedure to modify the speech board power supply can be found [[#Using_the_MA-483_Sound_Amp_Board_on_a_Sound_and_Speech_Board|here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:GottliebSystem80SoundMA483WithPigAndDip.jpg ‎|300px|thumb|left|Gottlieb® System 80 / 80A Sound Board w/ MA-483 Piggyback Board and DIP switch bank]]&amp;lt;br&amp;gt;&lt;br /&gt;
A slightly different variant of this board was used in Royal Flush Deluxe. This revision of the board included the 8 position DIP switch bank.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Only Board with Piggyback====&lt;br /&gt;
[[File:GottliebSystem80ABSoundsOnlyWithPiggyback.jpg ‎|300px|thumb|left|Gottlieb® System 80A/80B Sound Board MA-490 w/MA-488 Piggyback Board (Sounds only). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Gtb piggyback sound factory trace wire.JPG|300px|thumb|right|Gottlieb® System 80A/80B Sound Board w/Factory Trace Wire. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GottliebSoundsOnlyCut.jpg ‎|300px|thumb|left|Gottlieb® System 80A/80B Sound Board w/Factory &amp;quot;cut&amp;quot;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
To reduce costs even more, Gottlieb® started using a modified sound only board originally released with Spiderman in 1980. This &amp;quot;new&amp;quot; sound board was used during the production of Amazon Hunt, and continued until Tag Team Pinball. The main modification of the board was the addition of a piggyback board. The piggyback board was used to increase the size of the sound ROM by using a 2716 EPROM. The original game ROM location was neither socketed or stuffed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two other noteworthy modifications are an added factory trace wire on the solder side of the board, and a cut trace between pin 8 of U7 (7404) and a header pin on the component side of the board. The added trace wire runs from pin 3 of U1 (6503 CPU) to pin 18 of U2 (piggyback header pins). Both of these modifications should remain intact for the board to function properly.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This modification connects pin 18 of the daughter card, which is used by the 6530 and the 74LS112 at U10 on the daughter card to send an interrupt to the 6503. It also removes the spare connection from the 7404 at U7 on the base card to pin 18 of the piggyback card.&lt;br /&gt;
&lt;br /&gt;
It is also worth mentioning that this is one of the few instances where Gottlieb® used a double-sided piggyback board.  The benefit of using a double-sided board is the decreased chance of cracked header pins, where the header pins attach to the underside of the piggyback board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (two button)====&lt;br /&gt;
[[Image:GTB Sys80B Sound.JPG|300px|thumb|left|Gottlieb® System 80B MA-766 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
And now for something completely different.  Well, not really.  The MA-766 sound board hit the scene with Rock, but a similar design was already used prior by the Gottlieb® video game division (Mylstar) when it existed.  It is based on the 6502 CPU architecture, but uses two 6502s instead of one.&lt;br /&gt;
&lt;br /&gt;
Two momentary push button switches are present on the board - SW1 and SW2.  Upon pushing SW1, the sound board should output a single blip (tone).  SW2 is used to manually reset the CPU on the sound board.  A bank of 4 dipswitches is located adjacent to SW1.  Dipswitches 1-3 should always be off, while dipswitch 4 should remain on for proper function.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (one button)====&lt;br /&gt;
[[Image:Gtb sys80b MA886 sound.JPG|300px|thumb|left|Gottlieb® System 80B MA-886 Sound Board]]&lt;br /&gt;
[[Image:GTBMA886SoundDepop.jpg|300px|thumb|right|Gottlieb® System 80B MA-886 Sound Board, only partially populated (found in Big House, Bad Girls, etc.]]&lt;br /&gt;
The MA-886 board is essentially the same as the previous sound board, except it uses 2 separate .156&amp;quot; header pin connections instead of edge connectors for inputs / outputs. Some other obvious changes are the omission of momentary test button SW1, the omission of the 4-bank dipswitch, the omission of YROM2 socket. In addition, a socket is sometimes populated at position S4 and neither AY-3-8913 orator chip is populated.  Momentary test button SW2 is still preset, and is still used to manually reset the board&#039;s processor.  The lack of YROM2 is because the MA-886 board allows for the use of larger EPROMs.  The S4 socket has been added on some boards, and is used to transfer data via a ribbon cable to an auxiliary sound board (MA-1033 or MA-1294). These boards also stuff R58 with a 10K 1/4W resistor and may have JP8 cut or not stuffed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Bone Busters Sound Board=====&lt;br /&gt;
[[Image:MA766-719A.jpg ‎|300px|thumb|left|Gottlieb® System 80B MA-886-719A Sound Board]]&lt;br /&gt;
The MA-886-719A sound board (also noted as MA-1299-719 in the manual) is an additional sound board found only in Bone Busters. It is based on the MA-886 sound board, but it is a stripped down version with much fewer populated components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Amazon Hunt II Sound Board=====&lt;br /&gt;
[[Image:placeholder.jpg|300px|thumb|left|Gottlieb® System 80B MA-982 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-982 sound board is used only in the conversion game: Amazon II. It is based on the MA-886 sound board, but it is a stripped down version with much fewer populated components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Auxiliary Sound Board====&lt;br /&gt;
There are two versions of the auxiliary sound board.&lt;br /&gt;
&lt;br /&gt;
[[Image:MA1033AuxSound.jpg|300px|thumb|left|Gottlieb® System 80B MA-1033 Auxiliary Sound Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-1033 auxiliary sound board was used in System 80B games including: Bad Girls, Big House, and Hot Shots, as well as one System 3 game: Lights, Camera, Action.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys3 sound MA-1294.JPG|300px|thumb|left|Gottlieb® System 80B MA-1294 Auxiliary Sound Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The MA-1294 auxiliary sound board was only used in one System 80B game, Bone Busters, as well as System 3 games including: Hoops, Bell Ringer, Silver Slugger, Car Hop, Deadly Weapon, Title Fight, and Vegas.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Speakers===&lt;br /&gt;
[[File:Panthera Head Speaker.jpg|thumb|left|300px|Typical speaker located in the head of a System 80 game (Panthera). &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80 games use a dual speaker system.  In most cases, (where there is a grill above the backglass), there is a 6-1/2&amp;quot;, 8 ohm, low wattage speaker in the lower cabinet, and a second one in the head, behind the grill in the backbox.  Some games, like Haunted House, have two speakers in the lower cabinet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB-80a-the-games-speaker.jpg|thumb|left|300px|Single speaker from an 80A game (The Games). &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;System 80A games may have two speakers or just one. Again, these are 6-1/2&amp;quot;, 4 ohm, low wattage speakers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Tag Team Speaker.jpg|thumb|left|300px|Single speaker from an early 80B game (Tag Team). &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Early System 80B games, Chicago Cubs, Tag Team, and Bounty Hunter, all use a single 6-1/2&amp;quot; 4 ohm speaker in the lower cabinet.&lt;br /&gt;
&lt;br /&gt;
Starting with Rock, 80Bs use a 6-1/4&amp;quot; in the cabinet and a small speaker on the left of the display panel.  The last few 80B games, where the speaker panel is located above the translite, use three speakers total (2 above the translite and 1 in the lower cabinet).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Displays===&lt;br /&gt;
====System 80====&lt;br /&gt;
[[Image:GottliebSixDigitDisplay.jpg|300px|thumb|left|Gottlieb® 6 Digit Display]]&lt;br /&gt;
[[Image:GTB 6 digit display back.JPG|300px|thumb|right|Gottlieb® 6 Digit Display (Back)]]&lt;br /&gt;
&lt;br /&gt;
[[Image:GTB status display.JPG|300px|thumb|left|Gottlieb® 4 Digit Display]]&lt;br /&gt;
[[Image:GTB status display back.JPG|300px|thumb|right|Gottlieb® 4 Digit Display (Back)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80=====&lt;br /&gt;
Display test is step number 19 System 80 games. Each display, including the credit/match display participates in &amp;quot;walking&amp;quot; each digit (0 through 9 beginning with 0) across each display. The &amp;quot;walking&amp;quot; begins at the match side of the credit/match display, then moves to players 1 and 3, then to players 2 and 4. After a &amp;quot;9&amp;quot; is walked through all displays, the cycle starts again with &amp;quot;0&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A====&lt;br /&gt;
[[Image:GTB 7 digit display.JPG|300px|thumb|left|Gottlieb® System 80A 7 Digit Display]]&lt;br /&gt;
[[Image:GTB 7 digit display back.JPG|300px|thumb|right|Gottlieb® System 80A 7 Digit Display (Back)]]&lt;br /&gt;
[[Image:GTB status display.JPG|300px|thumb|left|Gottlieb® 4 Digit Display]]&lt;br /&gt;
[[Image:GTB status display back.JPG|300px|thumb|right|Gottlieb® 4 Digit Display (Back)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80A=====&lt;br /&gt;
Display test is step number 19 System 80A games. Each display lights every position, and advances through all of the numbers starting with &amp;quot;0&amp;quot; and ending with &amp;quot;9&amp;quot;.  Once &amp;quot;9&amp;quot; is reached, the process starts over at &amp;quot;0&amp;quot; again.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B====&lt;br /&gt;
[[File:System80BDisplayFront.jpg‎|300px|thumb|left|Gottlieb® System 80B MA-644 Display Component Side]]&lt;br /&gt;
[[File:System80BDisplayBack.jpg‎|300px|thumb|right|Gottlieb® System 80B MA-644 Display Solder Side]]&lt;br /&gt;
System 80B games introduced the 20 alphanumeric character dual line display module. These displays evolved over time. The one pictured here was used in games Chicago Cubs Triple Play until Excalibur. The two large ICs found on this board (Rockwell 10941 segment driver and Rockwell 10939 digit driver) are long obsolete and very hard to obtain. Other components on the board are readily available.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board rectifies 32VAC via diodes CR1-CR4 to produce -45VDC and -15VDC for use by the segment and digit drivers. Should one or more of these diodes fail, the foil trace on the board sometimes acts like a fuse, and burns itself up. The picture at right shows a board that experienced this failure, along with a jumper to repair the damaged trace.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If an MA-644 or MA-999 display exhibits ghosting or partially-dimmed characters, one possible cause is failure of the VR1 zener diode. VR1 is used as a regulator to provide a DC offset to the AC filament voltage via the center tap (VCO) of the filament transformer output. In normal operation, the AC filament voltage oscillates entirely above the reference voltage such that the trough of the wave is approximately at the reference. If VR1 fails as a short, the DC offset drops and causes the AC filament voltage to center itself around the reference voltage rather than completely above it. Replacing VR1 should correct the issue without damaging the display. VR1 on an MA-644 is a 1N4737A (7.5V, 1W) zener; it normally passes about 10-12mA of current and dissipates approximately 50mW of power. The MA-999 variant of the display uses a 1N4739A (9.1V, 1W) zener.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[FILE:GTB_80B_Large_AlphN_Display.JPG|300px|thumb|left|Gottlieb System 80B MA-999 Alpha-Numeric Display Board with header pin connections. (Bad Girls)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The last System 80B games (Hot Shots, Big House, Bad Girls, and Bone Busters) all used a larger alphanumeric vacuum fluorescent display assembly.  This type of display used two sets of .156&amp;quot; header pins instead of the more familiar edge connection.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80B=====&lt;br /&gt;
[[File:Gtb alphanum display test.gif|thumb|left|300px|Simulation of System 80B display test. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Display test is test number 20 for System 80B.  All 40 of the alpha-numeric &amp;quot;digits&amp;quot; (both the top and bottom displays) will light starting with a &amp;quot;0&amp;quot;, next a &amp;quot;+&amp;quot;, then an &amp;quot;X&amp;quot;, and finally a &amp;quot;,&amp;quot;.  In doing this, all possible segments of all the display digits are lit at one point during display test.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Reset Board===&lt;br /&gt;
[[File:Gtb sys80 reset.JPG|thumb|left|300px|Gottlieb® System 80 / 80B MA-980 Reset Board]]&lt;br /&gt;
[[File:GTB Sys80B Newer Reset Board.jpg|thumb|right|300px|Gottlieb® System 80B MA-1143 Reset/Anti-Static Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Devil&#039;s Dare, the first System 80A game, the reset board became a staple of the Gottlieb® design to automatically reset the CPU board should the CPU lock up.  Apparently games locking up on location was an issue with System 80 games.  The reset board was created to resolve this issue, should the game lock up, and no one is present to manually reset the game by shutting it off and turning it back on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The MA-980 reset board is a small footprint PCB with the board designation of A24, and is located adjacent to the TC1 connector of the CPU board.  The connection on the reset board is A24P1, while the connection for TC1 of the CPU board is A24P2.  As long as someone can turn the game off, should it lock up, there is no need to keep the reset board connected.  In most cases, the aged reset boards are more troublesome if allowed to remain connected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTBResetBoardConnector.jpg|thumb|left|300px|Connection at TC1 to the reset board.]]&lt;br /&gt;
[[File:GTB_RW_3K_Pullup.JPG|thumb|right|300px|A 3.0Kohm resistor, added between pins 7 and 11 of TC1.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Along with adding the reset board, Gottlieb® added a 3.0Kohm resistor across pins 7 and 11 of the reset board connection at MPU connector TC1. If not using the reset board, it&#039;s advised to add this resistor to the back of the board, as shown at right. This resistor pulls the R/W (read/write) line high when not pulled down by the 6502.&lt;br /&gt;
&lt;br /&gt;
If using connector A24-P2, do not add the 3.0Kohm resistor.  Doing so will change the effective resistance to 1.5Kohms (value of resistors in parallel).&lt;br /&gt;
&lt;br /&gt;
The reset board connector also has a 1N270 diode soldered to it. There is no need to add this diode to the MPU since it&#039;s part of the reset board function.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;More Regarding the 3Kohm Pullup Resistor&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most MPU boards will work without the reset board but some MPU boards do refuse to work without the Read/Write pullup resistor.&lt;br /&gt;
&lt;br /&gt;
The 3K resistor was added for two reasons:&lt;br /&gt;
&lt;br /&gt;
#It provides a stable Read/Write signal at power-up. There is a tiny fraction of time at power up where data can be written into Z5 but due to gate Z36A, this data write is prevented. The resistor does provide a proper biasing to the Read/Write line at time of powerup.&lt;br /&gt;
#More importantly - A Rockwell 6502 has a minimum VOH of 2.4volts, a 4069 requires a minimum VIH of 4 volts.&lt;br /&gt;
&lt;br /&gt;
In other words:&amp;lt;br&amp;gt;&lt;br /&gt;
*The Read/Write output from U1 (pin 34) guarantees the output will be 2.4 volts or higher for a logic 1.&amp;lt;br&amp;gt;&lt;br /&gt;
*The 4069 located at Z36D (pin 9 input of Z36) requires the input to be 4 volts or higher for a logic 1.&amp;lt;br&amp;gt;&lt;br /&gt;
*The 3K pullup resistor pulls the Z36D input closer to the required voltage range.&lt;br /&gt;
&lt;br /&gt;
Do realize that even though this problem exists on all System 80/80A/80B boards but only a very small fraction of these Gottlieb boards exhibit any symptoms. The chances that you have one if these that exhibit symptoms is quite slim.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game ROMs===&lt;br /&gt;
====ROM Checksums====&lt;br /&gt;
A partial listing of ROM checksums can be found [https://flippers.com/catalog_oc/gottlieb-game-or-sound-prom-eprom-gals-gott-prom &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]. Thanks to &amp;lt;i&amp;gt;John Robertson&amp;lt;/i&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B ROM Text Message Modifications====&lt;br /&gt;
&lt;br /&gt;
[[File:Rambo.jpg|300px|thumb|left|&amp;quot;RAMBO&amp;quot; replacement text (shown on a LISY 80B display panel). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Text messages on the dual 20 alphanumeric displays of System 80B games can be modified in the ROM image. One popular mod is to change &amp;quot;RAVEN&amp;quot; to &amp;quot;RAMBO&amp;quot;, which is displayed at the start of a game on Raven.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video describing how to do this can be found [https://www.youtube.com/shorts/SvHguKodqhs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aftermarket Boards===&lt;br /&gt;
====Power Supply Boards====&lt;br /&gt;
=====Rottendog GPS081=====&lt;br /&gt;
[[File:GPS081-1.png|thumb|left|300px|Rottendog GPS081 Power Supply Board]]&lt;br /&gt;
[[File:RottendogGPS081schematic.png|thumb|right|300px|Rottendog GPS081 Power Supply Board Schematic Diagram]]&amp;lt;br&amp;gt;&lt;br /&gt;
This is a direct replacement for the original MA831. It uses a switching voltage regulator to derive the 5V DC supply from 12V DC, &lt;br /&gt;
instead of a linear voltage regulator, as in the original board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
===Initial Troubleshooting===&lt;br /&gt;
When attempting to troubleshoot a malfunctioning or non-booting game, there are a few initial steps to perform before diving into more serious troubleshooting.&lt;br /&gt;
&lt;br /&gt;
# If the MPU has damage from a leaky battery, the corrosion will need to be addressed.&lt;br /&gt;
# Clean all the edge connector contacts using a pink rubber eraser. This will remove any tarnish or grime that has built up over the years. Sandpaper or fiberglass scratchers can be used but do so sparingly. Avoid removing the actual copper traces. &lt;br /&gt;
# Check all fuses using a multimeter set to continuity test. Do not rely on a visual inspection. Sometimes a fuse will appear to be intact but actually may be blown. Fuses are located near the transformer and on the underside of the playfield.&lt;br /&gt;
# Check voltages on the fuses near the transformer to make sure they are as expected.&lt;br /&gt;
# Check the power supply voltages and make sure that they are as expected. The 5V trim POT can be adjusted to 5.10v to overcome voltage loss across connectors if necessary. As you &amp;lt;b&amp;gt;slowly&amp;lt;/b&amp;gt; adjust the voltage trim POT, continuously measure DC voltage across the filter cap adjacent to J1 on the MPU board. This 100uf capacitor filters the incoming 5VDC. Adjust the voltage slowly, cautiously. Do not adjust the voltage above 5.1VDC&lt;br /&gt;
# It is sometimes helpful to [[#Adding_Ground_and_5V_Connections_to_Interconnect_Harness|install the two jumper wires in the interconnect harness]] between the driver board and MPU. This overcomes interboard connector loss of 5VDC and Ground.&lt;br /&gt;
&lt;br /&gt;
These steps may help address a number of common issues before proceeding to some of the more specific problems that can occur with system 80 games.&lt;br /&gt;
&lt;br /&gt;
===Connectors, Connectors, Connectors===&lt;br /&gt;
Connectors, connectors, connectors!!!  Since the Gottlieb® System 80/80A/80B boardset primarily relies on Molex connectors to pass data and voltages from board to board, the connectors should be addressed first.  Before even attempting to turn a Gottlieb® System 80/80A/80B game on for the first time, worn or corroded edge connector contacts must be replaced.  Cleaning or burnishing connector contacts is not a viable option to ensure a game&#039;s reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Poor connector contacts are the number one reason why System 80/80A/80B games do not function properly.  Poor or missing connector contacts have a cascading effect too.  The end results of bad connector contacts can be, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
*voltages which mysteriously disappear and reappear&lt;br /&gt;
*increased resistance &lt;br /&gt;
*specific switches not functioning&lt;br /&gt;
*lamps locking on&lt;br /&gt;
*lamps not turning on&lt;br /&gt;
*displays not properly functioning&lt;br /&gt;
*coils not turning on&lt;br /&gt;
*coils locking on&lt;br /&gt;
*CPU boards not booting, booting sporadically, or randomly resetting&lt;br /&gt;
*driver boards not functioning or functioning sporadically&lt;br /&gt;
&lt;br /&gt;
So, it is very important that the connector contacts are shiny, have proper spring tension, and are properly crimped for the over all reliability of the game.  Random, flaky issues which happen either sporadically or all the time are attributed to poor connector contacts in nearly every case.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=450px heights=100px perrow=2 caption=&amp;quot;System 80 Connector (J6), The Good, The Bad, and The Ugly&amp;quot;&amp;gt;&lt;br /&gt;
File:System80ConnectorBadPins.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;An example of pins in desperate need of rehab.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80ConnectorGoodPins.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Ahhh...Much nicer after repinning.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SandedGottliebEdgeConnector.jpg|300px|thumb|left|Sanded (or possibly bare from the factory) card edge contacts will corrode and degrade the electrical connection.]]&lt;br /&gt;
[[File: GottliebEdgeConnectorRehab.jpg|300px|thumb|right|The two connector pads on the left have been lightly scratched with the fiberglass pencil. Even the small bit of oxidation or corrosion shown on the remaining pins is enough to prevent a connection.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A common (poor) practice is to sand the card edge contacts to the bare copper as shown at left. While this may alleviate issues in the short term, longer term the copper will oxidize and cause more problems. All copper oxidizes. Copper is beautiful on building rooftops when first installed but oxidizes to a light green patina over time. Card edge contacts will do the same thing. &lt;br /&gt;
&lt;br /&gt;
If the card edge contacts aren&#039;t bright and shiny, they can be cleaned off with a pink rubber eraser or lightly scratched with a fiberglass pencil. This will remove oxidation and grime without harming or thinning the finger contacts. If the contacts are corroded (due to battery damage) or have divots in them, lightly sand them, then re-tin them with a thin coat of solder. Either suck the excess solder off with a solder sucker or when heated, wipe the solder off with a rag. Avoid heating the card edge contacts too much as they will detach from the PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Replacing (Repinning) System 80 Connectors====&lt;br /&gt;
Replacing connectors in a pinball machine somehow adopted the term repinning. Repinning a System 80 connector housing isn&#039;t too bad overall.  On a difficulty scale of 1 to 10 (1 being the easiest to do) compared to all other makes and platforms made, System 80 connector replacement is about a 3.  One benefit regarding the System 80 IDC housings is that they are reusable.  Below are the steps to remove the connector from its housing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*First, grasp the housing in one hand. .&lt;br /&gt;
*Next, use the Molex tool pictured below by sliding it behind the pin to release the &amp;quot;barb&amp;quot; holding the pin in.&lt;br /&gt;
*Finally, pull gently but firmly on the wire.&lt;br /&gt;
&lt;br /&gt;
Conversely, a small &amp;quot;pocket&amp;quot; flat blade screwdriver can be used to remove the Molex connector.  After pushing the connector tab down, pull the wire out and downward a bit.&lt;br /&gt;
&lt;br /&gt;
Sometimes the connector comes out, and sometimes the wire pops out of the connector.  If the latter, use a small jeweler&#039;s screwdriver to gently pry the very end of the connector against the rectangular opening in the connector housing. You&#039;re trying to get the IDC &amp;quot;ears&amp;quot; of the connector to clear the housing. Sometimes the connector will easily come right out. If it doesn&#039;t, use small needle nose pliers with serrated jaws, to grab the &amp;quot;ear&amp;quot; of the connector, and pull it out.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Molex11-03-0016.jpg|300px|thumb|left|A Molex Contact Extraction Tool, Molex part number 11-03-0016]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some system 80 connector housings are &amp;quot;double sided&amp;quot; edge connectors. All of the connector housings that are double sided are black from the factory (blue colored housings are typically Jamma connectors used as replacements, and do not apply to this section of this guide).  To remove pins from these connector housings, you need a pricey yet effective tool called a Molex contact extraction tool, (commonly referred to as a Molex extractor). The Molex part number for the extractor is 11-03-0016, and can be purchased from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=11-03-0016&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= Great Plains Electronics] or other electronics vendors.  Slide the extractor behind the pin to release the &amp;quot;tang&amp;quot; that holds the pin in. Firmly grip the wire and pull the pin out of the connector.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of the repinning process can be found [https://www.youtube.com/watch?v=hErTlsFOMw4&amp;amp;t=5s here].&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] Another YouTube video of the repinning process, along with a &amp;quot;home made&amp;quot; tool, can be found [https://youtu.be/T_uj5F1fBgU here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Alternate Method of Replacing (Repinning) System 80 Connectors====&lt;br /&gt;
[[File:AlternateRepin1.jpg|300px|thumb|left|The repinning on a single sided connector]]&lt;br /&gt;
[[File:AlternateRepin2.jpg|300px|thumb|right|The repinning on a double sided connector]]&lt;br /&gt;
Some System 80 (and most System 1) connectors do not have the slot for depressing the pin ear. Most guides (as in the previous section) recommend purchasing a somewhat pricey tool to insert into the connector and depress the ear. This procedure is tedious and takes a bit of practice. If you have a decently equipped shop which includes a drill press, repinning these connectors using the following steps might be easier for you. Using this procedure, you can expect to replace each pin in less then a minute. I repinned an entire A1-J4 / A3-J1 harness in about 40 mins.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The procedure is to drill out the depression ear and pull out the pin:&lt;br /&gt;
&lt;br /&gt;
* Install a 1/16&amp;quot; bit in your drill.&lt;br /&gt;
* Set up a jig by clamping a straight edge to your drill press table. Set the jig so the hole will be 1/4&amp;quot; from the edge of the connector.&lt;br /&gt;
* Drill through the plastic housing on the back/bottom side.&lt;br /&gt;
* When you feel resistance from the metal pin, gently continue to drill until you feel and hear it destroy the pin ear.&lt;br /&gt;
* Repeat for the remaining pins.&lt;br /&gt;
* Gently pull wire by hand and it will come out very easily. Pliers shouldn&#039;t be required.&lt;br /&gt;
&lt;br /&gt;
The newly installed pins ears will correctly lock in place regardless of the holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The CPU / Driver Board Interconnect Harness===&lt;br /&gt;
[[File:Gtb sys80 harn2.JPG|300px|thumb|left|The A1-J4 / A3-J1 Interconnect Harness]]&lt;br /&gt;
[[File:Gtb sys80 harn1.JPG|300px|thumb|right|The A1-J4 / A3-J1 Interconnect Harness]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are 33 discrete signals which pass from the CPU board to the driver board via this connection.  Two of the connectors pass ground and +5v logic to the driver board [http://pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Adding_Ground_and_5V_Connections_to_Interconnect_Harness (two more can be added)].  The remaining signals are for lamp, solenoid, relay and sound control.  It is &#039;&#039;&#039;extremely important&#039;&#039;&#039; to have solid connectors installed in the CPU / driver board interconnect harness.  Without decent connections, lamps, coils, relays, and sound can either lock on or not turn on at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Adding Ground and 5V Connections to Interconnect Harness====&lt;br /&gt;
Yet one more power/ground update to make is to &amp;quot;double up&amp;quot; the 5VDC and ground connections between the MPU and the driver board. The OEM harness contains only one connection between the MPU and driver board for 5VDC and one connection for logic ground. This is an easy upgrade since spare connection positions are available in the connectors that lead to the correct edge contacts on each board.  Approximately 8 inches of wire and four bifurcated crimp on pins (bifurcated style, Molex 4366 series, Product Family KK, product ID: 08-03-0304 at [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=4366&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= Great Plains Electronics]) are needed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Crimp a pin to each end of each wire. The connectors at each end should face opposite directions. Doing this will avoid twisting the wire as you insert the pins into the connector housing. In the picture below, the red wire carries 5VDC, blue wire carries logic ground. These colors were chosen for illustrative purposes only. Any color wire will do, of course.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=3 caption=&amp;quot;MPU-to-Driver Board Harness Upgrade&amp;quot;&amp;gt;&lt;br /&gt;
File:S80HarnessUpgradeWires.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pins crimped to extra wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80HarnessSlots.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Spare pin positions in harness.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80HarnessUpgraded.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5VDC and ground upgraded.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ground updates===&lt;br /&gt;
&lt;br /&gt;
==== Recommended Ground Improvements for System 80/80A/80B Boards ====&lt;br /&gt;
&lt;br /&gt;
When the Gottlieb® System 80 board set was designed, for whatever reason, the designers did not physically attach each board to a common ground plane via a conductive back panel, standoffs and screws as Bally and Williams did. Instead, Gottlieb® relied on connectors and wires between each board to create a common ground. A poor connection due to dirty/damaged/fatigued connector pins will sever or introduce resistance into the ground between system components resulting in all sorts of odd behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To address this problem, it is important to examine each connector to ensure each pin is clean, and making solid contact (zero electrical resistance, 0 ohms) with the card edge conductor. The ultimate (and recommended) insurance is to add an additional wire from each board&#039;s ground to a common ground point. Historically, the recommended location to join separate board grounds is at the power supply. That ground is then connected to the ground strip (System 80/80A) or transformer assembly (System 80B) in the cabinet bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These ground upgrades were initially recommended and published on the Internet by [http://flippers.com/gottlieb_ground_cures.html#System80 John Robertson of John&#039;s Jukes].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=4 caption=&amp;quot;Recommended Board Ground Wire Locations&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB_Sys80_PSU_Ground.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80/80A Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80bPowerSupplyGroundMod.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B 5V Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80BAuxiliaryPowerSupplyCardEdge.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Auxiliary Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80a cpu brd grd.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;MPU Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80ab drvr brd grd.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Driver Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80 sound added ground.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80 Sound Only Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sound Speech ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Sound and Speech Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sound Speech power sup ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Sound and Speech Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb piggyback sound ground add.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80A/80B Sound Only Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GottliebSoundBoardGroundMod.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Sound Board (edge connector)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80SoundBoardHeaderGrounds.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Sound Board (header connector)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Aux Board Ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Chaser Lamp Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another design decision was to provide separate ground wires for groups of lamps and coils on the driver board. There are several variations used to tie the driver board lamp and solenoid discrete ground wires to the ground plane.  The most common method Gottlieb® used was passing the ground wires through a large, inline Molex connector. If a group of lamps and/or coils are not working, there is a significant probability that a ground is missing.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80GroundsTiedTogether.jpg|left|thumb|300px|Tying all board ground together at a single point, on a System 80 or 80A game.]]&lt;br /&gt;
[[File:Sys80B_BoardGrounds_Added.jpg|right|thumb|300px|Using the 5VDC power supply heatsink as a tie point to add ground mods to a &amp;quot;non-foil&amp;quot; back panel game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Once all of the board grounds have been installed, tie them all together to a single point, as shown at left on a Gottlieb System 80 or 80A game. Here, one of the screws on the power supply is a handy attach point. Note that the coating on the cold plate at that screw point should be sanded bare, as discussed in step 9 of this [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Recommended_Updates_and_Repairs_for_the_System_80.2F80A_Power_Supply_Board procedure].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For 80B games with &amp;quot;non-foil&amp;quot; back panels, one method is to use the +5V power supply heatsink as a tie point. Run a lead from the heatsink to the lower right bolt in the backbox. This bolt will have the factory ground straps secured to it. Make sure to sand or use a Dremel to remove the anodized coating from the heatsink where the grounds will be connected. This implementation eases subsequent board removal as fewer &amp;quot;eyelets&amp;quot; are involved to remove a specific board.&lt;br /&gt;
&lt;br /&gt;
The other method, and a good alternative for 80B games with the &amp;quot;foil&amp;quot; back panel where the heat sink is isolated from the back panel with nylon dual sided washers, is to use wires long enough to tie each board to the lower right bolt in the backbox.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80GroundTiedToCabinetGround.jpg|left|thumb|300px|Connecting all the grounds to cabinet ground (green/yellow wire).]]&amp;lt;br&amp;gt;&lt;br /&gt;
With the grounds all tied together at the power supply, tie that ground to the ground strip in the cabinet bottom. In the picture at left, the wire joined to all other grounds at the power supply is tied to a cabinet ground point (in this case the speaker housing). Cabinet ground points generally have a green wire with yellow tracer attached.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80GroundStrap.jpg|left|thumb|300px|System 80 Cabinet Bottom Ground Strip]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bottom board ground strap is where all grounds should come together for System 80 games.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Grounds Improvements for System 80A at Transformer Panel=====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|System 80A Grounds Cabinet Bottom Ground Strip]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Grounds Alien Star After.jpg|300px|thumb|left|Grounds at Transformer Panel (Alien Star)]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® did secure the grounds correctly on one particular game.  As seen in the adjacent pic, the grounds on Alien Star were attached discretely on the transformer panel.  These ground lines did not pass through a Molex connector like games before or games after.  Why Gottlieb® did not continue this practice is unknown.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Recommended Ground Improvements for System 80B====&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80A / 80B at the Transformer Panel - &amp;quot;The Games&amp;quot; to &amp;quot;Chicago Cubs Triple Play&amp;quot;=====&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*The Games&lt;br /&gt;
*El Dorado City of Gold&lt;br /&gt;
*Touchdown&lt;br /&gt;
*Ice Fever&lt;br /&gt;
*Bounty Hunter&lt;br /&gt;
*Chicago Cubs Triple Play&lt;br /&gt;
&lt;br /&gt;
After Alien Star, Gottlieb® either soldered wire leads directly to the male spade connector board on the transformer panel (games like Chicago Cubs), or used female spade connectors (games like The Games, Touchdown, and Ice Fever), and used square, inline 9-pin Molex connectors to connect to the wiring harness. These connections, if the pins in the connectors are in good shape, are solid and do not require upgrade or modification.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px&amp;gt;&lt;br /&gt;
File:Gottlieb-touchdown-transformer-panel.jpg|Grounds at Transformer Panel (Touchdown)&lt;br /&gt;
File:GTB Grounds Cubs.jpg|Grounds at Transformer Panel (Chicago Cubs Triple Play)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80B at the Transformer Panel - &amp;quot;Tag Team Pinball&amp;quot; to &amp;quot;Spring Break&amp;quot;=====&lt;br /&gt;
&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*Tag-Team Pinball&lt;br /&gt;
*Rock&lt;br /&gt;
*Raven&lt;br /&gt;
*Rock Encore&lt;br /&gt;
*Hollywood Heat&lt;br /&gt;
*Genesis&lt;br /&gt;
*Gold Wings&lt;br /&gt;
*Monte Carlo&lt;br /&gt;
*Spring Break&lt;br /&gt;
&lt;br /&gt;
Ground connections used on System 80B games from Rock to Spring Break are the most unreliable style of ground connections Gottlieb® ever used.  These connections consist of two (sometimes three) small boards each with two gangs of 9-pin male connections. The boards are fastened to the left side of the transformer panel&#039;s metal chassis.  One problem with this is that the 9-pin female connection becomes loose, and in turn, ground connections become intermittent.  Another problem is the male pins on the boards suffer from cracked solder connections.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One common symptom of poor ground connections is multiple solenoids not functioning.  If removing the 9-pin Molex plug from the ground board, rotating it 90 degrees, and reconnecting it causes non-working solenoids to function, the ground connections are bad. Whether or not this test proves that the ground connections are bad, it is highly recommended to improve the ground connections for future reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The purpose of these changes is to remove one potentially failed connection out of the equation.  The grounds will then be secured directly to the transformer chassis via solderless eyelet crimp connectors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These ground upgrades were initially recommended and published on the Internet by [http://www.flippers.com/gottlieb_ground_cures.html#System3 John Robertson of John&#039;s Jukes].  Below are the steps to properly upgrade the grounds.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=100px perrow=3 caption=&amp;quot;Gottlieb® System 80B Ground Upgrades (Tag Team Pinball to Spring Break)&amp;quot;&amp;gt;&lt;br /&gt;
File:Gtb_sys80b_trans_ground_01.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The stock ground connections plugged into the ground connection boards on the left side of the transformer panel.  This pic is a view from the left side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 02.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Remove all connections from the transformer panel.  Then, unscrew the four 5/16&amp;quot; hex head screws which secure the transformer panel from the bottom of the cabinet.  Turn the transformer panel on its side.  This will allow better access to secure the ring terminals to the side of the chassis.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 03.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut all of the ground wires as close as possible to the 9-pin connection.  Remove the two boards with the 9-pin male wafer connections.  As can be seen in the pic, Gottlieb® did actually secure the discrete transformer panel grounds to the panel&#039;s chassis with a single, soldered eyelet connector.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 04.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All the ground wires are to have their insulation stripped back longer than usual - approximately 3/4&amp;quot;.  Solderless ring terminals are crimped onto the ground wires.  The connections used in this particular application are Motormite #85443.  Motormite brand does not have to be used.  This particular brand and part number are mentioned due to the difficulty in finding the correct connectors to use. Most common ring terminals have a #10 or larger screw eyelet, which will not work effectively, if the eyelets are fastened to the side of the transformer panel chassis.  The ring terminals shown here are made for #12-#10 gauge wire with an eyelet for a #8 screw.  &amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 02.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The ground Molex plugs and connection boards which were formerly fastened to the transformer panel&#039;s metal chassis. The four ground connector plugs (some games only use three total) were cut off from the incoming ground wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 06.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Keep wires which were common to one connector together (driver board ground wires, playfield ground wires, and backbox ground wires).  In doing this, future disassembly will be possible, should any of the individual wiring harnesses need attention or the playfield removed from the game.  The ground wires are then twisted together and crimped.  From experience, a maximum of 4 larger gauge wires can be crimped in one connection.  Lighter gauge wires can be paired with or without heavier gauge wires.  When doing this, the maximum effective grouping of wires increases slightly.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 01.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The screws which were removed from the ground bus board should be reused to secure the eyelets to the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 03.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The transformer is fastened to the bottom of the cabinet with the ground upgrades in place.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground last.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pay close attention when securing the transformer panel to the cabinet.  All four mounting screws typically have flat ground straps with an eyelet.  These eyelet connections *must* be secured to the transformer panel.  Otherwise, the earth grounds will not all be tied together anymore.  Two of these ground connections are circled in the pic.  There are two more located on the backside of the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although somewhat equally difficult to locate, an alternate to the Motormite # 85443 connectors are Tyco / AMP 408-2049-4 connectors. Again, any brand can be used, but make certain the eyelet hole is for a #8 screw (not a #10 or larger), and the crimp connector can accommodate #10 / #12 gauge wires (typically yellow insulation on crimp).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80B at the Transformer Panel - &amp;quot;Arena&amp;quot; to &amp;quot;Amazon Hunt III&amp;quot; =====&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*Arena&lt;br /&gt;
*Victory&lt;br /&gt;
*Diamond Lady&lt;br /&gt;
*TX-Sector&lt;br /&gt;
*Robo-War&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Excalibur&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bone Busters Inc.&lt;br /&gt;
*Night Moves&lt;br /&gt;
*Amazon Hunt III&lt;br /&gt;
&lt;br /&gt;
Ground connections used on System 80B games from Arena to Amazon Hunt III are the not as bad as the previous design, however, they are still unreliable at times.  These connections consist of two small boards with three 10-pin .156&amp;quot; inline male header connections. The boards are fastened to the left side (or back side on newer games like Hot Shots) of the transformer panel&#039;s metal chassis.  One problem with this is that the header pins get cracked solder joints, and in turn, ground connections become intermittent. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One common symptom of poor ground connections is multiple solenoids not functioning.  If removing the 10-pin Molex plug from the ground board, and reconnecting it at a different header causes non-working solenoids to function, the ground connections are bad. Whether or not this test proves that the ground connections are bad, it is highly recommended to improve the ground connections for future reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The purpose of these changes is to remove one potentially failed connection out of the equation.  The grounds will then be secured directly to the transformer chassis via solderless eyelet crimp connectors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like the previous section, these ground upgrades were initially recommended and published on the Internet by [http://www.flippers.com/gottlieb_ground_cures.html#System3 John Robertson of John&#039;s Jukes].  Below are the steps to properly upgrade the grounds.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=100px perrow=3 caption=&amp;quot;Gottlieb® System 80B Ground Upgrades (Arena to Bone Busters)&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB 80B Victory Grounds 01.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The stock ground connections plugged into the ground connection boards on the left side of the transformer panel.  This pic is a view from the left side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 02.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Remove all connections from the transformer panel.  Then, unscrew the four 5/16&amp;quot; hex head screws which secure the transformer panel from the bottom of the cabinet.  Turn the transformer panel on its side.  This will allow better access to secure the ring terminals to the side of the chassis.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 03.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut all of the ground wires as close as possible to the 10-pin housing.  Remove the two boards with the three .156&amp;quot; 10-pin male header connections.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 04.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All of the ground wires are to have their insulation stripped back longer than usual - approximately 3/4&amp;quot;.  Solderless ring terminals are crimped onto the ground wires.  The connections used in this particular application are Motormite #85443.  Motormite brand does not have to be used.  This particular brand and part number are mentioned due to the difficulty in finding the correct connectors to use. Most common ring terminals have a #10 or larger screw eyelet, which will not work effectively, if the eyelets are fastened to the side of the transformer panel chassis.  The ring terminals shown here are made for #12-#10 gauge wire with an eyelet for a #8 screw.  &amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 05.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The ground Molex plugs and connection boards which were formerly fastened to the transformer panel&#039;s metal chassis. The five ground connector plugs were cut off from the incoming ground wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 06.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Keep wires which were common to one connector together (driver board ground wires, playfield ground wires, and backbox ground wires).  In doing this, future disassembly will be possible, should any of the individual wiring harnesses need attention or the playfield removed from the game.  The ground wires are then twisted together and crimped.  From experience, a maximum of 4 larger gauge wires can be crimped in one connection.  Lighter gauge wires can be paired with or without heavier gauge wires.  When doing this, the maximum effective grouping of wires increases slightly.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 07.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The screws which were removed from the ground bus board should be reused to secure the eyelets to the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 08.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The transformer is fastened to the bottom of the cabinet with the ground upgrades in place.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 09.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pay close attention when securing the transformer panel to the cabinet.  The four mounting screws may have flat ground straps with an eyelet.  These eyelet connections *must* be secured to the transformer panel.  Otherwise, the earth grounds will not all be tied together anymore.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although somewhat equally difficult to locate, an alternate to the Motormite # 85443 connectors are Tyco / AMP 408-2049-4 connectors. Again, any brand can be used, but make certain the eyelet hole is for a #8 screw (not a #10 or larger), and the crimp connector can accommodate #10 / #12 gauge wires (typically yellow insulation on crimp).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Problems===&lt;br /&gt;
====Replacing the Orange Filtering Capacitor====&lt;br /&gt;
[[File:AgedOrangeCap.jpg|300px|thumb|left|A worn out original 6800uf/25V Gottlieb® filter capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
If your System 80 or early System 80A game still has the original, orange 12VDC filtering capacitor in the cabinet bottom, it should be replaced. It&#039;s 30+ years old, has served the game well for a long time, and deserves a rest. Replace it with a new capacitor, valued from 6800uf to 12,000uf and at least 25V. Don&#039;t forget to acquire the right sized bracket to secure the cap to the bottom board.&lt;br /&gt;
&lt;br /&gt;
A very nice replacement for this capacitor, specified at 12,000uf, can be found [https://www.bigdaddy-enterprises.com/repairkits/gottlieb_kits.htm#g-80filters here] or [https://www.marcospecialties.com/pinball-parts/C12KM40VR here].&lt;br /&gt;
&lt;br /&gt;
This capacitor filters the rectified 12VDC which is supplied to the power supply board for regulation down to 5VDC which is used by every board in the game, including the MPU. Solid 5VDC power is critical for the game to operate properly, hence the need for a properly working cap.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sporadic / Inconsistent / Missing Voltages====&lt;br /&gt;
[[File:GTB Sys80 PS Cold Joints.jpg|300px|thumb|left|This header pin was removed from the board by wiggling it loose!]]&amp;lt;br&amp;gt;&lt;br /&gt;
One problem with the System 80 power supply sporadic, inconsistent, or missing voltages.  The game may be fine one minute, while the next minute, it loses voltage(s) completely.  One of the main culprits for this is cracked header joints.  Between vibration and the heat dissipated by the heat sink, header joints have a fairly high failure rate on System 80 power supplies.  The fix is to disassemble the power supply (as seen in the next section), and replace the stock round header pins with square headers. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Low 60v and All Displays Dim or at Half Brightness===&lt;br /&gt;
See the display section: [[#All Displays Dim or at Half Brightness|All Displays Dim or at Half Brightness]]&lt;br /&gt;
&lt;br /&gt;
====Recommended Updates and Repairs for the System 80/80A Power Supply Board====&lt;br /&gt;
[[File:GottliebSystem80PSBurnedCR7.jpg|300px|thumb|right|If CR7 on the Gottlieb power supply looks like this, the board should be rehabbed immediately.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 Power Supply board is a pretty tough bugger. Still, after years of steady operation, they do fail, and they require refurbishment / rebuild.&amp;lt;br&amp;gt;&lt;br /&gt;
The test point values are silk screened on the System 80 power supply board. They are +5VDC, +8VDC, +42VDC, and +60VDC. Ground, or &amp;quot;common&amp;quot; is also labeled.&amp;lt;br&amp;gt;&lt;br /&gt;
Given that the parts to refurbish the power supply are cheap and readily available, and that taking the power supply apart is a bit of a pain, a good strategy is to replace all failure prone parts, whether the parts have failed or not, to avoid disassembling the power supply more than once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mandatory parts list:&amp;lt;/b&amp;gt;&lt;br /&gt;
#.156 male header pins without friction lock, 9-pin, 7-pin, 6-pin, or break to size.&lt;br /&gt;
#500 ohm resistor cermet trimmer potentiometer. A quality sealed one like the one pictured is advised.&lt;br /&gt;
#3 inches of 18 gauge wire&lt;br /&gt;
#680 ohm 1/2 watt resistor (470, 510, 560, or 620 works also) replacement for R10, originally a 30 ohm 2W resistor and &amp;lt;b&amp;gt;must be replaced&amp;lt;/b&amp;gt; if CR7 is replaced with a 1N4738 (below)&lt;br /&gt;
#1N4738 8.2V 1 watt zener diode (CR7, originally a 1N3445 8.2V 2W zener)&lt;br /&gt;
#12K ohm, 1/2 watt resistor (R3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Optional parts list:&amp;lt;/b&amp;gt;&lt;br /&gt;
#1N4746 18V 1 watt zener diode (CR6, optional)&lt;br /&gt;
#47uf, 100V axial capacitor (C2, optional)&lt;br /&gt;
#LM723 voltage regulator and 14-pin socket (IC1, optional if the 5V section is operational)&lt;br /&gt;
#2N6057, 2N6059, or 2N6284 Darlington transistor (Q3, optional if the 5V section is operational)&lt;br /&gt;
#heat sink compound (optional as required)&lt;br /&gt;
#TO-3 mica insulator or heat sink gasket (optional as required)&lt;br /&gt;
#TO-3 transistor spacer (optional as required) Keystone 4616 or Mouser Electronics 534-4616&lt;br /&gt;
#2N5550 or 2N5551 transistor (Q2, optional)&lt;br /&gt;
#470uf/100V axial capacitor (C1, optional if the 42v/60v section is operational, this cap is often the cause of the 1/4A HV fuse blowing)&lt;br /&gt;
#TIP31C TO-220 NPN transistor (Q1, optional if the 42v/60v section is operational)&lt;br /&gt;
#TO-220 mica insulator (optional as required)&lt;br /&gt;
#TO-220 Passive Heatsink - Aavid Thermalloy 563002B00000G (only necessary if the existing heatsink is damaged or missing the PCB mounting tabs)&lt;br /&gt;
#TO-220 Nylon Bushing Insulator (only necessary if missing or damaged)&lt;br /&gt;
#Green LEDs (optional...use to identify that the board has been rebuilt)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&lt;br /&gt;
#Remove the 4 screws that fasten the PCB to the cold plate (heat sink).&lt;br /&gt;
#Remove the 2 screws that fasten the back mounted transistor Q3 to the PCB and cold plate.&lt;br /&gt;
#Use a solder removal tool to remove the solder from the legs of Q3 that extend through the PCB. This is the toughest part of the job. If the board had been really hacked, two irons and a friend may be needed to accomplish this.&lt;br /&gt;
#Once the cold plate and Q3 have been removed, set those parts to the side.&lt;br /&gt;
#Replace parts on the PCB as recommended and advised by the particular failure.&lt;br /&gt;
#On the solder side of the PCB, solder a 3&amp;quot; wire from the ground trace to the screw mount, as shown in the picture below.&lt;br /&gt;
#When replacing the original round header pins with new square header pins, the through holes may require slight enlargement using a pick as shown in the picture below. Alternatively, the holes can be drilled with a small bit from the solder side of the board. Pressing the pins into the through holes without enlarging them might cause the solder pad to pop off the board. Key pins must be removed prior to installation as the PCB has no holes at the key pin position.&lt;br /&gt;
#Recheck all of the work performed.&lt;br /&gt;
#Sand the black insulating coating from the top/right screw hole on the front of the cold plate, as shown in the picture below. The insulating coating is very tough. A drum sander attachment on a Dremel works very well for this.  To ensure enough has been sanded, use a meter to &amp;quot;buzz&amp;quot; between screw holes. The screw hole will be used later to tie the ground from each PCB together.&lt;br /&gt;
#Install Q3 (note that it will only install one way) onto the cold plate using the transistor spacer, mica insulator, and heat sink compound.&lt;br /&gt;
#Mate the two halves of the power supply together and reinstall the two screws which secure Q3.&lt;br /&gt;
#Solder the leads of Q3 to it&#039;s through-holes.&lt;br /&gt;
#To ensure continuity at each leg&#039;s solder joint, &amp;quot;buzz&amp;quot; the connection between the left leg of Q3 and the top leg of R9.&lt;br /&gt;
#Also &amp;quot;buzz&amp;quot; the connection between the right leg of Q3 and the bottom leg of R11.&lt;br /&gt;
#Install the remaining 4 screws around the perimeter of the power supply board. &lt;br /&gt;
#Lastly, ensure there is NO continuity between Q3 and the cold plate, as shown in the picture below. This is an essential step to ensure proper operation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=170px heights=100px perrow=3 caption=&amp;quot;System 80/80A Power Supply Repair&amp;quot;&amp;gt;&lt;br /&gt;
File:Parts.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Required&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsRemoved.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front Side, Parts Removed and Board Cleaned Up&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsRemovedBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Back Side, Parts Removed&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:EnlargingHoles.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Enlarging Header Pin Holes&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsReplaced.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Replaced, Front Side&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsReplacedBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Replaced and Ground Updated, Back Side&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:R10ThermalStrainRelief.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Strain Relief for R10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Sys80PSAllDone.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All Done&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Transistor-to-ColdPlateContinuityTest.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Ensuring no continuity between Q3 and the cold plate&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once fully assembled, reinstall the power supply into the game. Connect ONLY J1 (the lower 9-pin connector) at this time. Power the game on, looking for the two LEDs to light. If they do not light, there will be rework to perform. Assuming that they do light, test each of the voltages that the power supply creates to ensure the correct power is being generated/regulated. Since the power is not &amp;quot;under load&amp;quot;, each of the voltages may read 10% or so high. While measuring the 5V test point, adjust the 5V trim pot to about 5.1VDC.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
That&#039;s it! Done.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: once the other boards are connected to the power supply, the 5V may sag some. Measure the 5V across the electrolytic cap just to the right of the MPU power connector. Using the 5V trim pot, adjust the 5V power to between 5.0 and 5.1VDC.&lt;br /&gt;
&lt;br /&gt;
====Recommended Repairs for the System 80B Power Supply Board====&lt;br /&gt;
[[File:Gtb sys80b psu.JPG|300px|thumb|left|System 80B +5 VDC Power Supply. The adjustment POT is at the top of the PCB.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Step one to improving power supply reliability is to replace the original 500 ohm 1 watt adjustment pot.  This procedure can be done easily without removing the large heat sink.  A replacement sealed pot is recommended, but not completely necessary.&lt;br /&gt;
&lt;br /&gt;
Next, remove all the old solder from the all of the .156&amp;quot; header pins, and reflow new solder onto the joints. The top header pins (J2) supply +5VDC to the majority of the associated circuit boards in the back box.  Provided that the power supply is delivering acceptable voltages in the +5VDC range, these two relatively simple repairs are the only things needed for this board.&lt;br /&gt;
&lt;br /&gt;
However, if you&#039;ve adjusted the pot as much as possible in the appropriate direction, and the power supply is still delivering voltages higher or lower than around +5VDC, it&#039;s probably time to look at replacing the LM338K voltage regulator.  While not a frequent occurrence, the voltage regulator will sometimes fail. &lt;br /&gt;
&lt;br /&gt;
If the voltages measured are less than 1VDC, the grounds for the power supply (located at the transformer panel) will more than likely need attention.  Once the grounds at the transformer panel are better secured, recheck the voltage at the power supply.&lt;br /&gt;
&lt;br /&gt;
Note: When measuring the +5VDC provided by the power supply, first disconnect J2 on the power supply. Measure power at the J2 male headers first. Once within an acceptable range, turn power off and reconnect J2. Measure power across C1, the 100uf/10V capacitor that is next to J1 (power connector) on the MPU. The MPU may drag the +5VDC supply down a bit. If you find this to be the case, adjust the trim pot on the power supply until a steady +5VDC is seen at the MPU. Poor connections between the +5VDC power supply and the MPU board may also reduce the voltage measured at the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Optional Bling...Adding Power Indicating LED&#039;s to Boards====&lt;br /&gt;
=====CPU Board LED=====&lt;br /&gt;
How to add a &amp;quot;+5 volt&amp;quot; indicator for the Gottlieb System 80 Generation 1 CPU board (the D102 board). This will light up when + 5 volts are present on the CPU board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; diameter holes spaced about 3mm apart in the spot indicated just below power connector J1. This area has no traces to interfere with drilling.&lt;br /&gt;
#Install LED into board with flat side facing toward the power connector J1.&lt;br /&gt;
#Bend the flat side&#039;s lead to the negative (ground) point shown in the picture and solder it.&lt;br /&gt;
#The other lead of the LED will connect to one side of the 330 ohm resistor. The other end of the resistor will be soldered to the positive trace shown in the picture. You&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is powered on, this LED will indicate that the CPU board is receiving +5 volts from the power supply.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDholesfront.JPG|300px|thumb|left|Holes drilled on front of board]]&lt;br /&gt;
[[File:Sys80CPULEDholesrear.JPG|300px|thumb|right|Holes drilled on rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Circled areas are where to drill the two holes for the LED. Any color of LED can be used, but red or green are preferred.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDwiring.JPG|300px|thumb|left|Wiring on solder side of board]]&lt;br /&gt;
[[File:Sys80CPULEDfront.JPG|300px|thumb|right|LED installed on board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED. Note the location of the flat side of the LED.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDlitup.JPG|300px|thumb|left|Finished installation of LED]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Completed installation with LED lit up indicating the +5 volts is present on the CPU board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Driver Board LED=====&lt;br /&gt;
Adding a &amp;quot;+5 volt&amp;quot; indicator to the System 80 Driver Board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohm quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; holes spaced about 3mm apart in the board at the location shown in the pictures to the left of the electrolytic capacitor near chip Z1. There should be no traces at that area.&lt;br /&gt;
#Install the red LED with the flat side facing the trace going to the negative side of the electrolytic capacitor. Bend the LED&#039;s flat side lead down to that trace and scrape away some of the green paint at the point you will be soldering it. Now solder that lead to the trace.&lt;br /&gt;
#Solder one end of the 330 ohm resistor to the other lead of the LED.&lt;br /&gt;
#The other end of the resistor will now get soldered to the trace that goes to the positive side of the electrolytic capacitor. Again, be sure to scrape some of the green paint off of the trace where the resistor lead will be soldered. You are done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is on, the LED will be lit indicating that the driver board is receiving +5 volts from the CPU board.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LED_holesfront.JPG|300px|thumb|left|Drilled holes on front of board]]&lt;br /&gt;
[[File:Sys80LEDholesrear.JPG|300px|thumb|right|Drilled holes on the rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Views of the holes drilled for the LED looking from the front and rear of the System 80 driver board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LEDrear.JPG|300px|thumb|left|Wiring of the LED and resistor]]&lt;br /&gt;
[[File:Sys80LEDflat.JPG|300px|thumb|right|Finished installation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED. Notice the location of the flat side of the LED. Any color of LED can be used, but red or green is prefered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LEDlitup.JPG|300px|thumb|left|Finished installation with LED lit]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Completed installation showing the LED lit up indicating +5v power is present on the driver board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pop Bumper Driver Board LED=====&lt;br /&gt;
How to add a &amp;quot;+5 volt&amp;quot; indicator for the Gottlieb System 80 Pop Bumper Driver Board. This will light up when + 5 volts are present on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#From the solder side, mark and drill four 1/16&amp;quot; diameter holes spaced as shown in the spot indicated. &lt;br /&gt;
#Install LED into board with flat side facing toward the power connector J1.&lt;br /&gt;
#Bend the flat side&#039;s lead to the negative (ground) point shown in the picture and solder it.&lt;br /&gt;
#The other lead of the LED will connect to one side of the 330 ohm resistor.&lt;br /&gt;
#The other end of the resistor will be soldered to the positive trace shown in the picture.&lt;br /&gt;
#You&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is powered on, this LED will indicate that the CPU board is receiving +5 volts from the power supply.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px perrow=3&amp;gt;&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-supplies.jpg|Supplies needed.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-1.jpg|Mark holes on solder side as shown.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-2.jpg|Drill holes.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-3.jpg|Stuff parts shown. Note the polarity of the LED.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-4.jpg|Bend component legs as shown.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-5.jpg|Solder all 3 connections as shown.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Repeat for each Pop Bumper Driver Board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary Lamp Driver Board LED=====&lt;br /&gt;
Adding a &amp;quot;+5 volt&amp;quot; LED indicator for the auxiliary lamp driver board used to create &amp;quot;chase lamps&amp;quot; in many System 80/80A/80B games.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red or green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, 1/4 watt&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; diameter holes about 3mm apart in the locations indicated in the pictures.&lt;br /&gt;
#Mount LED with the flat side toward the edge of the board.&lt;br /&gt;
#The lead from the LED&#039;s flat side will be soldered to pin 2 (ground) of connector A11P1. Be sure to slide a piece of heat shrink tubing over this lead so it does not accidently short to the other connector pins.&lt;br /&gt;
#The other lead of the LED will be soldered to one end of the 330 ohm resistor.&lt;br /&gt;
#The other end of the resistor will be soldered to pin 4 (+5 volts) of connector A11P1.&lt;br /&gt;
&lt;br /&gt;
Whenever the machine is on, the LED should be lit, indicating the auxiliary lamp driver board is receiving power. &lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDfrontholes.JPG|300px|thumb|left|Drilled holes on front of board]]&lt;br /&gt;
[[File:ALDLEDrearholes.JPG|300px|thumb|right|Drilled holes on rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
View of the holes drilled for the LED as viewed from the front and rear of the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDfront.JPG|300px|thumb|left|LED installed on board]]&lt;br /&gt;
[[File:ALDLEDrear.JPG|300px|thumb|right|Resistor and LED wiring]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED on the rear of the board. Notice the location of the flat side of the LED.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDlitup.JPG|300px|thumb|left|LED is lit up]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Finished installation with LED lit up indicating presence of +5 volts power on the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound/Speech Power Supply Board LED&#039;s=====&lt;br /&gt;
The Sound/Speech power supply board will get a total of four LED&#039;s! These are to indicate the presence of -12 volts, +12 volts, and +30 volts going out to the actual sound/speech board and also to indicate +24 volts coming in to the power supply board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*4 Red or green LED&#039;s&lt;br /&gt;
*2 Resistors, 1 k, 1/4 watt&lt;br /&gt;
*1 Resistor, 2.2k, 1/4 watt&lt;br /&gt;
*1 Resistor, 3.0 k, 1/4 watt&lt;br /&gt;
&lt;br /&gt;
#Drill a total of eight 1/16&amp;quot; holes at the points shown in the pictures near connector A7P1. Lead spacing per LED is about 3mm. Be sure the LED&#039;s are not too close to each other to interfere with sitting flat against the board. The +12 and +30 volt LED&#039;s will mount with the flat side facing diagonally (7 o&#039;clock) toward the lower left board mounting hole.&lt;br /&gt;
#The -12 volt LED will have the lead of the round side (anode) soldered to the heavy ground trace of the board. You&#039;ll need to scrape some of the green paint off the trace first. The other lead of this LED will be soldered to one end of a 1k resistor. The other end of this resistor will be soldered to the junction point of resistor R2 and the anode of zener diode CR2.&lt;br /&gt;
#The +24 volt LED will have the lead from the flat side (cathode) of the LED soldered to the heavy ground trace on the board. You&#039;ll need to scrape a bit of the green paint off the trace first. The other lead of the LED will be soldered to one end of a 2.2k resistor. The other end of the resistor will be soldered to the trace going to connector A7P1 pin 6 (+24 volts). Again, you&#039;ll need to scrape some of the green paint from the trace first.&lt;br /&gt;
#The +12 volt LED will have the lead from the flat side (cathode) of the LED soldered to the heavy ground trace. You will need to scrape some of the green paint off the trace first. The other lead of the LED will be soldered to one end of a 1k resistor. The other end of this resistor will be soldered to to the trace going to connector A7P1 pin 1 (+12 volts). You will need to scrape some of the green paint off of the trace first.&lt;br /&gt;
#The +30 volt LED will have the lead of the flat side (cathode) soldered to the heavy ground trace. You will need to scrape off some of the green paint from the trace first. The other lead of the LED will be soldered to one end of a 3 k resistor. The other end of this resistor will be soldered to the trace going to connector A7P1 pin 2 (+30 volts). You will need to scrape some of the green paint from the trace first.&lt;br /&gt;
#These LED&#039;s above are all optional. The board never originally came with anything to indicate presence of voltages. If you only want to install one, that&#039;s fine. I chose to install all four so I can see at a glance that all four voltages are present. You don&#039;t have to install all four if you don&#039;t want to.&lt;br /&gt;
&lt;br /&gt;
In the picture of the finished front of the board the LED&#039;s from top to bottom are:&lt;br /&gt;
&lt;br /&gt;
*-12v&lt;br /&gt;
*+24v&lt;br /&gt;
*+12v&lt;br /&gt;
*+30v&lt;br /&gt;
&lt;br /&gt;
In the picture of the wiring on the back (foil) side of the board, the resistors top to bottom are:&lt;br /&gt;
&lt;br /&gt;
*1K&lt;br /&gt;
*2.2K&lt;br /&gt;
*1K&lt;br /&gt;
*3K &lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDfrontholes.JPG|300px|thumb|left|Drilled holes for the LED&#039;s on the front of board]]&lt;br /&gt;
[[File:SSPSLEDrearholes.JPG|300px|thumb|right|Drilled holes for the LED&#039;s on the rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Views of the drilled holes for the LED&#039;s looking from the front and rear of the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDlower.JPG|300px|thumb|left|+12 and +30 LED&#039;s installed on front]]&lt;br /&gt;
[[File:SSPSLEDupper.JPG|300px|thumb|right|-12 and +24 LED&#039;s installed on front]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All four LED&#039;s installed on the front of the board. Notice the location of the flat sides of all the LED&#039;s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLED_wiring.JPG|300px|thumb|left|Wiring of the resistors on the rear of board]]&lt;br /&gt;
[[File:SSPSLEDfinished.JPG|300px|thumb|right|All four LED&#039;s installed on front of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistors and LED&#039;s on the rear of the board. All four LED&#039;s installed on front of board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDlitup.JPG|300px|thumb|left|Finished and all LED&#039;s lit]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All four LED&#039;s installed and lit up indicating the presence of the four different voltages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80/80A Power Supply Board LED=====&lt;br /&gt;
The System 80 and System 80A power supply board already has LED&#039;s installed to indicate the +5 volts and +12 volts. This project will add an LED to indicate the presence of the +60 volts which is used to operate the score displays. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 LED, any color&lt;br /&gt;
*1 Resistor, 10k, 2 watts&lt;br /&gt;
&lt;br /&gt;
#Drill a total of four 1/16&amp;quot; diameter holes at the points indicated between the foil traces in the pictures. Try to keep the holes in a straight line.The LED installs in the top two holes and with the flat (cathode) side facing downward toward the bottom end of the board. The resistor will install in the other remaining two holes which are the also the farthest spaced. Be sure to scrape the paint off of the foil traces at the points shown in the pictures.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_holes_front.JPG|300px|thumb|left|Holes drilled viewed from front of board]]&lt;br /&gt;
[[File:SYS80PS_holes_rear.JPG|300px|thumb|right|Holes drilled as viewed from rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wiring it all up:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The flat (cathode) side of the LED will be soldered to the top end of the 10k 2 watt resistor. Be sure to keep all component leads pressed down as close to the foil traces as possible to prevent shorting to the metal frame when the board is re-assembled to the metal frame. There is very little clearance between the board and the metal frame when everything is re-assembled. The lower end of the resistor will be soldered to the foil trace that goes to connector J3, pins 4 and 5 (ground). The round (anode) side of the LED will be soldered to the foil trace that goes to connector J3 pin 1 (the +60 volts). Put a short piece of heat shrink tubing or sleeving over that lead to prevent it from shorting to the trace it crosses over. Now carefully bend that lead of the LED down onto the correct foil trace as shown in the pictures and solder it. Be sure to label the new LED on the parts side of the board as &amp;quot;+60V&amp;quot;. This completes the wiring.&lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_parts.JPG|300px|thumb|left|Resistor and LED mounted on board]]&lt;br /&gt;
[[File:SYS80PS_soldered.JPG|300px|thumb|right|Parts soldered to foil traces]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new LED should be lit at all times the machine is turned on. It indicates that +60 volts DC is present to operate the score displays. The other display voltage, +42 volts, is derived from the +60 volts. &lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_finished.JPG|300px|thumb|left|Finished installation with +60v marking]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80 First Generation &amp;quot;Sounds Only&amp;quot; Sound Board LED&#039;s=====&lt;br /&gt;
This board was used in early System 80 games such as Panthera. It operates on three power sources, -12 volts, +12 volts, and +5 volts. The +12 volts is obtained from the bottom panel in the machine. The +5 volts is obtained from the game&#039;s power supply board. The -12 volts is generated on this sounds only board by receiving ac power input on J1 pins 3 and 4. You can measure the -12 volts by connecting your volt meter across zener diode CR5 (1N4742A).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MATERIALS NEEDED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*2 LED&#039;s, any color&lt;br /&gt;
*1 Resistor, 1k @ 1/4 watt&lt;br /&gt;
*1 Resistor, 330 ohm @ 1/4 watt&lt;br /&gt;
*1 Short piece of small diameter heat shrink tubing&lt;br /&gt;
&lt;br /&gt;
#Drill two pairs of holes 1/16&amp;quot; diameter and about 3mm apart at the locations as shown in the pictures. Be sure not to drill through any foil traces.&lt;br /&gt;
#The +12 volt LED will have the flat side (cathode) of the LED soldered to the ground trace coming from pin 6 of connector J1. You&#039;ll need to scrape a bit of green paint off of the trace first in order to solder it. The other lead of the LED will be soldered to one end of a 1k @ 1/4 watt resistor. The other end of the resistor will be soldered to pin 1 of connector J1 (the +12 volt source). Be sure to slide a short piece of heat shrink tubing over this end of the resistor before soldering since this lead will pass over a couple of traces. This will prevent the resistor lead from shorting to those traces and causing damage.&lt;br /&gt;
#The +5 volt LED will have the flat side (cathode) of the LED soldered to the ground trace coming from pin 6 of connector J1. You&#039;ll need to scrape a bit of the green paint off of the trace first in order to solder it. The other end of the LED will be soldered to one end of a 330 ohm @ 1/4 watt resistor. The other end of the resistor will be soldered to pin 5 of connector J1 (the +5 volt source).&lt;br /&gt;
#When finished, be sure to note that the flat sides of both LED&#039;s will be facing each other on the front side of the board. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80so_holes_front.JPG|300px|thumb|left|Holes drilled in front of board]]&lt;br /&gt;
[[File:Sys80so_holes_rear.JPG|300px|thumb|right|Holes drill in rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80so_LEDS.JPG|300px|thumb|left|LED&#039;s installed on board with flat sides facing each other]]&lt;br /&gt;
[[File:Sys80so_resistors.JPG|300px|thumb|right|Wiring on solder side of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====F2 Fuse Blows At Power Up on 80A games====&lt;br /&gt;
If the F2 fuse blows at power up, there is one overlooked problem that is good to check. This could also apply to 80B games, but a different fuse may blow.&lt;br /&gt;
&lt;br /&gt;
On the transformer panel, there is a pair of cement resistors are soldered to a solder tab, which is screwed down to a small square plastic post. Check to make sure that this has not been moved to another screw hole in the metal of the transformer panel. Screwing this line to the metal of the transformer panel ties one of the AC lines to ground. Since this line is shorted/tied to ground, it also has the side effect of making the bridge rectifier test bad, since there is a tab tied to ground when there shouldn&#039;t be one. It is likely that the bridge rectifier will test good as soon as the solder tab is moved to the correct place.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300&amp;gt;&lt;br /&gt;
File:sys80-f2-fuse-blows-issue-2.jpg|Correct place to screw the solder tab (on the square plastic post)&lt;br /&gt;
File:sys80-f2-fuse-blows-issue-1.jpg|Incorrect place to screw the solder tab. This causes a short.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MPU boot issues===&lt;br /&gt;
&lt;br /&gt;
There are a large and varied number of reasons that a System 80 MPU will fail to boot. Unfortunately, as has been said before, &amp;quot;this is not a Bally world&amp;quot;. That is, unlike &amp;quot;classic&amp;quot; Bally and Stern MPUs the System 80 MPU provides absolutely no indication as to why it may have failed to boot.&lt;br /&gt;
&lt;br /&gt;
Debugging a non-booting MPU is somewhat of an art. A few basic steps are listed below.&lt;br /&gt;
&lt;br /&gt;
#Ensure the power supply is providing a solid 5VDC power source&lt;br /&gt;
#Replace the orange electrolytic cap in the cabinet bottom if still original&lt;br /&gt;
#Take the board to the bench&lt;br /&gt;
#Examine the board for alkaline damage. Abate all alkaline corrosion.&lt;br /&gt;
#Ensure the reset section of the board is working. Pin 40 of the 6502 should begin &amp;quot;low&amp;quot;, then after about 1/2 second, transition to &amp;quot;high&amp;quot;. Note that the reset transition will be slightly longer if using a modern reset generator (ala DS1811) as outlined in subsequent sections&lt;br /&gt;
#Check the clock signals at the 6502. A logic probe will show a rhythmic pulse. An Oscilloscope should show the 3.58Mhz pulse. If the clock signal is not pulsing, work backwards through the 74xx logic all the way to the crystal if necessary&lt;br /&gt;
#Check the IRQ signal at the 6502. Ensure it isn&#039;t &amp;quot;stuck&amp;quot;. Only the 6532 RIOTs can pull the IRQ signal low. Once the 6502 software processes the IRQ, the 6502 will release the IRQ signal&lt;br /&gt;
#Check the R/W (read/write) signal at the 6502. Again, ensure it isn&#039;t stuck&lt;br /&gt;
#Check the address and data lines to ensure that they are pulsing&lt;br /&gt;
#Feel each of the masked ROM chips at U2 and U3 as well as the 6532 RIOT chips at U4, U5, and U6. If the IC is too hot to touch, it has probably failed and should be replaced. Note that the 6532 RIOTs run hot normally. If one is noticeably hotter than the other, that may be an indication of failure.&lt;br /&gt;
#Test each of the 74XX chips in the switch matrix (Z11 - Z15) using this [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit procedure].&lt;br /&gt;
#If the board has the original masked game ROM(s), replacement of those ROM(s) is advised. System 80 and 80A games used a 2716 originally at the PROM1 position (early games used dual 2708s at PROM1 and PROM2). System 80B games used a 2764 for the game ROM (which also replaces U2 and U3) and generally a 2716 at the PROM1 position. Of course, the ROM image can be doubled or even quadrupled so that it fits snugly into a larger capacitor ROM as long as that ROM footprint matches the OEM ROM footprint (number of pins)&lt;br /&gt;
#System 80B MPUs employ a &amp;quot;daughter card&amp;quot;. Fractured solder joints where the &amp;quot;riser pins&amp;quot; connect to the daughter card are often an issue. These joints can&#039;t be examined without removing the daughter card. And removing the daughter card is not trivial. If flexing the daughter card causes the board to boot or to crash, fractured solder joints are a solid suspect.&lt;br /&gt;
&lt;br /&gt;
====Power on &amp;quot;Thunk&amp;quot;====&lt;br /&gt;
Some System 80 games exhibit a &amp;quot;thunk&amp;quot; upon power up. The manifestation of this is the unpredictable lighting of lamps, running of motors, and actuation of coils / relays.  The symptom is unpredictable in that swapping either the driver or the MPU board might change the behavior. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;thunk&amp;quot; can be suppressed via a process detailed [http://www.flippers.com/gott-system80.html#thunk here] by John Robertson.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80 Driver Reset Front.JPG|thumb|left|300px|The addition of an MCP130-460HI/TO reset generator on the driver board.]]&lt;br /&gt;
[[File:Sys80 Driver Reset Back.JPG|thumb|right|300px|The addition of an MCP130-460HI/TO reset generator on the driver board w/ traces cut and jumpers run.]]&amp;lt;br&amp;gt;&lt;br /&gt;
As an alternative to John&#039;s approach, another method has been developed. The method employs the use of a reset generator tied to the &#039;&#039;&#039;CLR&#039;&#039;&#039; leg (pin 1) of the appropriate 74175 flip-flops (those that control devices that &amp;quot;thunk&amp;quot;). The reset generator is added to the front of the driver board in the upper right hand corner. There is a &amp;quot;star via&amp;quot; in this location. Solder should be removed from the star via exposing a through hole. Next, two very small holes should be drilled into the board on either side of the via. Make certain not to drill through traces on the solder side of the board, and that neither hole touches the &amp;quot;star via&amp;quot;. Next, scrape the solder mask from the two thick traces on the solder side which pass closest to the star via. These traces terminate at capacitor C1 on the driver board.  The closest trace is ground and the other trace is +5v. Next, place a MCP130-460HI/TO reset generator through the driver board. The center leg (&#039;&#039;&#039;RESET&#039;&#039;&#039;) will pass through the star via, while the outer legs will go through the newly drilled holes. The flat side of the reset generator should be facing the components on the driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
Next, bend the GND and 5V legs of the reset generator onto the appropriate traces where the masking was scraped.  Next, the traces on Z3, Z4, and Z5 should be cut between pin 1 and pin 16. This is the wide trace at the very top of the chip. Additionally, there is a thick trace to the right of pin 1 on Z4 which must be severed. After cutting this trace, pin 16 and the isolated trace must be tied together with a jumper.  This connects 5VDC to pin 16 of Z4. Now that pin 1 is isolated from 5VDC on chips Z3, Z4, and Z5, trace wire must be routed from the center leg (&#039;&#039;&#039;RESET&#039;&#039;&#039;) of the reset generator to pin 1 of each of these chips. Once this modification is completed, the coils associated with these chips will no longer be pulsed when the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Like the modification which John Robertson lays out, it may not be necessary to isolate pin 1 of Z3, Z4, and Z5 for every game. However, isolating these 3 chips accommodates most System 80/A/B games that use lamp transistors to pre-drive coils / relays. The game over and tilt relays will still pulse briefly upon turning the game on but that behavior is generally acceptable. Isolating pin 1 of Z1 and tying pin 1 to the reset line of the reset generator will resolve this residual behavior.&lt;br /&gt;
&lt;br /&gt;
Note that the trace wire shown in the pic on the right could have been routed more elegantly.  This was in part due to an afterthought in having Z3 tied to the reset generator.&lt;br /&gt;
&lt;br /&gt;
Since the &amp;quot;thunk&amp;quot; is really just a minor irritation, most owners do not think that the resolution is worth the effort. However, on some games, the thunk can be very annoying by pulsing the ball release coil under the lower apron. The result is a ball being served into the shooter lane, before the MPU board even boots up. Most System 80B Genesis games run the &amp;quot;Reveal Motor&amp;quot; as a result of the &amp;quot;thunk&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ResetGeneratorPinExplanation.jpg|thumb|left|300px|Part number explanation and pin configuration for various reset generators.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Other reset generators may be used as long as the pinout of the legs is observed. Shown at left is a snippet of the datasheet that explains reset generator part numbers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AlternateDethunkFront.jpg|thumb|left|300px|Using an MCP130-460DI/TO reset generator. Take care to drill the holes so that only one reset generator leg touches the star.]]&lt;br /&gt;
[[File:DethunkAlternateBack.jpg|thumb|right|300px|Jumpers are still connected to the &amp;quot;star via&amp;quot; but the new holes are drilled in different locations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One alternate reset generator to use is the MCP130-460DI/TO which is also used in the section that discusses System 80 MPU alkaline corrosion abatement. The installation is a bit different as is shown in the adjacent pictures. The (&#039;&#039;&#039;RESET&#039;&#039;&#039;) signal is on the left leg of the reset generator while Vdd (5VDC) is in the center and Vss (Ground) is on the right leg.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Erratic Boot Issues with Later 80B Games (Hot Shots, Bad Girls, and Big House)====&lt;br /&gt;
Some erratic boot issues have been observed with the following games: Hot Shots, Bad Girls, Big House, and Excalibur, however, the list of games may be more extensive.  The issues included are a locked on display with garbage characters shown, no display illuminating at all, sound board not booting (LED stuck on), locked on lamps, no controlled lamps, locked on coils, etc.  The source of the problem seems to stem from the fluorescent tube starter located in the backbox.  It is unknown why exactly this anomaly occurs.  Removal of the starter should resolve the booting issues.  Worst case scenario, remove the 110v panel fuse on the transformer panel use for the fluorescent light circuit.  Unfortunately, this is the only resolution known at this time.&lt;br /&gt;
&lt;br /&gt;
====Battery Leakage and Corrosion====&lt;br /&gt;
Like most any other pinball machine manufactured, Gottlieb® uses batteries to supply power to the non-volatile RAM memory.  Certain game settings, high score thresholds (including high score to date), audit information, and bookkeeping information are all options which are saved when the game is powered off.  And unless some kind soul, who worked on your machine before, either removed the battery and mounted it remotely away from circuit boards, or just plain removed the battery, there will be some variety of a 3.6v Nickel Cadmium (NiCad) rechargeable battery soldered onto your CPU board.  &lt;br /&gt;
&lt;br /&gt;
So, what&#039;s so bad about having a battery on the CPU board?  Well, nothing really, unless it&#039;s forgotten, and in most cases, it is.  While you let your pinball machine sit unplayed for weeks, months, or even years at a time, the battery remains perched on the circuit board like a ticking time bomb.  I&#039;m not saying the battery is going to blow up, although some replacement non-rechargeable batteries could overheat and / or explode if not correctly installed.  The battery is like a ticking time bomb, because it is a threat to the overall health of the electronic components, traces, and connectors attached to your CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now that I have your attention regarding the whole battery thing, let&#039;s talk about the battery, and what happens. . .&#039;&#039;&#039;WHEN GOOD BATTERIES GO BAD&#039;&#039;&#039;.  It&#039;s not that some batteries were born on the wrong side of the tracks or anything. Any good battery can go bad without much warning.  It takes time, but eventually you will find that your battery has crossed over to the &amp;quot;dark side&amp;quot;.  That particular time is typically when you turn your game on, the lights come on, and that&#039;s it.  The displays don&#039;t light up. The start up sounds don&#039;t resonant. And, the silver ball stays in its comfy little home.  Nada...nothing...no signs of anything resembling a fun game of pinball.  &#039;&#039;&#039;UH-OH!&#039;&#039;&#039; So what happened?  The pinball machine worked fine the last time you played it.  &lt;br /&gt;
&lt;br /&gt;
Well, while you were out having a good time and enjoying life, the poor, aged, neglected battery decided to wreak havoc all over the reset section, clock section, or possibly more regions on your CPU board.  The CPU battery spewing its guts all over the place is akin to the batteries in the flashlight you haven&#039;t turned on since the last power outage a year or two ago.  You go to turn on the flashlight when you need it most, and find out there&#039;s something wrong.  So being the curious type, you open the flashlight&#039;s battery compartment only to find some kind of blue-green funk leaking all over, or the batteries now look like they need a shave.  The resolution to the flashlight scenario is pretty simple. Throw it away, and buy a new one. Your CPU board problem can be resolved the same way, except it will be a lot more costly, and is not recommended to just pitch it in the trash. If the battery damage to the CPU board is not overly extensive, attempt to repair it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80A bat damage01.JPG|300px|thumb|left|Typical Battery Found on a System 80 CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s unfortunate, but every battery has a life expectancy.  The only silver lining is that some of the Ni-Cad batteries installed on Gottlieb® CPU boards can last longer than others.  Probably the worst culprit of board destruction is the &#039;&#039;&#039;Data Sentry&#039;&#039;&#039; pack, and its associated knock-offs.  This battery comes in a black rectangular plastic package.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB sys80A battery.jpg|300px|thumb|left|Typical Battery Found on a System 80A / 80B CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another battery pack style which looks very similar to the NiCad battery packs found in &amp;quot;old school&amp;quot; cordless phones.  It is actually three small NiCad cells wrapped separately in an orange poly material, which is wrapped in a outer white poly material.  These don&#039;t leak nearly as badly, but they still have the potential to fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Replacement nicad.jpg|300px|thumb|left|Typical NiCad Battery Which was Replaced]]&amp;lt;br&amp;gt;&lt;br /&gt;
The final common battery style is a what looks like an AA battery on steroids.  This style is a fraction longer and fatter than an AA battery&#039;s physical form, and has two soldered leads on either end.  If you find one of these, it means the battery was previously replaced.  The good news is that this battery is newer than the original. However, the same results of battery seepage can occur.  The only benefit of this type of battery is that it can be carefully cut (in most cases) from the board without removing the board from your game.  This is a plus if no battery damage has occurred.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80A bat damage03.JPG|300px|thumb|left|NiCad Battery Damage to a System 80A CPU Board&amp;lt;br&amp;gt;(Note:  This is considered very mild damage!)]]&lt;br /&gt;
[[File:Gtb sys80A bat damage04.JPG|300px|thumb|right|Damage from the battery may also occur on the back side of the board, especially on the edge connection fingers]]&amp;lt;br&amp;gt;&lt;br /&gt;
So what happens if you don&#039;t heed the above warnings, and the battery is allowed to remain on the board?  Plain and simple - &#039;&#039;&#039;THE BATTERY WILL LEAK!&#039;&#039;&#039;  It&#039;s only a matter of time.  Equally, the path of destruction is uncertain.  Batteries don&#039;t just leak - they release caustic, alkaline fumes.  These fumes attack wherever there is copper, even tinned or soldered copper.  The end results are:&lt;br /&gt;
&lt;br /&gt;
*solder joints which become green or gray and crusty as opposed to a shiny silver&lt;br /&gt;
*connectors which are also now green / gray or potentially broken&lt;br /&gt;
*solder mask, the green covering the electronic traces, on the circuit board has either flaked off or is partially delaminating (lifting)&lt;br /&gt;
*insulated wire becomes less flexible and brittle&lt;br /&gt;
*sometimes the alkaline &amp;quot;cloud&amp;quot; in the game&#039;s backbox causes every board in the head to be affected.&lt;br /&gt;
&lt;br /&gt;
Electronic components, related solder joints, circuit board traces, connectors, and even insulated wire will become unreliable and/or fail.  In all cases, the affected components are less conductive.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If battery damage has occurred, the related parts must now be replaced.  Attempting to remove soldered through components on the circuit board is now even more of a task.  The green / gray dull solder does not transfer heat well.  Battery damaged solder does not flow like clean solder.  Also, crimped connectors are more difficult to remove from their housings, and have a tendency to break before they can be successfully pulled out.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After all the effected electronic components are removed, the board must be treated.  This process starts by sanding the traces and solder pads until shiny copper is exposed.  It is worth mentioning that a battery damaged board can be treated by bead blasting instead of sanding, however, most people do not have access to such a machine.  After the copper areas of the board have been either sanded or bead blasted, an acidic bath of 50% vinegar and 50% (preferably distilled) water is applied to the board.  A small brush like a toothbrush can be used to scrub the board&#039;s area. The purpose of introducing an acid to the effected area is to neutralize what the battery has left behind.   The liquid and fumes from the battery are actually a base, not an acid.  Next, rinse the area of the board with water.  Once the board is clean, isopropyl alcohol (the higher the alcohol percentage the better) is applied to the same area to rinse away the acid bath, and hopefully dissipate any remaining water.  Finally, the board is either blown dry or air dried.  This may be a given, but &#039;&#039;&#039;DO NOT ATTEMPT TO APPLY POWER TO THE BOARD IF IT IS STILL WET!&#039;&#039;&#039;  Most liquids are conductive to some extent. After the previous steps are performed, the task of installing the new components begins.  If any traces or solder pads were damaged, see the [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 Repairing Traces] portion of this Wiki guide on to to fix them.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The point I&#039;m trying to ultimately make is this...regardless of age, shape, or form, &#039;&#039;&#039;remove the battery from the CPU board&#039;&#039;&#039;, as soon as it realized that there is a battery on the board.  If not, the board can be damaged, nonfunctional, and become more difficult or even impossible to repair.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
The first thing that should be done to any System 80 MPU is remove the rechargeable NiCad battery from the MPU board. All batteries leak. They are like ticking bombs. It is merely a matter of when they will leak and possibly damage (sometimes irreplaceable) boards.  &lt;br /&gt;
&lt;br /&gt;
There are at least &amp;lt;b&amp;gt;five&amp;lt;/b&amp;gt; methods of relocating and/or replacing the battery on a System 80/80A/80B MPU.&lt;br /&gt;
&lt;br /&gt;
*Remove the battery completely without replacing it. The 5101 memory will not store information from power-on to power-on and therefore, high scores, replay levels, and credits will be lost.&lt;br /&gt;
[[File:System80battery.jpg‎|300px|thumb|right|Remote Battery]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Mount a remote battery pack that uses standard AA batteries (x3) to protect your board.  A blocking diode must be installed (1N4004, although a 1N4001 will work just as well) to prevent the game circuitry from attempting to charge the batteries. Install the blocking diode in series with the positive lead of the battery pack, with the band oriented toward the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:MemorySuperCap.jpg‎|300px|thumb|right|Here a 5.5V, 1F Super Cap is used to retain 5101 memory for up to 30 days]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the battery with a 1F 5.5V &amp;quot;SuperCap&amp;quot;. The capacitor will never leak, will charge during power-on cycles, and will retain 5101 memory for about 30 days. If you&#039;ve sanded traces as was done in the picture, use a non-conductive material to cover the trace under the cap to ensure that the negative side of the cap doesn&#039;t short a trace (such as clear nail polish, green overcoat pen, electrical tape, or fishpaper). Cut the tape in a circular shape and poke the capacitor leads through it so it can&#039;t fall off in the future. (Electric tape is notorious for slipping.)  An alternate solution would be get a piece of fishpaper insulator, cut that into a circle and poke holes in it for the capacitor leads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:GTB Sys80 H Mem Cap.JPG|300px|left|thumb|Alternate method for installing a memory cap]]&lt;br /&gt;
[[File:GTB Sys80 H Mem Cap Back.JPG|300px|right|thumb|Tying the negative lead of the memory cap to the negative pad on the MPU board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The memory cap can also be installed in the two leftmost holes, where the Ni-Cad battery formerly resided.  The negative lead of the memory cap will then have to be tied to the negative (ground) through hole of the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Remotely mount a replacement NiCad battery in a location that, should it leak, won&#039;t damage valuable circuit boards.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:GottliebCR2032.jpg‎|300px|thumb|left|a CR2032 Lithium &amp;quot;Button Cell&amp;quot; Battery Installed]]&lt;br /&gt;
[[File:GottliebBlockingDiode.jpg‎|300px|thumb|right|A 1N4004 Blocking Diode Installed &amp;quot;inline&amp;quot; with the Positive Connection]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the original NiCad battery with a Lithium button cell CR2032 battery and holder. The holes for the original battery can be repurposed to connect the button cell holder and to add the &amp;lt;b&amp;gt;necessary&amp;lt;/b&amp;gt; blocking diode in the positive side of the circuit.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Using a Reset Generator for the CPU Reset Section ====&lt;br /&gt;
If you find that the battery has leaked, alkaline damage can be cleaned up, traces repaired, and new components installed with kits available from several sources, including Great Plains Electronics.&lt;br /&gt;
&lt;br /&gt;
An alternative to replacing a great many of the components is to use the Dallis/Maxim DS1811 reset generator. The DS1811-10 has a typical trip point of 4.35VDC. You may also use the Microchip Technology equivalent, part number [http://www.greatplainselectronics.com/proddetail.asp?prod=MCP130-460DI%2FTO MCP130-460DI/TO], available from Great Plains Electronics. Remove all reset section components, clean up residual alkaline damage, add four jumpers, and install the reset generator as pictured below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After jumpers and the reset generator are added, make certain there is continuity between the three legs of the reset generator and the appropriate locations on the circuit board.  Below is a list of the reset generator legs and the board locations.  Pin 1 of the reset generator is the left leg, when the flat side of the unit is facing towards the user.&lt;br /&gt;
&lt;br /&gt;
*Pin 1 of reset generator to pin 2 of Z4&lt;br /&gt;
*Pin 2 of reset generator to +5VDC line (lower leg of C2)&lt;br /&gt;
*Pin 3 of reset generator to ground (upper leg of C2)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=500px heights=500px perrow=2 caption=&amp;quot;Using the Dallas Maxim 1811 Reset Generator&amp;quot;&amp;gt;&lt;br /&gt;
File:Dallas_Maxim_Reset_scaled.JPG|A System 80 MPU with alkaline damage repaired/cleaned. Reset circuitry replaced with the much simpler Dallas Maxim 1811&lt;br /&gt;
File:Gtb sys80 reset gen jumpers updated.png|Illustrated picture of components to remove, keep, and jumpers to add.&lt;br /&gt;
File:Dallas_Maxim_Reset_scaled_with_markup.JPG|The same image, but with indications of jumper locations (yellow dots) and where to install the Dallas Maxim 1811, flat side facing the bottom of the board. &amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Note: View at full resolution&amp;lt;/b&amp;gt;&lt;br /&gt;
File:S80ResetCircuitDS1811Mine.png | Schematic, updated to reflect DS1811 implementation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80 Corrosion Area Parts Identification&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:System80CorrosionAreaPartsIdentification.jpg|1000px|center|System 80 Corrosion Area Parts Identification]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys80 MCP120 Reset Gen.JPG|300px|left|thumb|MCP120 reset generator installed with 4.7K pullup resistor]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a reset generator with an internal pullup resistor (MCP130 series) is not available, an MCP120 reset generator can be installed.  However, an external resistor must be installed between the reset and +5v.  The easiest location to install the resistor is between the through hole where the top leg of Q4 was, and through hole where the bottom leg of Q2 was.  In the adjacent image, an MCP120-460DI/TO is installed with the 4.7K 1/4 watt external pullup resistor highlighted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When installing this type of reset generator, remove all of the components, and add all of the jumpers related to the installation of an MCP130-460DI/TO reset generator.  Adding the external pullup resistor is the only additional step.  Failure to add the pullup resistor will result in the reset signal not going high, and the board will not boot.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TC1 Test Connector Connectivity Table====&lt;br /&gt;
[[File:TC1ContinuityTestChart.png|300px|thumb|left|TC1 Connectivity Table. Click for slightly larger image.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The table at left indicates connections between the 6502 microprocessor and the TC1 test connector. This may be useful when debugging corroded MPU boards.&lt;br /&gt;
&lt;br /&gt;
The signal at each TC1 pin is also shown.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slam Switch Modification ====&lt;br /&gt;
In order to test the CPU board on the test bench, a modification must be made to the CPU board to make the CPU think that the slam switch is closed. If the CPU thinks that the slam switch is not closed, the CPU will not complete the boot process, instead booting into a mode where the displays flicker all zeros at a very rapid rate (System 80 and 80A). See the image [[Gottlieb_System_80#Open_Slam_Switch | here]] for a depiction of what you&#039;ll see.  When the slam switch is open on a System 80B game, (the appropriate games where the slam switch is supposed to be closed), an &amp;quot;OPEN SLAM SWITCH&amp;quot; message will be shown on the display.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gottlieb® designed the slam switch as a normally closed switch. That is, the switch must be closed for the machine to operate normally. When a brute kicks the machine, the slam switch will open from the inertial force on the weight attached to the switch, and the slam switch will open. Since the CPU is on the bench, we need a way to have this switch closed at all times to properly test the board.&lt;br /&gt;
&lt;br /&gt;
Additionally, slam switches themselves fail. It&#039;s a good idea to implement this change as a preemptive fix for slam switch failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Slammod.png|300px|thumb|left|Slam Switch Mod]]&amp;lt;br&amp;gt;&lt;br /&gt;
The slam switch can effectively be permanently closed by making a small solder bridge across two traces to the right of Z26 (which is on the lower right side of the CPU board). To permanently close the switch, remove the solder mask by scraping with a sharp knife or screwdriver. Create the solder bridge between the two now bare traces. This change will connect pin 13 of Z26 to ground, permanently closing the switch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DefeatSlamSwitch.jpg|300px|thumb|left|Alternative Slam Switch Mod]]&lt;br /&gt;
[[File:Z26RemovedSlamSwitch.jpg|300px|thumb|right|Z26 removed. One can easily see that the two methods of defeating the Slam switch are equivalent.]]&amp;lt;br&amp;gt;&lt;br /&gt;
An alternate method of achieving the same results is to solder a clipped resistor leg across the bottom of capacitor (C30) and resistor (R20), both immediately to the left of Z26.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Ni-WumpfSlamMod.jpeg|300px|thumb|left|Slam Switch Mod for Ni-Wumpf CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
To permanently close the slam switch on a Ni-Wumpf CPU board, you need to connect pin A1J5-10 to ground on the board.  This picture shows how to do this from the back of the board by soldering a jumper wire.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the last 4 Gottlieb® System 80B games were released with normally open slam switches.  Do not perform the slam switch modification on these games.  This includes the following games:&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bonebusters, Inc.&lt;br /&gt;
*Night Moves (made by International Concepts using the 80B board set)&lt;br /&gt;
&lt;br /&gt;
Regardless of what platform the game is based on, there is only one slam switch used in a System 80/80A/80B game.  It is the weighted switch located on the coin door.  There is some confusion that the ball roll tilt and weighted tilt switch on the playfield are slam switches.  They are not.  These switches along with the pendulum tilt are all tilt switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== System 80B Daughter Board Solder Joints ====&lt;br /&gt;
[[File:GTB sys80B CPU.JPG|300px|thumb|left|A typical System 80B MPU Board, showing the location of the &amp;quot;daughter board&amp;quot;.]]&lt;br /&gt;
[[File:System80BFracturedJointsDaughterCard.jpg|thumb|right|300px|A closeup of Gottlieb® System 80B Daughter Board Male Header Pins with fractured solder joints. This board was cleanly removed from the CPU with great care.]]&lt;br /&gt;
Games with System 80B MPUs feature a &amp;quot;daughter board&amp;quot; to accommodate the 2764 game ROM as shown in the picture on the left. The daughter board connects to the MPU board at the location occupied by U3 in System 80/80A MPUs, via a 24-pin male header. That connection is a two-sided solder joint that can fail. As can be seen in the picture at right, these same header pins connect to the daughter board via a single sided solder joint. Since the daughter board is cantilevered over both the former location of U2 and U3, pressing on this board over time commonly results in fractured solder joints (as seen, right) at the single sided joint and sometimes at the two-sided joint.&lt;br /&gt;
&lt;br /&gt;
Typical symptoms of fractured solder joints at this location are failure to boot, random resets, and random lockups. Sometimes pressing on the daughter board will &amp;quot;fix&amp;quot; the issue temporarily. This is a sure indication of cracked solder joints.&lt;br /&gt;
&lt;br /&gt;
Correction of this issue is easier said than done. And, if you do not possess the tools, skills, and experience to desolder the daughter board, this task is best left to a professional pinball circuit board repair technician. Desoldering the 24 male header pins from the delicate solder pads without damaging the pads or pulling traces is non-trivial.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Continuity Chart of Pinouts for Damaged U2 / U3 Area=====&lt;br /&gt;
It is far too easy for inexperienced technicians to tear up the traces or eyelets at positions U2 and U3 when attempting to remove the daughter board from the System 80B MPU.  If the traces or through holes are damaged, clearly they must be repaired.  Nearly all of the signals which pass from U2 and U3 continue on to the 3 RIOTs at U4, U5, and U6 and also to the PROM 1 position. Below is a handy chart which can be used to ensure continuity between critical parts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U2 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U3 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U4, U5 &amp;amp; U6 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U1&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Signal&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A7&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A6&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A5&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A4&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A3&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A2&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A1&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A0&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D0&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;32&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;32&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D1&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;31&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;31&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D2&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1,21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;GND&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D3&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D4&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;28&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;28&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D5&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;27&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;27&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D6&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;26&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;26&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D7&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;19&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;19&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z12 Pin 10&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 12&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;/BAB12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z7 Pin 10&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;22&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;22&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A9&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;23&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;23&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A8&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;24&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;24&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;+5V&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====System 80B Daughter Board Replacement Options=====&lt;br /&gt;
[[File:U2U3AdapterGPE.jpg|300px|thumb|left|Replacement daughter board engineered by Great Plains Electronics. &#039;&#039;Image used with permission from Great Plains Electronics.&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Great Plains Electronics produced a better replacement daughter board. This board is designed to be installed in both the U2 and U3 sockets, eliminating the problem of board flex and cracked solder joints with the daughter board. Unfortunately, it is no longer available. If it needs to be installed on an MPU (especially where the U2/U3 chips are not socketed for easy removal), it is recommended to desolder the chips, fit the replacement board into quality machine pin sockets, then fit the entire assembly into the MPU board for soldering. The board is also designed with redundant traces for all but a few of the signals, as almost all signals are present at both the U2 and the U3 sockets.&lt;br /&gt;
&lt;br /&gt;
Pinitech has another replacement option called [https://www.pinitech.com/products/gottlieb_piggydeux.php Piggy Deux], but at the time of writing, it is not currently available. This module fits into the TC1 test socket near top of the MPU, which saves a lot of trouble by not requiring removal or repair of the original daughter board. The 2764 EPROM chip simply needs to be removed from the original daughter board and installed into the Piggy Deux module.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====An Alternate to the Daughter Board on System 80B MPU Boards=====&lt;br /&gt;
[[File:GTB Sys80B Alt D-Board.jpg|thumb|left|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 (Genesis)]]&lt;br /&gt;
[[File:GTB Sys80B Raven No D-Board jecourie.jpg|thumb|right|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 (Raven)]]&lt;br /&gt;
[[File:GTB Sys80B Alt D-Board_Back.jpg|thumb|left|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 - Back Side (Genesis)]]&lt;br /&gt;
[[File:GTB Sys80B Raven No D-Board back jecourie.jpg|thumb|right|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 - Back Side (Raven)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:GTB_Sys80B_Alt_D-Board_Cut_Trace.jpg|thumb|left|300px|Trace cut on an 80B MPU Board with an MCM68766 PROM installed at U3 (Genesis)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Connecting a logic probe to the MPU ====&lt;br /&gt;
A great place to source power for your logic probe while diagnosing the board is across the filter capacitor in the vicinity of connector J1. Connect the black lead of your logic probe to the negative lead of the capacitor for ground. Connect the red lead of your logic probe to the positive lead of the capacitor for 5V. The red lead can also connect to E1, the vertically-aligned 5V jumper wire, below the 6502 chip. Take care to ensure that the clips don&#039;t short to adjacent components.&lt;br /&gt;
&lt;br /&gt;
==== Using a PC Power Supply For Bench Testing ====&lt;br /&gt;
The MPU board is much easier to work on if it is removed from the backbox and placed on the test bench. An AT-style PC power supply can be used to power the MPU board on the bench. &lt;br /&gt;
&lt;br /&gt;
Obtain an old PC power supply. If you don&#039;t have an old computer laying around, head on off to the thrift store and pick one up. Remove the power supply from the case by unscrewing the appropriate screws. Be careful not to unscrew the power supply case itself.&lt;br /&gt;
&lt;br /&gt;
[[File:PowerSupply.png|300px|thumb|left|Power Supply]] &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Clip one of the connectors from the power supply wire bundle and clearly mark on the power supply box the value of each of the colored wires from the power supply. Typically, the yellow wire is 12V, red is 5V, and the black is ground. Strip insulation from the end of the red wire and the black wire as the System 80 MPU requires only 5V and ground to boot. Use alligator clips to connect 5v and ground to the appropriate J1 connection. I use larger alligator clips to make the connection easier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:MPUPower.png|300px|thumb|left|J1 Connector]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mark connector J1 where the positive and negative (common) connection is for the five volts from the computer power supply. The ground connection is on the top of the connector, the 5V connection is on the bottom. The image shows A1J1 with the markings. I took the picture with the board still mounted in the machine. Connect the 5v supply with alligator clips to the positive connector on J1 and the black wire (ground) to the negative connector of J1.&lt;br /&gt;
That&#039;s it! you&#039;re good to go!&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====List of Acceptable TTL Chip Substitutes on a System 80 CPU Board====&lt;br /&gt;
Several years ago, Ed from GPE replied to a System 80 chip substitution question on rec.games.pinball [http://groups.google.com/group/rec.games.pinball/msg/86f37cb479ece4c4 here] and later on Pinside [https://pinside.com/pinball/forum/topic/gottlieb-system-80-chip-replacement#post-4139713 here]. The info from those responses are summarized below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Most of the parts can be freely substituted.  But many cannot.  The clock oscillator circuit (Z3) is one example of a part that cannot be subbed.  Also, some IC&#039;s have hefty loads and cannot be subbed (some of the 7404&#039;s and a 7432).  The 7474 in question on this board can be freely subbed with a 74LS74 or a 74HCT74.  I went through all the standard logic devices on the Gottlieb System 80 MPU.  Based on loading and output characteristics, this is what I get as valid subs for the System 80 MPU.  Of course, substituting some of the parts will ripple through and allow others to be substituted as well - but this can get quite convoluted.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Chip Designation&lt;br /&gt;
!Part #&lt;br /&gt;
!Substitute (Y/N)&lt;br /&gt;
!Acceptable Substitutes&lt;br /&gt;
|-&lt;br /&gt;
|Z1 || 4528 || N ||&lt;br /&gt;
|-&lt;br /&gt;
|Z2 || 7474 || Y || 74LS74 and 74HCT74&lt;br /&gt;
|-&lt;br /&gt;
|Z3&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; || 7404 || ? || Possibly 74LS04 and/or 74F04; See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z4 || 4081 || N ||&lt;br /&gt;
|-&lt;br /&gt;
|Z7 || 74LS04 || Y || 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
|Z8 || 7402 || Y || 74LS02 and 74HCT02&lt;br /&gt;
|-&lt;br /&gt;
|Z9 || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z10&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt;  || 74LS05 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z11&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z12&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z13&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z14&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z15 || 7432 || Y || 74F32 and 74S32&lt;br /&gt;
|-&lt;br /&gt;
|Z16&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt;  || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
||Z17 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z18 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z19 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z20 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z21 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z22 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z23 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z24 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z25 || 74154 || Y ||74LS154 and 74HCT154&lt;br /&gt;
|-&lt;br /&gt;
||Z26 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z27 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z28 || 74LS139 || Y ||74HCT139&lt;br /&gt;
|-&lt;br /&gt;
||Z29 || 7416 || Y ||7406&lt;br /&gt;
|-&lt;br /&gt;
||Z30 || 7416 || Y ||7406&lt;br /&gt;
|-&lt;br /&gt;
||Z31&amp;lt;sup&amp;gt;(6)&amp;lt;/sup&amp;gt; || 7408 || Y ||74LS08&lt;br /&gt;
|-&lt;br /&gt;
||Z32 || 7417 || Y ||7407&lt;br /&gt;
|-&lt;br /&gt;
||Z33 || 74154 || Y ||74LS154 and 74HCT154&lt;br /&gt;
|-&lt;br /&gt;
||Z34&amp;lt;sup&amp;gt;(7)(8)&amp;lt;/sup&amp;gt;  || 7404 || Y ||74LS04, see note below&lt;br /&gt;
|-&lt;br /&gt;
||Z35&amp;lt;sup&amp;gt;(7)&amp;lt;/sup&amp;gt;  || 7404 || Y ||74LS04&lt;br /&gt;
|-&lt;br /&gt;
||Z36 || 4069 || N ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Note: Z3 cannot use a 74HC04 or 74HCT04, since these have &amp;quot;high impedance inputs&amp;quot; and won&#039;t work properly in an oscillator circuit. A 74LS04 should work, and possibly 74F04, but the better candidate would be a 74LS04. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; Note: Untested, but it may be possible to use an 74LS00 or 74HCT00 at Z10 in place of 7405. However, this will defeat the ability to test the MPU using the [https://www.greatplainselectronics.com/proddetail.asp?prod=120-102 QuickScan80 tester].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; Note: Z11 &amp;amp; Z12 only have to sink ~2mA, so they might be able to be replaced with 74LS04, but this might result in noisy switching.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; Note: Z13 &amp;amp; Z14 are in the switch matrix. 74LS00 might a possible substitute, but substitutions can result in noisy switching, and isn&#039;t recommended here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt; Note: If Z18, 20, and 22 are 74175, do not substitute.  If Z18, 20, and 22 are 74LS175 or 74HCT175, acceptable subs are 74LS04 and 74HCT04.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(6)&amp;lt;/sup&amp;gt; Note: Z31 can use 74LS08. 74HCT08 can be used as well, but 74HCT08 is not a good board-to-board driver, and isn&#039;t the best option here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(7)&amp;lt;/sup&amp;gt; Note: 74HCT04 can be used at Z34 &amp;amp; Z35 as well as 74LS04, but 74HCT04 is not a good board-to-board driver, and isn&#039;t the best option here. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(8)&amp;lt;/sup&amp;gt; Note: Had issues with a 74LS04 installed at Z34 in a Haunted House. The side effects were the lower playfield VUK would fire and partially lock on when the lower playfield 5-bank drop target would reset.  Also, the 5-bank drop target would continuously tried to reset when the lower playfield VUK switch was closed. The issue acted as if there was a switch matrix issue, but there wasn&#039;t.&lt;br /&gt;
&lt;br /&gt;
====Replacing the quartz crystal with a TTL Oscillator====&lt;br /&gt;
&lt;br /&gt;
Alkaline corrosion may damage the board in such a way that it&#039;s advantageous to replace the original quartz crystal oscillator with a TTL oscillator.&lt;br /&gt;
&lt;br /&gt;
[[Image:Clock_logic_sys80.jpg|300px|thumb|left|Clock section of the system 80 MPU]]&lt;br /&gt;
[[Image:oscillator.jpg|300px|thumb|right|The original crystal, Z3, and a few resistors may be replaced with a 900 kHz TTL Oscillator that is packaged like this 16Mhz version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 clock signal is produced by a 3.57Mhz crystal, a few resistors, and Z3 (a 7404). Z2 divides the clock by 4, resulting in a clock signal of approximately 900 KHz, which is provided at pin 9 of Z2.&lt;br /&gt;
&lt;br /&gt;
[[Image:CrystalGuts.jpg ‎|300px|thumb|left|The &amp;quot;guts&amp;quot; of an original S80 crystal. The quartz crystal is the round &amp;quot;disk&amp;quot; like part. It is sandwiched between two electrodes]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a 900 KHz TTL oscillator can&#039;t be obtained, a 1MHz oscillator works perfectly fine and gives your pin a 10% speed bump. Game play shouldn&#039;t be impacted, as long as the game doesn&#039;t have a timer related feature that was implemented via software timing, like Timeline. Even games like Timeline are minimally impacted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Clock_system80_vorher.jpg|300px|thumb|left|The original clock section as found on every System 80, 80A and 80B MPU]]&lt;br /&gt;
[[Image:Clock_system80_nachher.jpg|300px|thumb|right|The clock section after installing a TTL oscillator. Note that pin 1 of the oscillator is upper left in this image.]]&amp;lt;br&amp;gt;&lt;br /&gt;
To accomplish this mod, remove the following parts&lt;br /&gt;
*Y1 (Crystal)&lt;br /&gt;
*Z2 (TTL 7474)&lt;br /&gt;
*R3, R4 and R5 (the three resistors above Z2). &lt;br /&gt;
&lt;br /&gt;
Z3 is still required for other functions. Leave it in place. Install the DIP-14 oscillator (4-pins) into position Z2, with the ‘dot’ (pin 1) in the upper left corner. Since the clock signal previously emanated from Z2 pin 9, install a jumper (or solder bridge) between pin 8 and pin 9 of the original Z2 position. This connects the oscillator output to pin 9.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Using a WDC 65C02 in a System 80/80A/80B MPU====&lt;br /&gt;
[[File:65C02.png ‎|300px|thumb|left|Gottlieb® System 80 MPU using a WDC 65C02, requiring a 3K resistor between pin 36 and 5V. In this case, 5V is picked up from pin 8 of the 65C02]]&amp;lt;br&amp;gt;&lt;br /&gt;
Western Design Center (WDC) has reproduced the 6502 in a CMOS version designated 65C02. It works perfectly in all System 80 MPUs with one modification. Pin 36 of the 65C02 must be pulled up to Vcc (5VDC) via a 3K (or 3.3K) pull-up resistor. Pin 36 (BE) is the &amp;quot;bus enable&amp;quot; input which allows external control of the 65C02 busses. Pin 36 is unused by original 6502s and not connected to anything on System 80 MPU boards. Simply tack soldering a 3 - 3.3K resistor between pin 36 and a 5VDC trace will do the trick. An easy place to pick up 5VDC is pin 8 of the 65C02, as pictured at left&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Aftermarket Test Devices====&lt;br /&gt;
=====Great Plains Electronics (GPE) QuikScan80=====&lt;br /&gt;
[[File:QS80.jpg|300px|thumb|left|The Great Plains Electronics QuickScan 80 (no longer available)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video demonstrating both the GPE QS80 tester (NLS) and the Marco Test ROM in a PiniTech Test Device can be found [https://youtu.be/M58CB1xar6s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
The venerable QuickScan80, developed by Ed Kryzicki of Great Plains Electronics many years ago, is an excellent tool for testing every aspect of System 80/80A/80B MPU system operation. Unfortunately, this test device is no longer being manufactured with little prospect of ever being produced again.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Marco&#039;s Test ROM=====&lt;br /&gt;
[[File:PiggyDeux.jpg|400px|thumb|right|The Pinitech &amp;quot;PiggyDeux&amp;quot;]]&lt;br /&gt;
The Marco test ROM was developed by Marco Albus. It is easily paired with a chip carrier called [https://www.pinitech.com/products/gottlieb-piggydeux.php the &amp;quot;PiggyDeux&amp;quot; (developed by Pinitech)], but is not often available.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marco test ROM blink indications:&#039;&#039;&#039;&lt;br /&gt;
* May barely blink once at power on. This is just an artifact.&lt;br /&gt;
* Blink one time to indicate software is running.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by one blink indicating 5101 CMOS memory tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by two blinks indicating U4 6532 RIOT tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by three blinks indicating U5 6532 RIOT tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by four blinks indicating U6 6532 RIOT tested good.&lt;br /&gt;
* LED will continue to blink at about 1Hz as long as power is applied.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Marco&#039;s Test ROM Download&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:Download.png|link=File:MarcoSystem80MPUTestROMv33.zip]] Marco&#039;s test ROM can be found [[Media:MarcoSystem80MPUTestROMv33.zip|&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]].&amp;lt;br&amp;gt;&lt;br /&gt;
Many thanks to Marco for making this test ROM available.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====GoRaT80 Test Device=====&lt;br /&gt;
[[File:GoRaT80.jpg|300px|thumb|left|The LISY Project&#039;s GoRaT80 Test Device and Daughter Card Substitute]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another recent (May, 2025) addition to the System 80 test arsenal is the GoRaT80 (Gottlieb ROM and Test for System 80) designed by the [https://lisy.dev/gorat80.html LISY project].&lt;br /&gt;
&lt;br /&gt;
This handy board can carry Leon&#039;s Test ROM or Marco&#039;s Test ROM as well as replace original game ROMs in the same manner as the (no longer available) Pinitech &amp;quot;PiggyDeux&amp;quot;. The ROM image to execute is selected via DIP switches 3 and 4 on the device.&lt;br /&gt;
&lt;br /&gt;
Documentation in the manual indicates that DIPSW 4 ON maps test ROM software into the address space.&amp;lt;br&amp;gt;&lt;br /&gt;
Turning DIPSW 3 and 4 on maps game ROM software into the address space.&lt;br /&gt;
&lt;br /&gt;
This method is quite flexible as any two 64K images can be mapped into the normal address space occupied by U2/U3 (System 80/80A) or the daughter card (System 80B).&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating Marco&#039;s TEST ROM as well as TX Sector game ROMs in the GoRaT80 Test Device can be found [https://youtu.be/01MrEt6DLq8 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Resets===&lt;br /&gt;
System 80 games sometimes exhibit &amp;quot;resets&amp;quot;, especially when high power coils fire. Assuming you&#039;ve updated the power supply grounds and reflowed or replaced the header pins on the Power Supply, there are a few typical causes for System 80 resets.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 bad caps.JPG|300px|thumb|right|Gottlieb® System 80A Filtering Capacitors]]&amp;lt;br&amp;gt;&lt;br /&gt;
#The 12VDC filter capacitor in the cabinet bottom which, if still original, should always be replaced. Originally, this was a 6800uf/25V capacitor. Replace with a 6800uf to 12,000uf/25V cap such as [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=RCT123M025V3550B&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat=| this one] from Great Plains Electronics. The filtered 12VDC is regulated down to 5VDC on the power supply board.  Note that some games have two of these capacitors (as shown). Note: purchase a [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=VR3A&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= VR3A capacitor clamp] from Great Plains Electronics when replacing the large capacitor for a clean looking job.&lt;br /&gt;
#The bridge rectifier that originates the 12VDC&lt;br /&gt;
#Missing, broken, or failed coil diodes&lt;br /&gt;
#Poor 5VDC power connections between the power supply and the MPU. The female connector on the MPU connects 5VDC to the MPU via molex crimp-on pins and a &amp;quot;double-wide&amp;quot; edge connector pad. Ground is connected in the same way. But you&#039;ve done the ground mods, right?&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A / 80B Resets====&lt;br /&gt;
A failed or failing reset board can &#039;&#039;cause&#039;&#039; resets.  The reset board may cause problems all of the time, or just when the game is under stress, like multiball.&lt;br /&gt;
&lt;br /&gt;
To see if the reset board is the problem, disconnect it.  If disconnecting the reset board resolves the issue, there are two fixes:&lt;br /&gt;
&lt;br /&gt;
* Replace the large caps (C3 and C4).  These have dried out over the years and screw up the timing of these boards.&lt;br /&gt;
* Leave the reset board disconnected&amp;amp;mdash;if someone will always be in the general vicinity of the game to turn it off should the CPU lock up.&lt;br /&gt;
&lt;br /&gt;
When first trying to get a System 80A or System 80B game to boot properly, it is best to disconnect the reset board until the game is working.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Electrolytic capacitors C3 and C4 are both 470 uf @ 16 volts. C1 is a 47 uf @ 16 volts. Be careful when unsoldering these capacitors as the foil traces are very delicate. The connector pins also develop bad solder joints so it is wise to resolder it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Updating a dual game PROM MPU (1st generation) to a single game PROM configuration (2nd generation)===&lt;br /&gt;
&lt;br /&gt;
As noted earlier, the first five system 80 games used both sockets at PROM1 and PROM2, populating them with 512 byte masked ROMs. Should one of these ROMs fail, replacements might be obtainable, but they are becoming more pricey, more difficult to find, and are still prone to failure as they age.&lt;br /&gt;
&lt;br /&gt;
A more flexible solution would be to update the MPU to use a single 2716 UVEPROM at the PROM1 socket. &lt;br /&gt;
&lt;br /&gt;
Modifications must be made to both the solder side and the component side of the board. See the pictures below.&lt;br /&gt;
&lt;br /&gt;
Component side modification:&lt;br /&gt;
#Cut the trace that extends from the left of Z10 between pins 6 and 7. A Dremel with a &amp;quot;ball shaped&amp;quot; cutter bit works beautifully for this. In the second picture below, the cut has already been made. I&#039;ve filled the cut hole with black Sharpie! to better show the location of the cut.&lt;br /&gt;
&lt;br /&gt;
Solder side modifications:&lt;br /&gt;
#Cut the traces leading to PROM1 socket, pins 19 and 21. Again, the cuts have been highlighted with black Sharpie!&lt;br /&gt;
#Jumper from the PROM1 socket, pin 19, to the PROM2 socket, pin 21 (connects A10)&lt;br /&gt;
#Jumper from the PROM1 socket, pin 21, to the PROM1 socket, pin 24 (connects +5V to Vpp)&lt;br /&gt;
#Jumper from the PROM1 socket, pin 22, to the PROM2 socket, pin 18 (connects A9)&lt;br /&gt;
#Jumper from Z10, pin 13 to the via just below and to the right of Z9 (when viewing the back of the board)&lt;br /&gt;
&lt;br /&gt;
The MPU board is now configured for any System 80 game. All that remains is to acquire a 2716 EPROM containing the game&#039;s code. When using the original ROM images, which are 512 bytes, the DOS command to combine them is shown below. Note that in addition to combining the ROM images, this command also &amp;quot;doubles&amp;quot; the image so that it fills the 2716 EPROM. Modify as appropriate to match the file names.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;&lt;br /&gt;
copy /b prom1.bin + prom2.bin prom1.bin + prom2.bin combined.716&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This should result in a 2K image as shown by the computer&#039;s file manager&lt;br /&gt;
&lt;br /&gt;
A 2732 EPROM may also be used, even if the game doesn&#039;t require a 2732. This is possible because a 2732 has the same number of pins as a 2716. Build the EPROM image for a 2732 in much the same way, by doubling the 2716 image.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;&lt;br /&gt;
copy /b combined.716 + combined.716 combined.732&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This should result in a 4K image as shown by the computer&#039;s file manager&lt;br /&gt;
&lt;br /&gt;
The MPU may also be used in a System 80A game if U2/U3 are updated, and in a System 80B game if considerably more mods are made which frankly, just aren&#039;t worth it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px perrow=2 caption=&amp;quot;System 80 1st Generation to 2nd Generation Board Updates&amp;quot;&amp;gt;&lt;br /&gt;
File:DremelBallCutter.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Dremel Tool with &amp;quot;Ball Cutter&amp;quot;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Z10TraceCut.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut in trace extending Left from Z10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PROM2-to-PROM1JumpersAndTraceCuts.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;PROM2-to-PROM1 Socket Cuts and Jumpers&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Z10-Pin13-to-ViaJumper.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper connecting Z10, pin 13 to a &amp;quot;via&amp;quot;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Using a 2732 at the PROM2 position in a System 80B MPU===&lt;br /&gt;
====...in games that &amp;quot;normally&amp;quot; use a 2716====&lt;br /&gt;
It is easy to use a 2732 at position PROM2 with an MPU jumpered to use a 2732 for a game that normally populates that position with a 2716. Simply &amp;quot;double-up&amp;quot; the 2716 ROM image, and burn it into a 2732.&lt;br /&gt;
&lt;br /&gt;
The DOS command to accomplish this is ... &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;copy /b image.2716 + image.2716 image.2732&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====...using an MA-1133 or MA-774 MPU in games that REQUIRE a 2732====&lt;br /&gt;
Some System 80B games require 4K of code space at PROM 2, which dictates a 2732 EPROM. An MPU built to use a 2716 EPROM at PROM2 can be modified to work, as is discussed below. &lt;br /&gt;
&lt;br /&gt;
The CPU schematics of game manuals, such as &amp;quot;Bad Girls&amp;quot; and &amp;quot;Big House&amp;quot;, state that E3 is directly connected to AB15 (address bus 15).  However, there is no mention of the factory modification (outlined below) performed on CPU boards stamped MA-1133.  Equally, should the user have an MA-774 CPU board, (used in games starting with Chicago Cubs Triple Play and ending with Robo-War), this modification can be performed to use the board in the following games.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Excalibur&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bone Busters, Inc.&lt;br /&gt;
*Night Moves (made by International Concepts using the 80B board set)&lt;br /&gt;
&lt;br /&gt;
PROM2 is actually located at the socket marked &amp;quot;PROM 1&amp;quot; on the PCB. The area on the board marked &amp;quot;PROM 2&amp;quot;, which has solder pads but no socket, is a legacy carried over from the first generation System 80 CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following information was taken from a service bulletin located in the back of the 1992 Gottlieb® parts catalog.  This modification makes AB15 available to PROM 2, allowing the use of a 2732 EPROM at this position. &lt;br /&gt;
&lt;br /&gt;
This procedure can be used in reverse if you have an MA-1133 board and you need to use a 2716 at position PROM2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Procedure:&lt;br /&gt;
#If jumper E4 is installed, remove it. You will find the top of the E4 jumper located immediately to the right of the socket marked &amp;quot;PROM 1&amp;quot;.&lt;br /&gt;
#Install a jumper at E3. This connects the pad marked E3 to the dual pad marked E4.&lt;br /&gt;
#On the solder side of the board, follow the trace from the pad marked E3 Southeast 1/8 inch, then South about 1/2 inch to a via. &lt;br /&gt;
#Find this via on the component side of the board. It will extend to the left to another via.&lt;br /&gt;
#Cut the trace between the two vias.&lt;br /&gt;
#On the solder side of the board, install a jumper from TC1, pin 35 to the right solder pad of the via which was just cut.&lt;br /&gt;
#All other jumpers should remain installed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px perrow=2 caption=&amp;quot;System 80B PROM 2 2732 Update&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB_sysS80b_2732_prom2_front.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;E4 removed, E3 installed, and trace cut below E3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB sysS80b 2732 prom2 back.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper from TC1 pin 35 to E3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Alternate Method&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an easier and cleaner method that allows the use of a 2732 ROM at the PROM2 position. This method is also easier to revert back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&lt;br /&gt;
#Remove jumpers E3 and E4 which are located to the right of the socket marked &amp;quot;PROM1&amp;quot;. &lt;br /&gt;
#On the solder side of the board, install a jumper wire from TC1, pin 35, to either the upper pad marked E3 or the lower pad marked E4. These two pads are connected together on the component side of the board.&lt;br /&gt;
#All other jumpers should remain installed.&lt;br /&gt;
#Leave all traces intact. No cuts!&lt;br /&gt;
#That&#039;s it! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px perrow=2 caption=&amp;quot;System 80B PROM 2 2732 Update (Alternate Method)&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB Sys80B Alt Jump2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Both jumpers E3 and E4 are removed.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sys80B Alt Jump.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper from TC1 pin 35 to either upper E3 pad or lower E4 pad.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid problems===&lt;br /&gt;
&lt;br /&gt;
====The Driver Board====&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 drvr pw.png|300px|thumb|left|The System 80A / 80B Driver Board]]&lt;br /&gt;
The System 80 Driver board is responsible for all controlled lamps, relays, and &amp;lt;b&amp;gt;all solenoids&amp;lt;/b&amp;gt; in the game. The CPU controls the driver board operation via a simple interface between A1J4 on the CPU and A3J1 on the driver board.  Although the driver board went through some minor changes over the years, the same board can be adapted for all of the System 80 platforms.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
To control the games&#039; total of 52 &#039;&#039;&#039;lamp circuits&#039;&#039;&#039;, the interface provides &amp;quot;device select&amp;quot; signals for each of the 74175s (Quad-D Flip-Flops) on the driver board, and 4 &amp;quot;bits&amp;quot; of data that is loaded (or &amp;quot;clocked&amp;quot;) into a particular 74175 via the aforementioned device selects. Each lamp is driven discretely by a particular output of a particular 74175, which in turn drives an MPS-A13 or MPS-U45 transistor, (NDS-U45 transistors were used in place of MPS-U45s in some cases). &amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It is noteworthy that there are some dedicated transistors, which control specific game relay coils across the System 80 / 80A platforms.  Relays such as the game over, tilt, and coin lockout relays are controlled by Q1, Q2, and Q3 respectively.  The tilt and game over relays use the same designation for the System 80B platform, however, the use of a coin lockout relay was abandoned by this time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_drvr_board_coin_ctrs.JPG|300px|thumb|left|Driver Board with Coin Counter Transistors Highlighted ]]&amp;lt;br&amp;gt;&lt;br /&gt;
To control the games&#039; &#039;&#039;&#039;solenoids circuits&#039;&#039;&#039;, the driver board uses signals directly from the CPU to enable transistors on the driver board which turn on up to 9 solenoids.  For solenoid control, the driver board uses MPS-U45, 2N3055, and 2N6043 transistors.  Starting and ending with the System 80 platform, (games from Spiderman to Haunted House), three transistors were reserved to drive optional mechanical coin counters. These mechanical coin counter solenoids and associated transistors are: solenoid 3 (Q54), 4 (Q55), and 7 (Q56). Starting with the System 80A platform, (Devil&#039;s Dare), these transistors were no longer reserved for coin counters, and were used for other functions. Equally, the 3 diodes associated with these 3 transistors were changed to 3 zero ohm jumpers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The games&#039; &#039;&#039;&#039;sound&#039;&#039;&#039; signals (S1, S2, S4, S8) also pass through the driver board at Z13, a 7404 Hex Inverter. See below for S16 and S32.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Repurposed Driver Board Circuits====&lt;br /&gt;
[[File:Gtb under pf transistor.JPG‎|300px|thumb|left| A Typical Remote Transistor Mounted Under the Playfield]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since quite a few System 80 games employ more than 9 solenoids, and since the original driver board design will drive a maximum of 9 solenoids, Gottlieb® repurposed some lamp outputs to drive &amp;quot;under-playfield transistors&amp;quot; which drive additional solenoids.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb ma1011 trans board.JPG‎|300px|thumb|left| A Typical Transistor Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once playfields became littered with numerous &amp;quot;under-playfield transistors&amp;quot;, Gottlieb® opted to merge some of these transistors into a transistor driver board.  The transistor driver board started to appear on Gottlieb® games nearly midway through the System 80B platform, with the game Victory.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sound S16 and S32 signals are also repurposed lamp outputs. For instance, Haunted House and Black Hole both repurpose L9 to S16. Robo-War repurposes lamp 4 to S16. Note that S16 is not consistently implemented across the System 80 family. Note also that references to the usage of S32 are difficult to find.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:Sys80 driver screws.JPG|300px|thumb|left|Nuts / Screws Which Secure the 2N3055s Collector to Drive Line]]&lt;br /&gt;
[[File:System80-2N3055.jpg ‎|300px|thumb|right|If the metal casing of the transistor is not &amp;quot;making&amp;quot; with the trace it is connected to, the solenoid will not fire.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Make certain to inspect and tighten the screws which secure the 2N3055 TO-3 transistors to the driver board.  Specifically, the screws / nuts as marked in the pic.  They tie the transistor cases (collector) to the respective solenoid drive lines.  If these cases are not secured, the transistors will not function as intended.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Remote Mounted Transistors==== &lt;br /&gt;
[[File:UnderPFTransistor.jpg|300px|thumb|left|Under Playfield Transistor, with Emitter, Base, and Collector Labeled]]System 80 games have nine dedicated solenoid circuits on the driver board. To overcome this limitation, Gottlieb® added remote, high current transistors, mounted to brackets under the playfield. A lamp drive transistor is generally used to &amp;quot;pre-drive&amp;quot; the larger solenoid drive transistor. However, there are instances where a solenoid drive transistor is used to pre-drive a remotely mounted transistor. In later games, Gottlieb® Premier began to add (up to) three transistors on PCBs. These PCBs were mounted behind the game&#039;s lamp insert panel or on the side wall of the lower cabinet. While other games, such as Monte Carlo, have a large metal bracket installed under the playfield with 6 transistors installed, and a common ground on the collector of the metal bracket.  With 80B games, the game&#039;s diagnostics will drive these transistors during solenoid test, otherwise, they are typically driven during lamp test.&lt;br /&gt;
&lt;br /&gt;
On System 80 games, under playfield transistors were originally 2N5875s or 2N5879s. The failure rate of the original transistors tends to be rather high. Thirty years is a long time for a transistor of that technology. Should one fail, it can be replaced with one of its beefier siblings, a &amp;lt;b&amp;gt;2N5880, 2N5883 or 2N5884. An MJ2955&amp;lt;/b&amp;gt; can also be used.&lt;br /&gt;
&lt;br /&gt;
System 80B games used a mix of 2N5879 transistors and MJ2955 transistors to drive flash lamps and coils.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:RemoteTransistors.jpg|300px|thumb|left|An image/schematic/explanation (click)]]&amp;lt;br&amp;gt;&lt;br /&gt;
A ground wire is always connected to the tip of the transistor (collector) and leads to ground. On System 80 games, this wire is green/yellow (Gottlieb® wire color code 54).  On 80B games, ground wires are plain white with no trace (Gottlieb® wire color code 9).&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;emitter&amp;quot; should be connected to the lug of the coil that has the non-banded side of the diode facing it (black-blue-blue in this picture).&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;base&amp;quot; should be connected to the drive wire from the driver board (brown-red-red in this picture).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; Solenoids which use a remote mounted transistor can be enabled by temporarily connecting the associated driver board pre-drive transistor&#039;s tab to ground. This test is typically performed to test the integrity of the wiring and edge connectors from the drive transistor to the remotely mounted transistor and to the solenoid. This test does not prove that the pre-drive transistor is good since grounding a transistor tab bypasses the transistor&#039;s internal switch.&amp;lt;br clear=all&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
[[File:GottliebUnderPFTransistors.jpg|500px|thumb|left|Another image/schematic/explanation (click). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another diagram detailing remote mounted transistor connections, etc.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Remote Mounted Transistor Update=====&lt;br /&gt;
[[File:Remote transistor circuitry.png|left|thumb|300px|Gottlieb® Remote Transistor Circuit]]&lt;br /&gt;
During the run of Black Hole, Gottlieb® released a service bulletin recommending that the existing 10Kohm pullup resistor be changed to a 4.7Kohm resistor when changing from a 2N5875 to a 2N5879 or equivalent.  Affected Black Hole games were marked serial number 6271 to 9160.  However, there were several games prior to and after Black Hole, where a pullup resistor was never installed.  And, don&#039;t always bank on the playfields installed in a game being original to the cabinet&#039;s serial number.  Case in point is a recently acquired Black Hole where the main playfield had a factory pull up resistor for the ball release coil transistor, but the 3 coils on the [http://www.pinwiki.com/wiki/index.php?title=Black_Hole#Pull_Up_Resistors_Added_to_Remote_Transistors_.28Centrally_Located.29_on_Lower_Playfield lower playfield which use remote transistors] did not have the pull resistors added.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Pullup circuitry.png|left|thumb|300px|Gottlieb® Remote Transistor Circuit w/ Pull Up Resistor Upgrade]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is highly recommended to add this resistor.  This upgrade will decrease the chances of particular solenoids, which use a remote mounted transistor, from locking on when the game is powered up. The 4.7K resistor is soldered to the base of the remote mounted transistor, and then tied to the 24vdc solenoid bus.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Power On &amp;quot;Thunk&amp;quot;====&lt;br /&gt;
Due to the driver board design, certain solenoids and / or relays can pulse briefly as soon as a game is turned on.  To rectify the issue, please refer to the [[#Power_on_.22Thunk.22|Power on Thunk]] section above.  This applies to potentially all System 80/80A/80B games, where the solenoid / relay signal passes through one of the 74175 chips on the driver board.  &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Correcting Solenoid Problems====&lt;br /&gt;
Gottlieb&#039;s implementation to control solenoids was, at a top level, identical to every other game manufacturer. Power is present at the coil, sometimes routed through the &amp;quot;Game Over&amp;quot; relay. A path to ground is switched on by a transistor which is enabled by upstream TTL logic. For the System 80 platform, this TTL logic is located on the MPU board. Signals are conveyed from the MPU to the driver board via the A1J4-to-A3J1 wire harness. These signals directly switch a path to ground on for one of the 9 designed-in solenoid circuits.&lt;br /&gt;
&lt;br /&gt;
As noted above, to accommodate game implementations needing more than 9 solenoids, Gottlieb repurposed some of the lamp driver circuits, driving 2N5875 (generally) transistors either screwed to the bottom of the playfield, or located on dedicated transistor boards. &lt;br /&gt;
&lt;br /&gt;
Solenoid problems can be divided into two simple categories, solenoids that do not engage and solenoids that are &amp;quot;locked on&amp;quot;. Correcting these two situations is discussed below.&lt;br /&gt;
&lt;br /&gt;
=====Solenoid Doesn&#039;t Turn On=====&lt;br /&gt;
&lt;br /&gt;
First, note that not all solenoids are always tested by the built in solenoid diagnostics. The first example of this is the coin counter solenoids (numbered 3, 4, and 7). To avoid artificially incrementing the coin drop counters, these coils are not pulsed. Other coils may be pulsed during lamp test. This is most often the case with System 80B games, using repurposed lamp driver circuits.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;b&amp;gt;Problem Determination Procedure&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
With the game turned on and a game started, use a DMM to measure for coil power at the coil lug (generally either 24 or 38VDC). Power should be present at both lugs of the coil. If present on the coil lug attached to the banded side of the diode and not present at the coil lug attached to the non-banded side of the diode, then the coil winding or it&#039;s attachment to one of the coil lugs is open.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Next, test paths to ground for the coil. Attach a wire with clip leads to game ground. Any green wire with yellow stripe will work fine. First, &amp;lt;b&amp;gt;BRIEFLY&amp;lt;/b&amp;gt; touch the other end of the wire to the &amp;lt;b&amp;gt;non-banded&amp;lt;/b&amp;gt; side of the coil lug. The coil should pull in. If it does not, then either the coil winding is open or the coil wire is not securely attached to the coil lug. Next, identify the driver board transistor that switches ground for the solenoid in question. &amp;lt;b&amp;gt;BRIEFLY&amp;lt;/b&amp;gt; touch the other end of the wire to the tab (MPS-U45 or 2N6043) or case (2N3055) of that transistor. The solenoid should pull in. If it does, this proves the path from the coil to the transistor, but doesn&#039;t prove anything about the transistor. If it doesn&#039;t pull in, then there is a break in continuity between the transistor and the coil. Likely suspects are the connector pins, the IDC connection of the wire to the connector, and the actual wire itself.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
At this point in the process, we know that the coil has power, and the path to ground via the transistor is valid. The next step is to test the actual transistor. &lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::Testing an MPS-U45 (or NDS-U45) or an MPS-A13 transistor&lt;br /&gt;
:::*Set the DMM to diode check&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for one of the flanking legs.&lt;br /&gt;
:::*A measurement between 1.2 and 1.4 should be displayed for the other flanking leg.&lt;br /&gt;
:::*Readings outside of these ranges (generally dead shorts, sometimes opens) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
:::Testing a 2N6043 transistor&lt;br /&gt;
:::*Set the DMM to diode check&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for each flanking leg&lt;br /&gt;
:::*Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
[[File:TO-3Case2N3055.jpg|300px|thumb|right|Emitter, Base, and Collector parts of a TO-3 form transistor, like the 2N3055. Note that the emitter and the base pins are closer to one end of the TO-3 case.]]&lt;br /&gt;
:::Testing a 2N3055 transistor&lt;br /&gt;
:::*Set the DMM to diode check.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the metal casing of the transistor.&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the legs in turn.&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for one of the legs.&lt;br /&gt;
:::*A measurement of &amp;quot;null&amp;quot; (no reading) should be displayed for the other leg.&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the &amp;quot;base&amp;quot; lead of the transistor.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the other lead of the transistor (the &amp;quot;emitter&amp;quot;).&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the case of the transistor (the &amp;quot;collector&amp;quot;).&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed.&lt;br /&gt;
:::*Readings outside of these ranges (generally dead shorts, sometimes opens) indicate the part has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video demonstrating each of these transistors being tested can be found [https://youtu.be/CcDe95uUVvo?si=ILbopV5R9Oct6POR &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;ol start =4&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Test the output signal from the MPU at the driver board. This test completes the test of the driver board circuitry. If this test doesn&#039;t identify a problem, then the problem must lie upstream with the inter-board harness or on the MPU board itself. With a logic probe, and the game in solenoid test, probe the following points for solenoids 1 through 9. 1 - non-banded side of CR6, 2 - R53, 3 - non-banded side of CR2, 4 - non-banded side of CR4, 5 - R56, 6 - R59, 7 - non-banded side of CR4, 8 non-banded side of CR1, 9 - non-banded side of CR5. With the game in Solenoid test, each solenoid should be pulsed in order, with the pulse easily detectable with a logic probe on the appropriate spot. Note that the coin counter solenoids will not be pulsed in test, and games that don&#039;t use every solenoid won&#039;t pulse unused solenoid circuits. Consult the manual for solenoid numbering for a particular game.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Test the output signal of the TTL circuitry on the MPU. Solenoids 1 through 9 are all enabled via signals from Z29 and Z30 on the MPU board. Both ICs are 7416s. Z29 pins 2, 4, 10, and 12 drive solenoids 1 through 4 respectively. Z30 pins 2, 4, 6, 10 and 12 drive solenoids 5, 6, 8, 9, and 7 respectively (note the order is not strictly ascending). If the output signal on the MPU is present, but the signal is not present on the driver board, then the problem is probably the inter-board connector.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Solenoid Locked On=====&lt;br /&gt;
&lt;br /&gt;
A solenoid (or flasher) that is &amp;quot;locked on&amp;quot; is caused by coil power having a continuous path to ground. Remember, coil power is always present at the coil when a game is started and the game over relay is powered (for System 80/80A/80B games). 99.9% of the time, this continuous path to ground is caused by a shorted drive transistor; either an under-playfield transistor, a transistor on a transistor board, or a transistor on the driver board itself.&lt;br /&gt;
&lt;br /&gt;
Generally, a locked on coil will heat up, burn through the insulation on the coil windings, and cause direct shorts between windings. This effectively reduces the length of the wire and hence, the resistance. Once the resistance is reduced to less than 2 ohms or so, the continuous current through the transistor and the coil cause both to be irreparably damaged. For this reason, if you find a transistor shorted, check the associated coil. Likewise, if you find a coil shorted, or with significantly reduced resistance (ohms), check the associated transistor.&lt;br /&gt;
&lt;br /&gt;
Some solenoid driver circuits, like solenoid 8 that uses a 2N3055, are &amp;quot;pre-driven&amp;quot; by an MPS-U45 (or NDS-U45). Be sure to test the associated pre-driver transistor too.&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
Lamp problems are common with most any pinball machine, and Gottlieb® System 80/A/B games are no exception.&lt;br /&gt;
&lt;br /&gt;
For controlled and GI lamps, Gottlieb® System 80/A/B games use either a #44 or #47 lamp.  The choice of which lamp to use is the preference of the game owner.&lt;br /&gt;
&lt;br /&gt;
For games with flash lamps, a #67 bulb is used.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended &#039;&#039;&#039;not&#039;&#039;&#039; to replace or remove lamps with the power to the game on.  There are primarily two reasons for this.&lt;br /&gt;
#Some lamp sockets must have their mounting brackets bent back to access the bulb for replacement.  In turn, the potential of inadvertently shorting one lamp socket to another is possible.&lt;br /&gt;
#Lamps are constructed of an equal balance of glass and conductive metal.  If a bulb slips out of one&#039;s grasp when trying to remove or install with the power on, there are many areas in the bottom of the cabinet, where the metal of the bulb can short across.  A short across other circuits could potentially lead to other unplanned or otherwise unnecessary repairs needed to perform.&amp;lt;br&amp;gt;&lt;br /&gt;
So in short, change or remove bulbs with the game&#039;s power off, just to be safe.&amp;lt;br&amp;gt;&lt;br /&gt;
All System 80 games have three separate lamp circuits, and some have a fourth.  The circuits are comprised of:&lt;br /&gt;
*General illumination for the backbox&lt;br /&gt;
*General illumination for the playfield&lt;br /&gt;
*Controlled lamps for primarily the playfield, although, there can be four controlled lamps located in the backbox (shoot again, high score game to date, tilt, and game over), depending on the era of the game.&lt;br /&gt;
*Auxiliary lamps used for effect, such as chaser lamps used around the backglass border of Mars God of War and Black Hole.  Auxiliary lamps are not used on all games.  Jump to the [[#Auxiliary_Lamp_Driver_Boards | Auxiliary Lamp Board section]] to see what games use auxiliary lamps.&lt;br /&gt;
&lt;br /&gt;
Below are several approaches used to determine the source of a lamp problem, and how it can be resolved.&amp;lt;br&amp;gt;  &lt;br /&gt;
      &lt;br /&gt;
====Bad Bulbs====&lt;br /&gt;
The first thing when troubleshooting lamp problems, and this may seem blatantly obvious, but determine whether the lamp is good or not.  The bulk of all lamp problems are simply burned out light bulbs.  Always try a known good bulb as the solution first. Don&#039;t rely on the bulb being brand new either.  The ratio of brand new, bad bulbs is slim, but there is that chance a new bulb is not good.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Dying battery.JPG|thumb|left|300px|Making certain an old 9v battery is putting out an acceptable lower voltage]]&lt;br /&gt;
[[File:Testing bulb.JPG|thumb|right|300px|Testing a 6v bulb with a dying 9v battery]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bulbs used in a System 80/A/B game are powered by ~6 volts, (the exception is the bulbs powered for the lower [[#Replacing_Black_Hole_Lower_Playfield_Illumination_Lamps_with_.2344_Lamps | playfield illumination on Black Hole and Haunted House]]).  A great way to quickly test a bulb is to use a dying 9v battery.  Don&#039;t use a fresh 9v battery, or you will shorten the life of the bulb.  Find a battery that is roughly putting out 7v - 8.25v.  An old battery from a smoke detector works pretty well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place the tip of the bulb on one of the battery terminals, and cock the outer metal casing of the bulb to touch the other terminal.  Orientation of the bulb with regards to the positive and negative terminals does not make a difference in this case.  Do not hold the bulb across the battery terminals for very long.  Just long enough to determine if the bulb&#039;s filament is lighting or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may also use a known working socket to test bulbs in...but that requires the game to be on while testing...which always presents some risk and is not recommended.  However, if there is no other option but to use a known good socket for testing bulbs, the preferred method is to use a socket located in the backbox lamp insert panel.  This unfortunately does not pertain to 65% of the System 80B games, because a fluorescent lamp was used for backbox illumination for them.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Games that have not been played in a long time develop a film of corrosion between the lamp &amp;quot;nipple&amp;quot; and the lamp socket which prevents conductivity. Simply removing the lamp and scratching the nipple with something abrasive (like rubbing it on the lockdown bar receiver) may fix many &amp;quot;lamp out&amp;quot; problems. In some cases, a light socket cleaning stick (available from the Pinball Resource [http://www.pbresource.com/tools.html here]) may be useful for cleaning the lamp socket. Gottlieb® lamp sockets are comparatively beefy and do not fail often.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Lamp Power Issues====&lt;br /&gt;
Next, make certain there is power at the lamp socket.  The game will have to be turned on for the following procedures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====General Illumination Lamp Power Issues=====&lt;br /&gt;
GI lamps are powered by ~6VAC.  When testing a GI lamp socket for power, each lead of the DMM (now set in AC mode) will be placed on the two leads of the lamp socket.  If there isn&#039;t power at the lamp socket, suspect a bad fuse first.  Keep in mind that the playfield GI and backbox GI for System 80, 80A, and a few 80B games (the first 3 80B games and the last 2), have two separate fuses located on the transformer board in the bottom of the cabinet.  These are typically higher amperage rated fast-blo fuses. The backbox GI on a System 80 game is always on when the game is turned on.  If the backbox GI fuse is good, and no backbox lights are lit, the inline connection which feeds the GI could possibly be bad.  Unfortunately, this connection is not standard from game to game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80TiltRelayAnnotated.jpg|thumb|left|300px|Gottlieb® System 80 Tilt Relay with GI Lamps/Tilt Lamp Make-Break Switch Highlighted. This tilt relay is from a Gottlieb® Spiderman]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The playfield GI is always powered on too, except when the game is in tilt mode.  If the game was not tilted and /or the tilt switches are not stuck closed, check the switch stack on the tilt relay.  These switches can sometimes get bent or misaligned.  If the playfield GI fuse is good and the tilt relay switches are good, the inline connections may be suspect.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the fuse to a particular GI circuit is bad, and continues to blow every time a new fuse is installed, a short is probably causing the issue. A shorted lamp GI circuit is probably the worst and most difficult lamp related issue to resolve.  In most cases, the GI power lines are uninsulated wiring, which make them susceptible to shorted circuits.  First, determine if the GI short originates on the backbox lamp insert or on the playfield.  GI shorts on the playfield are typically more common than backbox lamp insert shorts.  Pop bumper lamps are generally not CPU controlled, and are included in the playfield GI string (some System 80B games are the exception, [http://www.ipdb.org/machine.cgi?id=1975 RoboWar] being an example).  Also, depending on the game, star rollover lamps and kickout hole lamps are sometimes part of the playfield GI circuit.  Consult the game manual for these particulars.&lt;br /&gt;
&lt;br /&gt;
Although it can be a pain and time consuming, the best approach is to remove all of the bulbs in the associated shorted GI string.  In removing all of the bulbs, we are trying to isolate whether the problem is a bad, defective bulb, or one of the GI power lines is shorting.&lt;br /&gt;
&lt;br /&gt;
=====Controlled Lamp Power Issues===== &lt;br /&gt;
Controlled lamps are powered by ~6VDC.  When testing a controlled lamp socket, the red lead of the DMM (now set in DC mode) will be placed on the lamp socket mounting bracket.  The bare wire soldered to the lamp socket&#039;s mounting bracket is the power bus not the ground bus, so be careful.  The black lead of the DMM will be placed on ground. If working under the playfield, the ground plate in the bottom of the cabinet is a good place to connect to ground.  If working in the backbox, find where one of the green wires with a yellow trace is screwed to the metalwork, and place the lead on it.  Depending on the game, System 80 side rails, lockdown bar assemblies, and other associated trim metalwork, except the coin door, were not grounded from the factory like Bally, Williams, and Stern.  Therefore, using any of these as a ground reference is not recommended.  Gottlieb® did start grounding the metalwork at the start of the System 80A platform.&lt;br /&gt;
&lt;br /&gt;
If there isn&#039;t any power at the lamp socket, suspect a bad fuse first.  The controlled lamp circuit has a separate fuse on the transformer board, and is normally a 5 amp slo-blo fuse.  If the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_fuses fuse tests fine], there is a separate set of switch leaves on the tilt relay, which pass the controlled lamp power to the playfield lamps.  Inspect and adjust these switches if necessary. If the controlled lamp fuse and the switches on the tilt relay both test good, there may be an issue with the source power connection to the rectified DC circuit on the game transformer board. Unfortunately, System 80/80A/80B used different connector designations for controlled lamp source power for different games. Consult the game manual / schematics to find the source of 6VDC on the transformer board power supply.&lt;br /&gt;
&lt;br /&gt;
If the fuse for the controlled lamps is bad, and continues to blow after a new fuse is installed, suspect a bad controlled lamp bridge rectifier.  The lamp bridge rectifier is located on the transformer board.  Please see the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier Testing a Bridge Rectifier] portion of the PinWiki guides. Before testing the bridge rectifier, try to isolate it as much as possible.  By isolating it, this will minimize the possibly skewed readings caused by attached devices (lamps and the power transformer).  Two key things to do would be to remove the lines which connect the bridge to the playfield and backbox lights, and remove the controlled lamp fuse. Keep in mind that a bridge rectifier can fail in such a way where it may not blow the controlled lamp fuse.  Although, a failed bridge blowing a fuse is a tad more common than not.&lt;br /&gt;
&lt;br /&gt;
If all of the above tests good, there may be a short on the controlled lamp bus line.  This is not a very common occurrence, but it can happen.  Inspect the underside of the playfield for any wires or brackets touching the controlled lamp bus line, which shouldn&#039;t be touching.&lt;br /&gt;
&lt;br /&gt;
====Bad Lamp Sockets====&lt;br /&gt;
Third, determine if the lamp socket is good.  Some games have been through the wringer, and the sockets didn&#039;t hold up too well due to abuse, a damp environment, or other various reasons.  Start by turning the &#039;&#039;&#039;power to the game off&#039;&#039;&#039;.  If the socket has some corrosion, try using a lamp socket cleaning tool first.  If a lamp socket cleaning tool is not available, a small wire brush used for cleaning copper fittings, a rolled up piece of 220 grit sandpaper, or a Dremel tool with a small wire brush attachment can all be used.  After the socket has been cleaned, place the bulb in the socket for the following procedures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If testing a &#039;&#039;&#039;GI lamp&#039;&#039;&#039; socket, use the dying 9v battery trick again. Remove the fuse of the particular GI circuit which the lamp socket being tested is located.  Connect the terminals of the 9v battery to the bulb socket with alligator clip leads.  Be careful not to short the alligator clips to each other at the battery&#039;s terminals.  Equally be very careful not to short the clip leads to an adjacent switch on the pinball machine, or anything else for that matter.   One clip will connect to one side of the socket, and the other lead will go to the other side of the socket.  &#039;&#039;&#039;DO NOT ALLOW THE BATTERY TO STAY CONNECTED VERY LONG&#039;&#039;&#039;.  Since this is a GI lamp circuit, other lamps in the string will be powered by the battery.  If the battery is connected to the string for too long, the battery will start to get hot.  The battery does not have enough power to light a string of bulbs for very long.  The lamp may only glow dimly, but that is enough to determine if the socket is good or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If testing a &#039;&#039;&#039;controlled lamp&#039;&#039;&#039; socket, remove all of the connector housings from the bottom of the driver board first (A3-J2/J3/J4).  Then remove the fuse for the controlled lamp circuit.  Clip one lead of the battery to the lamp socket mounting bracket and the other to the solder tab.  The orientation of the negative and positive leads of the battery terminals makes no difference.  Again, keep the battery connected just long enough to see if the lamp lights to determine whether the lamp socket is good or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Issues====&lt;br /&gt;
=====Lamp(s) Will Not Turn On=====&lt;br /&gt;
So, the bulb is good; the socket is good; there&#039;s power at the socket; and the lamp still won&#039;t light.  Well, this occurrence can only really happen if there is a controlled lamp involved.  If all three of the above things apply, it can only mean one thing - the bulb is not getting properly grounded, and will not turn on.  The source of this problem may be due to several different issues.  But, it is best to start at the bulb socket, and work backward towards the CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Determine if the connector and wiring from the output of the driver board to the lamp socket is good.  While the wires are usually solid, the single sided edge connectors are a frequent cause for loss of conductivity. Simply &amp;quot;buzzing&amp;quot; the connection from the lamp socket back to and onto the driver board may uncover the issue.  With the power off, check the continuity between the solder tab of the lamp socket and the collector (right leg) of the associated lamp transistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is continuity, it’s time to test the transistor. Transistors fail &amp;quot;open&amp;quot; (lamp never lights) and &amp;quot;shorted&amp;quot; (lamp is constantly on). A simple comparison of &amp;quot;diode check&amp;quot; readings between &amp;quot;same type&amp;quot; transistors on the driver board can identify failed transistors. &lt;br /&gt;
&lt;br /&gt;
Testing an &#039;&#039;&#039;MPS-A13&#039;&#039;&#039; transistor.&lt;br /&gt;
#Set your DMM to diode test&lt;br /&gt;
#Place the &amp;lt;font color=Red&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/font&amp;gt; lead of your DMM on the center leg&lt;br /&gt;
#Place the &#039;&#039;&#039;black&#039;&#039;&#039; probe on left leg (viewing the component side of the board). That leg should read about 1.3&lt;br /&gt;
#Move the &#039;&#039;&#039;black&#039;&#039;&#039; probe to the right leg. That leg should read about .7&lt;br /&gt;
#Readings close to these, or even similar to adjacent like components, indicate a good component. Failure to obtain these readings means the component has failed.&lt;br /&gt;
&lt;br /&gt;
Testing an &#039;&#039;&#039;MPS-U45&#039;&#039;&#039; transistor (or &#039;&#039;&#039;NDS-U45&#039;&#039;&#039; or &#039;&#039;&#039;CEN-U45&#039;&#039;&#039; which are equivalents).&lt;br /&gt;
#Set your DMM to diode test&lt;br /&gt;
#Measure on the solder side of the board, with J5 and J6 oriented toward you&lt;br /&gt;
#Place the &amp;lt;font color=Red&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/font&amp;gt; lead of your DMM on the center leg&lt;br /&gt;
#Place the &#039;&#039;&#039;black&#039;&#039;&#039; probe on left leg. That leg should read about 1.3&lt;br /&gt;
#Move the &#039;&#039;&#039;black&#039;&#039;&#039; probe to the right leg. That leg should read about .7&lt;br /&gt;
#Readings close to these, or even similar to adjacent like components, indicate a good component. Failure to obtain these readings means the component has failed.&lt;br /&gt;
&lt;br /&gt;
[[File:ReplacingMPS-U45WithMPS-A13.jpg|300px|left|thumb|An NDS-U45 replaced by the less expensive MPS-A13. This replacement is advised ONLY if the transistor drives a single lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80/80A/80B architecture does not utilize a lamp matrix. Controlled lamps are driven by individual transistors on the driver board, exactly like Gottlieb® System 1 games and Bally/Stern 6800 games. Driver board operation is pretty simple. The CPU places a signal on Logical Device lines 1 through 4 (LD1...LD4) and &amp;quot;strobes&amp;quot; the appropriate 74175 device select pin to latch the LDx values into the 74175 Quad FlipFlop&#039;s outputs. These outputs then drive the associated transistor(s) on, providing a path to ground for the lamp. That&#039;s all there is to it.&lt;br /&gt;
&lt;br /&gt;
The transistors on the driver board are a mix of 2N6043s, MPS-U45s (or NDS-U45s), 2N3055s, and MPS-A13s. 2N6043s drive coils. Generally, the MPS-U45 transistors drive coils, pre-drive coils via remote mounted transistors and 2N3055s, or drive more than one lamp. The 2N3055s drive coils (in some cases, not all 3 of these are used in a game). The MPS-A13s generally drive a single lamp.&lt;br /&gt;
&lt;br /&gt;
MPS-A13 transistors are still widely available and cheap. MPS-U45s are obsolete but may be replaced with CEN-U45 transistors [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=cen-u45&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= available from Great Plains Electronics] and Mouser.  A much cheaper MPS-A13 may sometimes be substituted for the less common and more expensive MPS-U45, as shown in the pic at left for Q22. Although this will work, you must ensure that the transistor is driving only a single lamp. This obviously limits the &amp;quot;portability&amp;quot; of the driver board. If Q22 were used to switch anything other than a single lamp on, it will be destroyed. Substitute with caution. &lt;br /&gt;
&lt;br /&gt;
2N6043 transistors used on the driver board are still available but becoming pricey. 2N6043s can be replaced by a TIP-102.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A nice convention Gottlieb® used with System 80 games is that lamp &amp;quot;n&amp;quot; is driven by transistor &amp;quot;n+1&amp;quot; on the driver board. This is always true.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the transistor tests fine, a gate on the 74175 may be bad, which is rare but does happen. Use a logic probe on the input and output of the associated lamp gate to check definitively.  Again, comparing the signal between different drive pins can help identify a failed driver circuit. 74175s can easily and reliably be tested using the procedure in the &amp;quot;General for all games&amp;quot; section, [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit here].  &lt;br /&gt;
&lt;br /&gt;
If more than one controlled lamp is not lighting, check the game’s manual / schematics to see if the bulbs are related in some way. &lt;br /&gt;
*When four lamps are not lighting, it may appear that the 74175 which controls the lamp transistors is at fault. This can happen, but the more commonly related issue is that the device select signal for a particular 74175 is lost between the CPU and driver board.  This can be due to a bad connection at A1J4 or A3J1.  See the chart below for the lamp device select signal path. &lt;br /&gt;
*When a whole group of lamps fail to light, review the schematics to see if the lamp transistors share a common ground path. Again, poor connections at the driver board, or the path to ground (generally green with yellow tracer or solid white wire) on the bottom board ground strap may be the root cause.&lt;br /&gt;
&lt;br /&gt;
If the connections, associated 74175, and lamp transistors are all correct, the circuitry on the CPU board is probably at fault.  Again, using a logic probe to determine which component on the CPU board has failed is the best course of action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Device Select&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;CPU Connector&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Driver Input&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Driver Quad Flip-Flop (74175)&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Transistor #s&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Lamp #s&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS1 || &amp;lt;center&amp;gt;A1J4-C&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-C&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q1-Q4&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Game Over relay, Tilt relay, coin lockout, L3&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS2 || &amp;lt;center&amp;gt;A1J4-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q5-Q8&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L4-L7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS3 || &amp;lt;center&amp;gt;A1J4-E&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-E&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q9-Q12&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L8, sound 16, L10, L11&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS4 || &amp;lt;center&amp;gt;A1J4-D&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-D&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q13-Q16&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L12-L15&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS5 || &amp;lt;center&amp;gt;A1J4-H&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-H&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q17-Q20&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L16-L19&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS6 || &amp;lt;center&amp;gt;A1J4-F&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-F&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q21-Q24&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L20-L23&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS7 || &amp;lt;center&amp;gt;A1J4-K&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-K&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q33-Q36&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L24-L27&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS8 || &amp;lt;center&amp;gt;A1J4-J&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-J&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q37-Q40&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L28-L31&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS9 || &amp;lt;center&amp;gt;A1J4-M&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-M&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L32-L35&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS10 || &amp;lt;center&amp;gt;A1J4-L&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-L&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z10&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L36-L39&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS11 || &amp;lt;center&amp;gt;A1J4-N&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-N&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L40-L43&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS12 || &amp;lt;center&amp;gt;A1J4-P&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-P&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z12*&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&amp;amp;nbsp;Q45-Q48 &amp;amp; Q49-Q52&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L44-L47 &amp;amp; L48-L51 (inverse of L44-L47)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;*Z12 not only outputs four lamp signals like all the other 11 74175s, but it also outputs four inverted lamp signals.  These signals are typically used for lamps located on opposite sides of the playfield which alternate on / off between each other.&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Lamp(s) Will Not Turn Off=====&lt;br /&gt;
If a single lamp is involved, or only a handful of lamps with different lamp device select signals, suspect the lamps&#039; associated drive transistors.  If a group of four lamps will not turn off, and they are all controlled by the same 74175, suspect the associated 74175 or the device select for that 74175 (&amp;quot;DS&amp;quot; on the schematics). If numerous groups of four lamps will not turn off, suspect the associated 7404 on the CPU board.&lt;br /&gt;
*Z17 for DS1-DS5 device select signals or,&lt;br /&gt;
*Z24 for DS6-DS11 device select signals or,&lt;br /&gt;
*Z26 for DS12-DS16 device select signals.  &lt;br /&gt;
If the lamps involved originate from more than one group of device select signals, suspect the 74154 at Z25 or, backing up one more step, the 6532 RIOT at U5.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flash Lamps===&lt;br /&gt;
Flash lamps are #67 powered by the 24VDC solenoid bus.  They are controlled like any of the coils that have a under-playfield transistor.  To step down 24V to a more lamp-friendly 13V, the power is routed through a single 4 ohm 7 watt resistor for powering paired flash lamps wired in parallel.  An 8 ohm 5 watt resistor is used for powering single flash lamps. &lt;br /&gt;
&lt;br /&gt;
On early 80B games, the power resistors are mounted to a small bakelite board under the playfield (up to 4), and the transistors are mounted to a bracket (up to 6).  On later games, starting with Arena, new PCBs were introduced that had the transistor, power resistor, and 4.7K pullup resistor all on the same board (up to 3).&lt;br /&gt;
&lt;br /&gt;
If lamps are locked on, or won&#039;t work, the remote mounted transistors associated with them have failed.  Generally, the pre-drive transistor on the driver board has also failed.&lt;br /&gt;
&lt;br /&gt;
Under-playfield flash lamp transistors are 2N5879s or MJ2955s.&lt;br /&gt;
&lt;br /&gt;
===Auxiliary Lamp Problems===&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Aux Board Headers.JPG|thumb|left|300px|Reflowed Header Pins on Auxiliary Lamp Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
For issues with lamps controlled by the auxiliary lamp driver board, follow the troubleshooting section for controlled lamps [[Gottlieb_System_80#Controlled_Lamp_Issues | above]].  Additionally, make certain that +5vdc and ground are present on the auxiliary driver board.  If either are missing, the potential for cracked header connections is possible.  Remove the existing solder from the header connections, and resolder the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Unconventional Lamps====&lt;br /&gt;
System 80B games added quite a few special lighting effects.  Gottlieb® never used software when hardware would do.  This is probably harkens back to their electromechanical days.  So, there are usually some creative, different ways used to control lamps.  For instance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Monte Carlo and Spring Break have Auxiliary Lamp Driver boards where power to a bunch of #44 lamps is switched by a relay.&lt;br /&gt;
&amp;lt;li&amp;gt; Genesis drives #67 lamps with an auxiliary power board.  Power to this board is controlled via a relay that turns itself to activate the &amp;quot;reveal&amp;quot;; this relay is activated by a lamp driver, but the relay will keep itself on until one revolution of the reveal gimmick is done.&lt;br /&gt;
&amp;lt;li&amp;gt; Spring Break has eight #44 lamps controlled by one relay; the relay is controlled with a lamp driver.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Diagnosing these is generally the same as other lamps, but first, understand the peculiar arrangement for the game in question.&lt;br /&gt;
&lt;br /&gt;
===Switch problems===&lt;br /&gt;
&lt;br /&gt;
==== Switch Matrix Operation ====&lt;br /&gt;
&lt;br /&gt;
The Gottlieb System 80 switch matrix is implemented via the 6532 RIOT (RAM, I/O, Timer) at U4, strobe ICs at Z11 and Z12 (7404), return ICs at Z13 and Z14 (7400), and DIP switch &amp;quot;read enables&amp;quot; at Z15. The switch matrix simply provides a TTL &amp;quot;low&amp;quot; pulse on a single switch matrix column, then listens for a &amp;quot;low&amp;quot; return on the switch rows. Closed switches complete the circuit and enable a switch matrix return. Switch returns are processed then the next column is strobed. The game software &amp;quot;debounces&amp;quot; all switches to accommodate less than electrically and mechanically perfect switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Scoring&amp;quot; Switches for Pop Bumpers and Slingshots are not part of the switch matrix====&lt;br /&gt;
[[File:GottliebPopBumper.jpg ‎|400px|thumb|left|Typical Gottlieb System 80/80A/80B pop bumper hardware and switches. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GottliebSlingShot.jpg ‎|400px|thumb|right|Typical Gottlieb System 80/80A/80B slingshot hardware and switches. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb System 80 Pop Bumpers and Slingshots are designed with two switches on each device. One switch connects the associated coil to coil power (two switches for slingshots). Another switch, mechanically connected to the device, acts as a &amp;quot;scoring switch&amp;quot;. Only the scoring switch is part of the switch matrix. &lt;br /&gt;
&lt;br /&gt;
During switch test, the scoring switch will register only if the associated slingshot coil plunger is pulled in, or if the associated pop bumper &amp;quot;rod and ring&amp;quot; assembly is manually pushed down. Since pop bumper spoon switches and slingshot standup switches are not on the switch matrix, they will not be reported during switch test.&lt;br /&gt;
&lt;br /&gt;
Pictured left and right are representative pop bumper and slingshot switches, annotated to show the function of each switch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Common Switch Matrix Faults ====&lt;br /&gt;
&lt;br /&gt;
===== Isolating Switch Problems to the MPU or the Game Wiring =====&lt;br /&gt;
&lt;br /&gt;
Since Gottlieb uniquely used edge connectors instead of more common header pins, isolating switch matrix issues to either the MPU or to the game wiring is not quite as easy. However, &amp;quot;jumping&amp;quot; from a switch column to a switch row is possible using the same technique. &lt;br /&gt;
&lt;br /&gt;
*Place the game into switch test&lt;br /&gt;
*Using a short length of wire, short each column drive to each row return, one at a time&lt;br /&gt;
*A single switch closure should be shown as each connection is made.&lt;br /&gt;
&lt;br /&gt;
If a single switch closure is shown for each and every connection made, then the MPU circuitry is probably undamaged, and the playfield wiring, switches, and diodes should be examined. If a switch closure isn&#039;t registered, or more than one switch closure is reported, then the MPU circuitry is damaged.&lt;br /&gt;
&lt;br /&gt;
===== MPU Switch Matrix Issues =====&lt;br /&gt;
&lt;br /&gt;
====== Blown Switch Matrix ICs ======&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebStackedSwitch.jpg|thumb|left|300px|The thin strip of &amp;quot;fish paper&amp;quot; physically isolating the flipper EOS switch and the &amp;quot;lane change&amp;quot; switch is all that prevents certain destruction of switch matric chips. &amp;lt;i&amp;gt;Image courtesy of Russell McIntyre.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:System80SwitchMatrixICs.jpg|thumb|right|400px|Identifying the System 80 MPU switch matrix ICs. Z15 is just below Z11/Z12.]]&lt;br /&gt;
[[File:System80MPUBlownZ13.jpg|thumb|left|300px|Diode testing Z13 uncovers a shorted IC caused by shorting HV to the switch matrix wiring.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The most prevalent reason for switch matrix failures is shorting high voltage (i.e. coil voltage) to the switch matrix. As always, it&#039;s inadvisable to work on the game with the power on. Sometimes, &amp;quot;fish paper&amp;quot; designed to isolate switch blades from higher voltage conductors becomes displaced, shorting high voltage to the switch matrix, and damaging some/all of the switch matrix ICs. Examples of such a switch are the kicking target under the upper playfield in Haunted House and the &amp;quot;lane change&amp;quot; stacked switch on the right flipper of games like Mars God of War, Rock, Genesis, Gold Wings, and Spring Break.&lt;br /&gt;
&lt;br /&gt;
A quick check of Z11 through Z15 using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test] will reveal failed ICs easily. An example is pictured at right.&lt;br /&gt;
&lt;br /&gt;
Using this same diode test on U4, comparing the results to U5 and U6, may help to identify a failed RIOT.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Alkaline Damaged Connectors ======&lt;br /&gt;
&lt;br /&gt;
Playfield switch wiring is connected to MPU edge connector J6, which is sometimes directly below, but at the very least in close proximity, of the OEM NiCad battery. These batteries frequently leak their corrosive contents onto the board, affecting nearby connectors, including the switch matrix connectors at J6 (playfield) and J5 (cabinet). Close examination of the friction pins in the connector as well as the copper traces at the edge connector may reveal alkaline corrosion impacting proper switch matrix operation.&lt;br /&gt;
&lt;br /&gt;
===== Playfield Switch Matrix Issues =====&lt;br /&gt;
&lt;br /&gt;
Once the switch matrix issue has been isolated to the playfield, follow the tips listed in the [http://www.pinwiki.com/wiki/index.php?title=General#The_Switch_Matrix Switch Matrix Diagnosis] section.&lt;br /&gt;
&lt;br /&gt;
One additional item to note is that Gottlieb did not attach isolation diodes directly to switches. Instead, isolation diodes are collected on &amp;quot;diode boards&amp;quot; which are screwed to the playfield underside or the cabinet bottom.&lt;br /&gt;
&lt;br /&gt;
===Display Problems===&lt;br /&gt;
The blue Futaba display glasses used by Gottlieb® System 1 and 80 machines are a fairly reliable, long-lasting display.  Although, they can and do still fail.  It&#039;s just a matter of diagnosing the symptoms of a failed display.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Display problems can primarily be classified into the following categories:&amp;lt;br&amp;gt;&lt;br /&gt;
#Power problems&lt;br /&gt;
#Display glass failure&lt;br /&gt;
#Data problems&lt;br /&gt;
#Tired displays&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 displays.png‎|thumb|550px|left|Gottlieb® System 80 Display Diagram]]&lt;br /&gt;
[[File:Gtb sys80A displays.png‎|thumb|550px|left|Gottlieb® System 80A Display Diagram]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Display Power Problems====&lt;br /&gt;
&lt;br /&gt;
Before even attempting to work on System 80/80A/80B displays, there are two caveats to heed.  First and foremost, the displays function due to the necessity of several voltages, including high voltage.  &#039;&#039;&#039;IF YOU ARE UNCOMFORTABLE WORKING ON HIGH VOLTAGE CIRCUITS, THEN DO NOT WORK ON THESE DISPLAYS!&#039;&#039;&#039;  High voltage can hurt or even kill you.  If you don&#039;t feel comfortable working around this type of scenario, then hire a professional to do the work.  Secondly, any time a display connector needs to be disconnected, &#039;&#039;&#039;DO NOT REMOVE ANY DISPLAY RELATED CONNECTOR WITH THE POWER ON!&#039;&#039;&#039;  This goes for the connectors located directly at the display, connectors A1J2 and A1J3 on the CPU board, A2J3 on the power supply board, and A7J3 / A7P3 (early System 80 up to Mars God of War), A10J1 / A10P1 (when used), A12J4 / A12P4 (Black Hole and after), or A10J7 / A10P7 (when used) from the transformer.  Removing connectors with the power on can damage the display, the CPU board, and / or you.  Sorry to &amp;quot;yell&amp;quot;, but it is extremely important to stress the above two statements.  Now that this is out of the way, let&#039;s move on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As stated above, the displays need several sources of voltage to function properly. The display voltages used are broken down by the type of display: +60VDC and 5VAC with a positive 8VDC offset are used for the 6-digit displays; +42VDC, +5VDC logic (for the 7432 chip - Z1), and 3VAC with a positive 4VDC offset are used for the 4-digit status display. When using a 6 digit display with DI513 Dionics chips, +5VDC is necessary for RP1 and RP2, both 8.2K resistor networks. Likewise, 7 digit displays also have a 7432 chip on them, and +5VDC is needed for them too. If any of the above voltages are missing, the display will never light.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prior to plugging in and turning the game on for the very first time, it is a good practice to check all of the fuse values located on the transformer board first. There is a 1/4 amp slo-blo fuse used for the display voltage, which is located on the transformer board in the bottom of the cabinet.  With the game unplugged from the wall outlet, remove the fuse from its fuse holder.  When checking fuses, never &amp;quot;eyeball&amp;quot; a fuse.  Your eyes may tell you that the fuse is good, but your eyes can fool you.  Use a digital multi-meter (DMM) or a continuity tester to check fuses. Put each lead of DMM on opposite ends of the fuse.  A tone should be heard.  If not, the fuse is bad, and should be replaced with the same value.  Fuses are used to protect equipment, the surroundings, and you.  Installing fuse values with higher ratings is very dangerous. &#039;&#039;&#039;DO NOT USE A FUSE RATED AT A HIGHER RECOMMENDED VALUE!&#039;&#039;&#039;  If the existing fuse is blown, it may not necessarily mean there is a problem.  Fuses do get stressed, and sometimes just fail.  However, there is more than likely a problem somewhere in the display power train.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the game still unplugged, the next course of action is to place connector A2J1 on the power supply.  A2P1 is the bottom connection on the power supply, and receives all voltages directly from the transformers and a single ground from the ground strip.  Once A2J1 is connected, remove any other connections from the power supply (A2J2 and A2J3).  All voltages should be tested before any boards or displays are connected to them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_psu_A2J3_highli.JPG|left|thumb|300px|System 80 Power Supply with A2J3 highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
At this point, plug the game in, and turn it on.  Using a DMM or volt meter, check all of the voltages at A2P3.  For the +60VDC (A2P3-1) and +42VDC (A2P3-3), any ground connection can be used as a reference. The +42VDC is derived from the +60VDC.  If there is +60VDC, but not +42VDC, The 18v CR6 zener diode or the R5 resistor may have failed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the two high voltages test all right, it&#039;s time to check the offset voltages.  The offset voltages are +5VDC (A2P1-6) and +8VDC (A2P1-9).  Use any ground connection as a ground reference to test these voltages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If displays are not lighting, but either the +42VDC is present on the display (status display) or the +60VDC is present on the 6 digit or 7 digit displays, check for the presence of AC voltage used to power the display filament.  Do not use ground as a reference when measuring these voltages, as they are AC.  Measurements must be taken from the send and return lines.  If the AC voltage is missing, check the in-line connection at A7J3 / A7P3 (early System 80 up to Mars God of War) or A12J4 / A12P4 (Black Hole and after).  Also, some games have more connectors which pass the AC voltages.  These additional connectors are A10J7 / A10P7 or A10J1 / A10P1. Check the voltages on the input and output of the connector to see if fatigued connectors are the source of the voltage loss.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
If all the display voltages are satisfactory, it is time to move onto the next step of visually inspecting the display boards for obvious defects.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====What is the DC Offset Voltage?=====&lt;br /&gt;
[[File:ACSineWave.jpg|left|thumb|300px|Representation of AC voltage with and without a DC offset component. Note the red sine wave is shifted &amp;quot;up&amp;quot; by the DC component.]]&lt;br /&gt;
[[File:DCOffsetClip.jpg|right|thumb|300px|A snippet from a typical System 80 schematic showing &amp;quot;DC offset&amp;quot; voltages connected to the center tap of the transformer secondary where AC filament voltages originate.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Futaba displays as used in Gottlieb System 1 and System 80 games require AC power that is &amp;quot;offset&amp;quot; by a specific DC voltage; 8VDC for the 6/7 digit displays, 5VDC for the 4-digit credit/match display. The DC component of the AC voltage raises the AC sine wave by that DC voltage. If the offset voltage is missing, inconsistent or wavy displays will result.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Glass Failure====&lt;br /&gt;
[[File:Good display.JPG|300px|thumb|left|Display with a good display glass]]&lt;br /&gt;
[[File:NippleGuard.jpg|300px|thumb|right|A cheap and easy way to protect your nipples]]&amp;lt;br&amp;gt;&lt;br /&gt;
The simplest and easiest problem to identify is display glass failure.  All of the 6 digit displays used by Gottlieb® System 80, and 7 digit displays used by System 80A games will have a black &amp;quot;blotch&amp;quot;, for lack of a better term, in the upper left and lower right corner of the glass.  The 4-digit status display typically has only one black blotch.  The evidence of a black blotch or blotches is good.&lt;br /&gt;
&lt;br /&gt;
[[File:Bad sys1 display1.JPG|300px|thumb|left|Display with Broken Nipple on Back]]&amp;lt;br&amp;gt;&lt;br /&gt;
However, if there is a muted white blotch visible at the corners of the display, it means the display&#039;s &amp;quot;vacuum&amp;quot; has been compromised, either due to a cracked glass or broken nipple. If this is the case, the display glass can not be repaired and is useless.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A simple, cheap, and effective way to &amp;lt;b&amp;gt;protect the glass nipple&amp;lt;/b&amp;gt; is to cut a ring of hose (garden hose was used in the picture at right), place it around the nipple, and then fill the ring with silicon caulk (preferred) or hot glue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Broken top filament1.JPG|300px|thumb|left|Display with Broken Top Filament. Note that this is the Dionics chipset version of the display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The display filaments within the glass can also break.  The end result will be segments with missing sections or &amp;quot;hot spots&amp;quot; when the display is powered.  The &amp;quot;hot spots&amp;quot; are caused by the &amp;quot;dangling&amp;quot;, broken filament shorting to other good filaments.  If a display filament breaks, do not use the display as shorted displays can damage other game components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=3 caption=&amp;quot;Example Display with Failed Filament&amp;quot;&amp;gt;&lt;br /&gt;
File:OpenCenterFilamentOFFAnnotated.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Another example of a broken filament. This one has broken and shorted to another part of the display.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:OpenCenterFilamentScoreOverall.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The same display, showing a dark line across the center where the filament has failed.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:OpenCenterFilament.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Closeup of same display.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even though the glass itself is bad, the chips on the display board may still be good.  So don&#039;t necessarily discount the display as being all bad.  UDN6118A and 7432, (chip used on status display only), chips are getting more costly, and Dionics DI513s are very scarce.  Since the display board is single sided, removal of the chips is quite easy.  Plus, the display PCBs are no longer being made.  The display board and / or chips may come in handy some time in the future.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====UDN6118 and Other Display Logic Chip Failures====&lt;br /&gt;
The majority of 4 and 6 digit displays utilize two UDN6118 &amp;quot;Vacuum Fluorescent Display Drivers&amp;quot;. These ICs do not fail often. However, when they do fail shorted, they can affect the performance of the rest of the display set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingUDN6118AndUDN7180.jpg|300px|thumb|left|Test method for a UDN6118 or UDN7180 display driver. Colored dots represent DMM probe locations (red lead, black lead)]]&amp;lt;br&amp;gt;&lt;br /&gt;
UDN6118 driver ICs can be tested using a DMM. Click on the image at left for the procedure.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video demonstrating the procedure on a failed UDN6118 can be found [https://youtu.be/PrIde9U4ios &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;A Blown UDN6118 Display Driver&amp;quot;&amp;gt;&lt;br /&gt;
File:UDN6118BlownTopSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Damage is hard to photograph, but the outline of the overheated chip core can be seen.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:UDN6118BlownBottomSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A much more visible image of the heat damage.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Credit Display Segment Locked On=====&lt;br /&gt;
[[File:Gottlieb4DigitGlassSegmentCLockedOn.jpg|300px|thumb|left|A 4 digit display with segment &amp;quot;c&amp;quot; locked on, caused by a failed 7432 on the board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Gottlieb 4 digit displays use two UDN6118s and a single 7432. The 7432 can fail in such a way as to cause segments to lock on, as shown in the picture at left showing segment &amp;quot;c&amp;quot; locked on. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Data Problems==== &lt;br /&gt;
When there are display issues, one first has to determine whether there is a problem with the display itself, the connectors involved, or the chips on the CPU board that control it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=red&amp;gt;NOTE: Do not connect or disconnect the display connectors or connectors A1J2 and A1J3 on the MPU (right hand side) with the power on! Doing so WILL damage the MPU board display logic ICs.&#039;&#039;&#039; &amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following applies to System 80 and 80A displays.  For information regarding the System 80B display board, scroll down to the end of this section.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebDisplaySegmentDigitOutAnnotated.jpg|340px|thumb|left|An excellent image to show both digit and segment problems. Note the red circles showing the same digit out on for players 1 and 3. Also note the yellow circles showing segment &amp;quot;g&amp;quot; out for players 1 and 2. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Display Issue Isolated to a Single Display&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If the problem is only showing up one display, suspect that the connector at the display itself is problematic, or there is an issue on the display board.  Problems on the display board can consist of a bad solder joint, a broken display lead from the display glass, or faults with the driver chips on the board (Sprague UDN6118 or Dionics DI513, if an old System 1 display is used).  The exception is if only 4 displays and a status display are used, which is common to most System 80/80A games.  In this display configuration, if there is a &#039;&#039;&#039;segment issue&#039;&#039;&#039; with the status display, there may be an issue with the segment drive chip on the CPU board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80LockedHSegment.jpg|340px|thumb|left|An example of a display showing segment &amp;quot;h&amp;quot; locked on. The segment was locked on for both the player 3 and player 4 displays. This was caused by a failure of the 7404 at Z16. This picture was snapped right after pressing the diagnostic button on the coin door. The display should be blank. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Display Issue With Multiple Displays&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If the problem shows up on two or more displays, suspect one of the two connectors on the CPU board (A1J2 or A1J3), one of the two connectors on the two displays (they are daisy-chained with an IDC connector), or the chips which control the display data on the CPU board.  If there is a &#039;&#039;&#039;digit issue&#039;&#039;&#039;, the issue will be present on &#039;&#039;&#039;player 1 and 3&#039;&#039;&#039; or &#039;&#039;&#039;player 2 and 4&#039;&#039;&#039; displays.  If there is a &#039;&#039;&#039;segment issue&#039;&#039;&#039;, the issue will be present on &#039;&#039;&#039;player 1 and 2&#039;&#039;&#039; or &#039;&#039;&#039;player 3 and 4&#039;&#039;&#039; displays, and the &#039;&#039;&#039;status display&#039;&#039;&#039;.  If more than 4 scoring displays are used, on games such as Pink Panther, Black Hole, Haunted House, Devil&#039;s Dare, etc., consult the game manual for display digit and segment mapping.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:Gtb sys80 displays.png‎|550px|left|Gottlieb® System 80 Display Diagram]]&lt;br /&gt;
[[File:Gtb sys80A displays.png‎|550px|right|Gottlieb® System 80A Display Diagram]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The charts listed below, map out each signal to each specific display.  The first chart maps the display digit information, while the second and third charts map the display segment information.  This information only applies to games where 4 scoring displays and 1 status display are used, although digit group names have been added, if more displays are used.  All of the charts apply to System 80 and 80A, but not 80B.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Display Digit Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Digit Number&lt;br /&gt;
!Display(s)&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| D16 (80A only) || Players 1 &amp;amp; 3 (Group F) || A1J3-16 || Z26-8 &lt;br /&gt;
|-&lt;br /&gt;
| D1 || Players 1 &amp;amp; 3 (Group D) || A1J3-1 || Z17-4&lt;br /&gt;
|-&lt;br /&gt;
| D2 || Players 1 &amp;amp; 3 (Group D) || A1J3-2 || Z17-6&lt;br /&gt;
|-&lt;br /&gt;
| D3 || Players 1 &amp;amp; 3 (Group D) || A1J3-3 || Z17-12&lt;br /&gt;
|-&lt;br /&gt;
| D4 || Players 1 &amp;amp; 3 (Group D) || A1J3-4 || Z17-10 &lt;br /&gt;
|-&lt;br /&gt;
| D5 || Players 1 &amp;amp; 3 (Group D) || A1J3-5 || Z17-8 &lt;br /&gt;
|-&lt;br /&gt;
| D6 || Players 1 &amp;amp; 3 (Group D) || A1J3-6 || Z24-2 &lt;br /&gt;
|-&lt;br /&gt;
| D13 (80A only) || Players 2 &amp;amp; 4 (Group F) || A1J3-13 || Z26-4 &lt;br /&gt;
|-&lt;br /&gt;
| D7 || Players 2 &amp;amp; 4 (Group E) || A1J3-7 || Z24-4 &lt;br /&gt;
|-&lt;br /&gt;
| D8 || Players 2 &amp;amp; 4 (Group E) || A1J3-8 || Z24-6  &lt;br /&gt;
|-&lt;br /&gt;
| D9 || Players 2 &amp;amp; 4 (Group E) || A1J3-9 || Z24-12 &lt;br /&gt;
|-&lt;br /&gt;
| D10 || Players 2 &amp;amp; 4 (Group E) || A1J3-10 || Z24-10 &lt;br /&gt;
|-&lt;br /&gt;
| D11 || Players 2 &amp;amp; 4 (Group E) || A1J3-11 || Z24-8&lt;br /&gt;
|-&lt;br /&gt;
| D12 || Players 2 &amp;amp; 4 (Group E) || A1J3-12|| Z26-2 &lt;br /&gt;
|-&lt;br /&gt;
| D13 || Status (Group F) || A1J3-13 || Z26-4&lt;br /&gt;
|-&lt;br /&gt;
| D14 || Status (Group F) || A1J3-14 || Z26-6 &lt;br /&gt;
|-&lt;br /&gt;
| D15 || Status (Group F) || A1J3-15 || Z26-10 &lt;br /&gt;
|-&lt;br /&gt;
| D16 || Status (Group F) || A1J3-16 || Z26-8  &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group A Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group A || A1J2-1 || Z19-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group A || A1J2-2 || Z19-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group A || A1J2-3 || Z19-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group A || A1J2-4 || Z19-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group A || A1J2-5 || Z19-9&lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group A || A1J2-6 || Z19-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group A || A1J2-7 || Z19-14&lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group A || A1J2-8 || Z16-12 &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group B Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group B || A1J2-9 || Z21-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group B || A1J2-10 || Z21-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group B || A1J2-11 || Z21-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group B || A1J2-12 || Z21-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group B || A1J2-13 || Z21-9 &lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group B || A1J2-14 || Z21-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group B || A1J2-15 || Z21-14 &lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group B || A1J2-16 || Z16-10  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group C Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group C || A1J2-17 || Z23-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group C || A1J2-18 || Z23-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group C || A1J2-19 || Z23-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group C || A1J2-20 || Z23-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group C || A1J2-21 || Z23-9 &lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group C || A1J2-22 || Z23-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group C || A1J2-23 || Z23-14 &lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group C || A1J2-24 || Z17-2  &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Display Issues====&lt;br /&gt;
&lt;br /&gt;
[[File:System80BDisplayDivotAnnotated.jpg|300px|thumb|left|A System 80B Display edge connector. One data conductor to the display was not &amp;quot;making&amp;quot; across the connection due to a corrosion &amp;quot;divot&amp;quot;. This caused the entire display to remain blank. Reflowing the edge connector solder corrected the issue. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
[[File:GottliebEdgeConnectorDivots.jpg|300px|thumb|right|Another System 80B Display edge connector, this one with corrosion marks on it. The corrosion also caused the entire display to remain blank. Reflowing the edge connector solder corrected the issue. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
System 80Bs displays are completely different how the digits and segments are decoded and driven.  Unlike System 80 and 80A, where the decoder chips are located on the CPU board, the System 80B display has a single segment (U3) and two digit decoder chips (U1 &amp;amp; U2) located on the display board itself.  Unfortunately, both of these chips (10941 &amp;amp; 10939 respectively) were a product of Rockwell International, and are not that prevalent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has been observed that if any of the display data signals are missing between the CPU board and the 7417 inverters on the display board, the two displays will not illuminate at all.  If voltages on the display board are within spec, it may be advantageous to check all of the data signal edge connector pins on the CPU board and the display board. If both the edge connector and the female connectors look good, use a logic probe to ensure signals are getting to the input side of both 7417 (or later 74LS367) inverters on the board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the System 80B jumpers, that replace the 7448s at Z19 and Z21 on System 80 and 80A boards, can be a source of discontinuity due to cracked solder joints.&lt;br /&gt;
&lt;br /&gt;
It has been observed that some of the earlier System 80B games are more prone to the display randomly being blank upon turning on the machine. Rock and Raven are the most common with this issue, however, the first three 80Bs, Chicago Cubs, Tag Team, and Bounty Hunter, are susceptible too. The best recourse is to repin both A1-J2 and A4-J1 / 1A4-J1.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rejuvenating Tired Displays====&lt;br /&gt;
[[File:System1-80DisplayBrightUp.jpg|300px|thumb|left|Rejuvenating tired System 1/80 displays]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80 displays, especially those that haven&#039;t been turned on for a long time, sometimes fade. These displays can be rejuvenated by applying voltage to the outside pins of the display glass. Note that voltage should be applied to the display glass pins, NOT the card edge pins. This process &amp;quot;burns&amp;quot; the impurities that accumulate on the filaments off.&lt;br /&gt;
&lt;br /&gt;
In the picture at left, general illumination power (7VAC) from the lamp insert panel is being used to rejuvenate a display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. Turn the game off&amp;lt;br&amp;gt;&lt;br /&gt;
2. Remove the connector from the display&amp;lt;br&amp;gt;&lt;br /&gt;
3. Connect jumper clips from a voltage source to each of the outside pins of the display glass. Note that the lower the voltage applied, the longer the display can tolerate this &amp;quot;rejuvenation&amp;quot;.&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;That is why some techs choose to use the lower GI AC voltage for this purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Power the game on for 1 minute.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Disconnect the jumper wires and reconnect the display.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Power on to test the display.&amp;lt;br&amp;gt;&lt;br /&gt;
7. If the display still isn&#039;t bright enough, repeat this process for 1 minute each time, until the display is satisfactorily bright.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that if the display filaments, which run across the display horizontally begin to glow orange (or worse, white), too much voltage is being applied or the display has been connected too long. This risks burning one or more of the display filaments out and ruining the display. A cautious, 1 minute at a time, process is warranted.&lt;br /&gt;
&lt;br /&gt;
Note also that one particular System 80 tech (&amp;quot;System 80, not just a job, it&#039;s an adventure&amp;quot;) suggests that merely leaving the game powered on for 24 hours will accomplish the same rejuvenation.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Does Not Light====&lt;br /&gt;
[[file:gottlieb-display-broken-legs.jpg|right|thumb|300px|Broken legs on display glass]]&lt;br /&gt;
If the glass of a 6 or 7-digit display does not light, but there are no white spots in the corners (white spots indicate bad glass), the outer-most legs on the glass may be broken. A magnifying glass may be necessary to inspect the pins since the gap in the breaks may be extremely small. The outer-most legs are responsible for supplying power to the glass, which is why the glass would not light in this situation.&lt;br /&gt;
&lt;br /&gt;
These legs may be broken especially on displays that have a green or blue plastic filter covering them. These legs can get broken after someone presses down on the plastic cover of the display when pushing the display onto the PCB supports mounted on the light board in the backbox.&lt;br /&gt;
&lt;br /&gt;
To repair, line up the two broken halves of the leg with needle-nose pliers, heat, and solder. If the solder isn&#039;t sticking, lightly sand back some of the black tarnish with fine sandpaper or a fiberglass eraser.&lt;br /&gt;
&lt;br /&gt;
====System 80 Display Test 19 Never Starts====&lt;br /&gt;
System 80 games provide a display test (number 19). The test &amp;quot;walks&amp;quot; all digits, from 0 to 9, through all displays. &lt;br /&gt;
&lt;br /&gt;
A failed 6532 RIOT at U5 can cause the game to appear dead, as if awaiting an input. The display test will never commence.&lt;br /&gt;
&lt;br /&gt;
====Individual 6-digit Display Interferes With Other Displays==== &lt;br /&gt;
&lt;br /&gt;
Sometimes, a particular display can interfere with the operation of other 6-digit/4-digit displays no matter which game or player position it is plugged into. These symptoms can include:&lt;br /&gt;
* Causing digits to go missing on other displays&lt;br /&gt;
* Causing certain digits to dim significantly on other displays&lt;br /&gt;
* Causing certain digits to display garbage or non-numbers&lt;br /&gt;
&lt;br /&gt;
The cause of these symptoms is a bad R1 resistor. When powered off, the resistor will give the correct reading. However, the resistor may fail when power is applied. The R1 resistor (10k ohm, 1/2 Watt, 5% resistor) may need to be replaced if the above symptoms are present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Individual 7-digit Display Causes Other Displays To Go Blank====&lt;br /&gt;
Sometimes, a particular display can interfere with the operation of the other 7-digit/4-digit displays no matter which game or player position it is plugged into. &lt;br /&gt;
&lt;br /&gt;
If a particular display causes all other displays to go blank, the likely cause is a failure of the Z2 6118P chip, which drives the digits of the display. This chip can be replaced with the more commonly found UDN6118A chip. Also keep in mind that it&#039;s possible the 7448 and the other 6118P controlling the segments could be damaged as well, so be prepared for that.&lt;br /&gt;
&lt;br /&gt;
===All Other Display Issues (Not Caused by Displays)===&lt;br /&gt;
There are several issues which appear to be display related, however, they ultimately are not.  In these instances, the displays are used instead as a visual identifier of a particular issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Open Slam Switch==== &lt;br /&gt;
If after turning a System 80 game on, and the scoring displays turn on immediately without a 5 second delay, there is a problem.  However, if the displays are showing all of the outer segments (all segments necessary to display a zero) lit, and &amp;quot;strobing&amp;quot; or &amp;quot;rolling&amp;quot; rapidly as simulated in the image below, this isn&#039;t a display problem. The cause of this problem is an open slam switch on the coin door. To address this issue, see the PinWiki section [[#Slam_Switch_Modification | Slam Switch Modification]].&lt;br /&gt;
[[File:Gtb 6digit slam scaled.gif|500px|thumb|left|Simulation of displays indicating an open slam switch. Note the &amp;quot;rolling&amp;quot; perimeter display segments. &amp;lt;i&amp;gt;Animation by Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====All Displays Dim or at Half Brightness====&lt;br /&gt;
This applies to System 80/80A games with 6 or 7 digit displays. If all the displays appear dim or at about half brightness, check the 60v test point on the power supply. If it reads about 30-35v, then the dim display issue is caused by the power supply.&lt;br /&gt;
&lt;br /&gt;
On the power supply, Q2 regulates the 60v, so if that component has failed, or if there is a problem with the solder joints or pads on the back of the board, this can result in half the voltage for the displays.&lt;br /&gt;
&lt;br /&gt;
Carefully inspect the back of the power supply for cracked solder joints or through-hole pads that have popped off the PCB. Because Q2 has a large/heavy heat sink, the component tends to move around lot, which may cause these issues. If nothing is apparent with a visual inspection, test for continuity between Q2&#039;s legs and the traces on the PCB .&lt;br /&gt;
&lt;br /&gt;
[[file:gottlieb-sys80-psu-q2-pad-problem.jpg|thumb|300px|left|The pad for the center leg of Q2 has separated from the PCB and will need to be repaired]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display Conversion for 6-Digit Games (Converting to 7-Digit Displays)===&lt;br /&gt;
[[Image:Gottlieb6DigitTo7DigitConversion.jpg|300px|thumb|left|Gottlieb® System 80 6-Digit to 7-Digit Signal Mapping. Click to expand. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:GottliebAmazingSpiderman7DigitScoringExample.jpg|300px|thumb|right|Gottlieb® System 80 Amazing Spiderman with player 1 converted to 7-Digit scoring. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The signal mapping diagram shown at left details the wiring changes necessary to replace a 19 pin 6-digit display connector with a 21 pin 7 digit display connector. Note that some signals and power must be picked up from the 4-digit credit/ball in play display.&lt;br /&gt;
&lt;br /&gt;
Once the wiring conversion has been completed, the appropriate game ROM that supports 7-digit scoring must be obtained and installed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
Before doing any kind of work, or blaming the sound board for not putting out sound, review the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting section] first.&lt;br /&gt;
&lt;br /&gt;
[[Image:System80DIPSwitches.jpg ‎|300px|thumb|left|Gottlieb® System 80 Game Feature Selection DIP Switches and 1N4148 Switch Isolation Diodes. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
In particular for System 80 games, ensure that the DIP switches that enable sound are set correctly. And, ensure that the dip switch actually works. Games like Spiderman use one of the 32 MPU dip switches to enable background and scoring sounds. Games like Haunted House, Black Hole, etc use dipswitch 5 on the Sound and Speech board to enable background sound.&lt;br /&gt;
&lt;br /&gt;
Each DIP switch is isolated in the &amp;quot;DIP switch matrix&amp;quot; by a 1N4148 diode located directly below the switch. If one of these diodes fails open, then the switch closure will never be read by the MPU. If one of these diodes fails shorted, this may cause &amp;quot;phantom DIP switch closure(s)&amp;quot; in exactly the same way as a shorted playfield switch diode will cause phantom switch closures. Since System 80/80A diagnostics do not display DIP switch settings, this can be difficult to detect. Simple diode testing of each of the 32 1N4148 diodes is the best course of action.&lt;br /&gt;
&lt;br /&gt;
Failed diodes in the &amp;quot;DIP switch matrix&amp;quot; can cause the switch(es) that enable sound features to be read incorrectly and therefore, sound behavior will be incorrect, such as lack of background sounds.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video of one such failure that caused the background sounds in Black Hole to not work can be found [https://youtu.be/Q80TQ-W6XZ0 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====The Long and Winding Road of the Sound Signals====&lt;br /&gt;
The sound signals follow very roundabout path before reaching their destination on the sound board.  Sounds S1, S2, S4, and S8 are originated on the MPU board by RIOT U6.  These 4 sound signals then pass through a 7404 inverter (Z27), pass through a 7408 2 input AND (Z31), and exit the MPU board via the A1J4 connection (MPU / driver board interconnect harness).  The signals enter the driver board via A3J1, pass through another 7404 inverter (Z13), and exit the driver board via A3J5.  Finally, they enter the sound board via the only connection on the sound board, A6J1.&lt;br /&gt;
&lt;br /&gt;
If any of the sound signals are lost, this potentially happens due to poor edge connections, however, 7404s are known to fail too.  The best way to check for discontinuity is to use a DMM or ohmmeter to check the path from the exiting chip to the chip it enters on the following board.  Another method for checking for signal loss is a logic probe.  This method is not as simple though, because some generations of System 80s do not have a sound test.  Therefore, waiting for a particular signal to trigger can be tricky.  The benefit of using a logic probe is to determine if a particular signal is entering and exiting a specific chip, and if the signal transforms (if it is supposed to) like intended (ie. the 7404 will invert the signal from high to low or low to high).&lt;br /&gt;
&lt;br /&gt;
Some sound boards use a fifth sound signal, known as S16.  S16 is actually driven by an MPS-A13 like any other single lamp drive. S16 can follow a very convoluted path too, depending on the particular game.  For example, Haunted House uses S16.  It originates on the MPU with all of the other lamp signals, and becomes lamp drive Q10 on the driver board.  It exits the driver board via A3J2, passes through a inline connector, A10J4, passes through another inline connector, A12P4, and finally reaches the sound board at A6J1.  That is a lot of mileage for just 1 little sound signal!&lt;br /&gt;
&lt;br /&gt;
System 80B games, starting with Rock, which use the dual 6502 processor sound boards, use Q5 as sound signal S16.  Please be aware that the System 80B documentation does not always notate this information regarding S16!!!  In this case, S16 follows a much simpler path.  It exits the driver board via A3J2 and goes directly to the sound board at A6J1.&lt;br /&gt;
&lt;br /&gt;
So, if appears that certain sound signals are missing or the wrong sounds are triggered, suspect a bad connection first.  Then, suspect a bad 7404 within the sound signal path.  Then, check all other potential problems.&lt;br /&gt;
&lt;br /&gt;
It is noteworthy that the 7404 U7 located on early System 80 sound boards (sound only) do fail also.&lt;br /&gt;
&lt;br /&gt;
====System 80 Sounds Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound.JPG|300px|thumb|left|Gottlieb® System 80 Sound Board (Sounds only)]]&lt;br /&gt;
This board, first used in Panthera, is problematic to fix. The main issue is that the board uses the long since obsolete 6503 processor (think of it as a short 6502) and a &amp;quot;masked ROM/RIOT&amp;quot; 6530. The 6530 was specifically programmed for Gottlieb System 80 sound boards. They are therefore, impossible to replace unless you can scavenge a working one from another sound board. Or, as late as mid-2025, Steve Young&#039;s PBResource still had stock available. Note that the 6530 appearing on late Gottlieb System 1 sound boards is programmed differently and is not interchangeable with the System 80 version.&lt;br /&gt;
&lt;br /&gt;
There are 2 replacement options at this time, other than sourcing a used board. One is Pascal Janin&#039;s reproduction board. This board is a bit pricey but is engineered quite well. The board can be found here: [http://www.flippp.fr/pifx.php?lg=en http://www.flippp.fr/pifx.php?lg=en]. The other option is an FPGA (TDA7267) based replacement board by LISY called the [https://www.lisy.dev/gosof.html GOSOF] which emulates System 1, 80, 80A, and early 80B.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:GottliebSoundsOnlyBoardCorrosion.jpg|300px|thumb|left|A leaky audio filter cap caused significant corrosion to several traces on this board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]][[Image:System80SoundsOnlyLeakyCap.jpg|300px|thumb|right|Audio filter cap removed, corrosion removed, traces tinned. The leaky cap can be seen in the top of the picture. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;This board operates on three different voltages: +5v, +12v, and -12v. The +5 volts comes in on J1 pin 5 from the machine&#039;s power supply board. The +12 volts comes in on J1 pin 1 from the machine&#039;s bottom panel. The -12 volts is generated on the sounds only board and it receives AC power input on J1 pins 3 and 4. You can measure the -12 volts by connecting your volt meter across zener diode CR5 (1N4742A).&lt;br /&gt;
&lt;br /&gt;
The test button on this era sound board will only work if the two dipswitches are set in opposite positions on the sound board.&lt;br /&gt;
&lt;br /&gt;
As noted above, this board is tough to repair. If the 6530 is dead...you&#039;re SOL. A dead 6503 might be replaced. The other ICs on the board, like the LM380 amp (OEM boards were sometimes stuffed with an equivalent chip, a ULN2280B) and the 555 timer are still readily available. The 1408 DAC (U3) can be replaced with its direct replacement: a DAC0808.&lt;br /&gt;
&lt;br /&gt;
A common issue with the board seems to be the leaky large capacitor on the board. Fortunately, this is easy to repair. Remove the old cap. Abate the corrosion as shown in the picture at right. Replace the cap. When this cap leaks, it can completely sever the sound signal path. Sounds might sound scratchy or incomplete too. The cap is easy to remove and replace. It&#039;s worth a shot.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Sound and Speech Board====&lt;br /&gt;
&lt;br /&gt;
=====Different Revisions of the Sound and Speech Boards=====&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=220px perrow=3 caption=&amp;quot;Revisions of the Gottlieb Sound and Speech board&amp;quot;&amp;gt;&lt;br /&gt;
File:SoundAndSpeechBoard-1Modified.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB SS Back B20887-2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB SS B-20887-3 Back.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB SS B-20887-3 Front Added Resistors.JPG|thumb|left|300px|B-20887-3 Sound and Speech Board with Resistors Highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
With the third revision sound and speech board, the resistors which were added to the solder side of the -1 and -2 boards were now incorporated in the board design. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Texas Instruments Sockets=====&lt;br /&gt;
[[File:TexasInstrumentsSockets.jpg ‎|300px|thumb|left|&amp;quot;Craptastic&amp;quot; Texas Instruments Sockets for the 6502 and 6532. Be gone! &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some Sound and Speech boards were manufactured with Texas Instruments sockets that are of the same poor quality as the ScanBe sockets that Williams used during System 3-6 manufacturing. All Texas Instruments sockets should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound and Speech Board Operation=====&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A nice video demonstrating some of the capability of the SC-01 can be found [https://youtu.be/ER0t3IYygDw &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The sound and speech board represents the high point in the System 80 family as far as sound generation is concerned. By combining sound and voice circuitry, the board is flexible enough to be used in several different games, with different voice calls, all generated via the Votrax SC-01 speech synthesizer. &lt;br /&gt;
&lt;br /&gt;
The sound and speech board is itself a single board computer, and should be debugged similar to any non-working MPU.&lt;br /&gt;
&lt;br /&gt;
The board interfaces with the System 80 MPU via a 6 bit (S1, S2, ..., S32) wide &amp;quot;data bus&amp;quot;. The 6 interface bits form a binary code which define specific sounds (or speech) to play. This enables 63 separate sounds to be played. Each communication between the MPU and the Sound and Speech board is &amp;quot;stand alone&amp;quot;. That is, the system does not make use of successive sound commands to mean different things as the Bally Squawk and Talk implementation does. In practice, since S32 is never used, a maximum of 31 unique sounds are commanded.&lt;br /&gt;
&lt;br /&gt;
Four of the bits in the interface are controlled (grounded) by circuitry on the MPU (starting at the U6 RIOT) and a &amp;quot;pass through&amp;quot; 7404 inverter on the driver board (Z13). The remaining two bits are implemented via &amp;quot;lamp drive&amp;quot; transistors (Q10 for S16) on the driver board, and comparator circuitry on the S&amp;amp;S board (U24).&lt;br /&gt;
&lt;br /&gt;
Sound select signals are fielded by the S&amp;amp;S board&#039;s 6532 RIOT which generates an interrupt to the 6502 processor. The 6502 reads the sound number commanded from the 6532 as it services the interrupt.&lt;br /&gt;
&lt;br /&gt;
The S&amp;amp;S board&#039;s 6502&#039;s program code, as well as sound data, is stored in two 2716 EPROMs, PROM 1 and PROM 2.  These EPROMs are typically labeled at the factory with the model number of the game they are for, and the suffixes /S1 &amp;amp; /S2. For example &amp;quot;668/S1&amp;quot; is the label on one of the Black Hole sound ROMs. Although the board can be strapped for two 2732 EPROMs, in practice, this was never done.&lt;br /&gt;
&lt;br /&gt;
The sound and speech board can field and queue sound commands at the same time as it is driving the sound and speech circuitry lanes. The board will never interrupt or prematurely terminate a sound being played. The board will also never reorganize the queue of sounds to be played. Each sound to be played will be played until it&#039;s conclusion. The 6502 knows when &amp;quot;sounds&amp;quot; have completed playing since it is solely in control of the sound lane. The 6502 knows when &amp;quot;speech&amp;quot; calls have completed processing by the SC-01 via a non-maskable interrupt sent via the SC-01&#039;s ~A/R signal to the 6502&#039;s NMI pin. Timing to sequence speech phonemes together rapidly is critical, hence the use of the non-maskable interrupt.&lt;br /&gt;
&lt;br /&gt;
The 6502 creates &amp;quot;sounds&amp;quot; via one circuitry lane. It creates &amp;quot;speech&amp;quot; through a second, separate circuitry lane. At the end of each lane, just prior to input to the main LM379S amplifier, sound and speech is summed. The relative volume of each lane can be tuned via 10K trim pots at the top of the board, R15 and R16.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sound Lane&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Simple sounds (not voice) are created by the 6502 reading data from the sound ROMs and latching it into two 74LS75 data latches. The 74LS75s latch the data when selected via a 74LS02 (NOR gate) at U10 which NORs the R/W signal along with a device select signal from the 74LS138 at U4. the device select signal selects U7 and U8 simultaneously to latch data bus signals DB0 - DB7 all at once.&lt;br /&gt;
&lt;br /&gt;
The two 74LS75s provide the data to a 1408 D-to-A (digital to analog) converter at U20. In this way, 511 different digital codes can be converted to analog levels by the 1408. The analog output of the 1408 can be attenuated via a 10K &amp;quot;variable resistor&amp;quot; at R13. The signal is then amplified and inverted by an LM741 analog inverter (U22). The analog signal is then fed to the LM379S for final amplification. Note that the 1408 DAC is obsolete, but may be replaced by the more available DAC0808.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Speech Lane&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Speech is ultimately created by the Votrax SC-01 voice chip. The SC-01 accepts &amp;quot;phoneme&amp;quot; codes and renders the analog speech output to the LM379S for final amplification. The phoneme codes are placed on the 6502 data bus and pass through a 74LS05 &amp;quot;level shifter&amp;quot; and inverter at U13. The codes are accepted by the SC-01 on pins 9 through 14 when pin 7 is strobed (the phoneme code is latched on the rising edge of the strobe). The &amp;quot;pitch&amp;quot; of the SC-01 voice is controlled by I1/I2 (pins 3 and 2). Frequency and timing control is achieved via MCK and MCR (pins 15 and 16, which are tied together). Frequency and timing are referred to in the schematics as the &amp;quot;Voice Clock&amp;quot; and can be adjusted via a 10K &amp;quot;variable resistor&amp;quot; at R6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reset signal&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The reset circuit is pretty simple. A 47uf/50V cap at C3 charges when power is applied. Once charged, the originating 5VDC power is twice inverted and cleaned up via a Schmitt Trigger at U1, and finally presented to the ~RESET signal (pin 40) of the 6502.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test button&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The test button, located on the upper left side of the S&amp;amp;S board, grounds pin 17 of the 6532 RIOT. After reading the RIOT data, the 6502 process then plays the appropriate test sound, which varies by game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SC-01 pinout&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin Number(s)&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Signal Name&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Signal Purpose&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1 || &amp;lt;center&amp;gt;Vdd&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Input Voltage&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2-3 || &amp;lt;center&amp;gt;I1, I2&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Instantaneous pitch adjustment. Will change pitch of phoneme being spoken.&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7 || &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Strobe to indicate a phoneme code is ready&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8 || &amp;lt;center&amp;gt;~A/R&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Acknowledge receipt of phoneme strobe, indicate completion of phoneme processing&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9-14 || &amp;lt;center&amp;gt;P5-P0&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Phoneme number select (from fixed phoneme table)&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;15-16 || &amp;lt;center&amp;gt;MCK/MCR&amp;lt;/center&amp;gt; || &amp;amp;nbsp;External Clock Signal (probably used to alter phoneme pronunciation via varying the clock)&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;20-22 || &amp;lt;center&amp;gt;CB, AF, AO&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Audio Output&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;18 || &amp;lt;center&amp;gt;Ground&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Ground&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Sounds and Speech board DIP switch settings=====&lt;br /&gt;
The Sound and Speech board has a bank of DIP switches. For at least Black Hole, the function of these switches is as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*DIP-1 - Used in self-test only&lt;br /&gt;
*DIP-2 - Not used&lt;br /&gt;
*DIP-3/4 - Attract mode speech frequency&lt;br /&gt;
** OFF/OFF - disabled&lt;br /&gt;
** ON/OFF - attract mode speech every 10 seconds&lt;br /&gt;
** OFF/ON - attract mode speech every 2 minutes&lt;br /&gt;
** ON/ON - attract mode speech every 4 minutes&lt;br /&gt;
*DIP-5 - ON = background sound enabled, OFF = background sound disabled&lt;br /&gt;
*DIP-6 - ON = all speech enabled, OFF = all speech disabled&lt;br /&gt;
*DIP-7 - Not used&lt;br /&gt;
*DIP-8 - Not used&lt;br /&gt;
&lt;br /&gt;
=====Sound &amp;quot;Locks Up&amp;quot; after certain switch closures=====&lt;br /&gt;
[[File:SC-01.jpg|thumb|300px|left|The long since obsolete, pricey, and hard to find SC-01 speech chip. This one is an SC-01-A, said to be a little beefier.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This problem may be caused by a malfunctioning or missing SC-01 (or SC-01-A) speech chip.&lt;br /&gt;
&lt;br /&gt;
Games such as Black Hole, Mars God of War, and Volcano utilized the SC-01 phoneme speech chip. These games &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;require&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; a working SC-01 to be present, not only for the speech portions of the sound, but for the sound to not &amp;quot;lock up&amp;quot; after the first time that a speech call is made. The CPU relies on an interrupt from the 6532 RIOT to restart sound command processing. That interrupt originates from an &amp;quot;all done&amp;quot; signal from the SC-01 speech chip (shown as ~A/R in the schematics, SC-01 pin 8). If the RIOT never receives an &amp;quot;all done&amp;quot; signal (at PB7) then it will not interrupt the processor and no further speech or sound will be created.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the 2N2222 at Q3 has failed, not allowing the interrupt signal to reach the RIOT. Q3 inverts the ~A/R signal and conveys it to the RIOT as A/~R and also to the MPU as a non-maskable interrupt (U3 6502, pin 6).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Game background sound continues after game over=====&lt;br /&gt;
&lt;br /&gt;
This has been noticed in &amp;quot;Mars, God of War&amp;quot; and &amp;quot;Volcano&amp;quot; predominately, but other System 80 games that use the Speech and Sound board may exhibit similar symptoms.&lt;br /&gt;
&lt;br /&gt;
The cause of the problem is MPU DIP switch 25. The switch MUST be ON, as noted in the manual. Even if the switch appears to be &amp;quot;on&amp;quot;, buzz across the switch solder pads on the back side of the board to ensure that the switch is making. Gottlieb sometimes used &amp;quot;rocker&amp;quot; switches, which seem to have a high failure rate.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;On Target&amp;quot; newsletter from June, 1981 discusses something similar to this problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound is &amp;quot;garbled&amp;quot; or phonemes appear jumbled=====&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating one instance of garbled speech can be found [https://youtube.com/shorts/TU-_vOB2CzY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Board circuitry upstream of the Votrax SC-01 (or SC-01A) as well as the SC-01 itself can be the cause of this issue. Speech isn&#039;t really jumbled, it just seems that way.&lt;br /&gt;
&lt;br /&gt;
First, since the chip is socketed, replace the SC-01 with a known working SC-01. &lt;br /&gt;
&lt;br /&gt;
If the known good SC-01 produces the same behavior, then suspect the 74LS05 &amp;quot;level shifter&amp;quot; at U13, the 7407 at U12, or the 74LS75 at U9.&lt;br /&gt;
&lt;br /&gt;
=====Using the MA-483 Sound Amp Board on a Sound and Speech Board=====&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback.JPG|300px|thumb|left|Gottlieb® MA-483 Piggyback Board]]&lt;br /&gt;
[[File:GTB SS Power Mod.JPG||300px|thumb|right|Gottlieb® Sound and Speech Power Supply with components highlighted. This board is configured to supply 30VDC power]]&lt;br /&gt;
[[File:ModifiedSystem80SoundPS.jpg||300px|thumb|right|Gottlieb® Sound and Speech Power Supply, modified as discussed to supply 18VDC power]]‎&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If using the MA-483 sound amp board on a Sound and Speech board, or if the sounds only System 80A sound board is going to be used, the factory Sound and Speech power supply cannot be used without modification.  The reason is because the original LM379S amp is powered by 30VDC, and the TDA2002 amp on the MA-483 can only withstand 16VDC. If a TDA2002 is powered by 30VDC, it will be destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; a substitute equivalent part, a ULN3701 was sometimes used in lieu of the more standard TDA2002. Also, A TDA2003 is a good substitute for the TDA2002.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The modification is simple, and is accomplished by replacing two components on the sound board power supply, R1 and CR1. R1 is 430 ohm 1/2 watt resistor. CR1 is a 1N4751A 30V 1 watt zener diode. R1 should be replaced with a 1.5Kohm 1/2 watt resistor and CR1 should be replaced with 1N4746A 18V, 1 watt zener diode.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Replacing the Obsolete LM379S Amplifier with a Modern Amplifier=====&lt;br /&gt;
&#039;&#039;This information originally published by J. &amp;quot;kirb&amp;quot; Kirby. Additional pictures and some editing provided by Chris Hibler. Used with permission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Gottlieb System 80 Audio Amp Replacment...why?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Gtb sys80&amp;amp;a s&amp;amp;s.JPG|300px|thumb|left|Gottlieb® System 80 Sound &amp;amp; Speech Board as used on Mars, God of War, Black Hole, Haunted House, Volcano, and some video games]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Gottlieb® Sound and Speech board uses an LM379 or LM379s audio amp in the final amplification section. This amp became hard to find around 1983. Gottlieb® provided an alternative for this amp (see prior section) and discontinued using the Speech and Sound board further.&lt;br /&gt;
&lt;br /&gt;
Their solution was to buy a piggyback board from Gottlieb® that used an LM2002 or a TDA2002 amp. But the LM2002 or TDA2002 amps require 16VDC to operate (instead of the 30VDC used by the LM379). This necessitated a change to the sound board power supply. There were many components to replace or remove, not to mention that you would have to make the piggyback board yourself.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOLUTION? Find a newer amp that required fewer components. A replacment amp can be put together using only the following parts which can be easily sourced. &lt;br /&gt;
&lt;br /&gt;
*LM1875T Audio Amp&lt;br /&gt;
*14 pin DIP socket&lt;br /&gt;
*Heat sink&lt;br /&gt;
*Heat sink compound&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve sourced these parts, a replacement amp is easy to construct and only requires removal of the old LM379 amp and addition of one jumper (to provide 12VDC, covered later).&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start with the basics. System 80 games used 4 different sound boards. This amp replacement applies only to the Sound and Speech board used in Mars: God of War, Black Hole (domestic version), Haunted House, Volcano, Devil&#039;s Dare, Caveman, Rocky, Q*bert&#039;s Quest, Super Orbit, Royal Flush Deluxe (early production), Amazon Hunt (early production), and video games like Q*bert.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;LM379 Audio Amp Testing&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
First of all, is your amp really bad? Basic tests to identify a failed amp...&lt;br /&gt;
&lt;br /&gt;
*With the game on, turn the volume pot up as high as it will go. Do you hear a hum? This is normal and is an indicator that your amp is working.&lt;br /&gt;
*Check the voltages at the sound board. 30VDC is required to power the amp. Verify that this is working correctly or your amp won&#039;t work at all.&lt;br /&gt;
*Make sure the speakers are connected and working right. You can test speakers using a &amp;quot;D&amp;quot; size battery. Briefly connect the battery across the speaker and you should see the speaker&#039;s cone push out. Do this for only a second or two...speakers don&#039;t like DC voltages.&lt;br /&gt;
*Make sure the volume adjustment pot is connected correctly and working properly. A dirty pot will make sounds junky, but they usually don&#039;t completely fail. You can &amp;quot;twizzle&amp;quot; the pot to remove oxidation that may have formed on the internal conductors.&lt;br /&gt;
*Headphones can be used to see if the sounds are getting to the amp. Connect one of the headphone conductors (the one closest to the headphone &amp;quot;handle&amp;quot;) to ground. Connect one of the other two headphone conductors (assuming stereo headphones) to the center leg of R15 or R16. You should be able to hear sounds that the board is making through the headphones. Your amp is probably bad if you can hear sounds at R15 or R16, but not through the speakers, assuming you&#039;ve tested the speaker to be good and you have 30VDC power at the sound board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;LM379 Audio Amp Replacement Procedure&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mark the &amp;quot;top&amp;quot; of the heat sink so you can later determine orientation of the original amp should this be necessary. Pin 1 of the amp can&#039;t be identifed without removing the two screws that secure the finned heat sink to the chips integrated heat sink. &lt;br /&gt;
&lt;br /&gt;
Remove the LM379 amp and heat sink assembly from the board. Desolder all 14 pins and pull the amp off the board. The LM379 heat sink may be soldered to the board so you&#039;ll need to remove that solder too. Be forewarned, the solder pads are delicate and easily damaged. &amp;lt;b&amp;gt;Note how the LM379 is upside-down in relation to other chips on the board.&amp;lt;/b&amp;gt; This will be important later.&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;b&amp;gt;Building the New Amp Assembly&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Solder the new amp to the 14 pin DIP. Use the diagram below as a guide. The pinouts are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Amp Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Socket Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Purpose&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 1 || &amp;amp;nbsp;pin 9 || &amp;amp;nbsp;+ amp input&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 2 || &amp;amp;nbsp;pin 8 || &amp;amp;nbsp;- amp input&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 3 || &amp;amp;nbsp;pin 4 || &amp;amp;nbsp;Ground&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 4 || &amp;amp;nbsp;pin 10 || &amp;amp;nbsp;Audio out&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 5 || &amp;amp;nbsp;pin 1 || &amp;amp;nbsp;Vcc (+30VDC)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It will take some fancy bending to connect all of the amp legs in a way that they do not touch one another, but it can be done. It is important that the amp stands straight up and that the pins don&#039;t touch each other. See the diagram below for  better info. Don&#039;t worry about the 12VDC connection right now. We&#039;ll connect that later.&lt;br /&gt;
&lt;br /&gt;
[[File:LM379ReplacementNewAmpPinout.jpg‎|600px|center|Pinout schematic to attach the LM1875 amp to a 14 pin DIP socket]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px perrow=2 caption=&amp;quot;One Tech&#039;s Implementation (Heat Sink Added Later)&amp;quot;&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpFrontSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpRearSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Rear side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attaching the heat sink&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First, yes, you need a heat sink. Audio amps run hot. Without a heat sink, the amps life will be dramatically shortened.&lt;br /&gt;
&lt;br /&gt;
Mount the heat sink to the amp/socket assembly. You may have to modify your heat sink so that it doesn&#039;t contact anything but the LM1875 amp.&lt;br /&gt;
&lt;br /&gt;
Heat sink compound should be spread on any metal to metal surface that is to conduct heat. This will improve the heat sink&#039;s efficiency and is a must on this device to work right. Without the compound, the amp will overheat and shutdown. It may even be damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=270px heights=270px perrow=2 caption=&amp;quot;Kirb&#039;s original completed assembly&amp;quot;&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpSideViewKirb.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Side view.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpFrontSideKirb.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front view.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;b&amp;gt;The Final Steps&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:CompleteAssemblyInSitu.jpg|300px|thumb|left|The completed assembly, mounted to the Sound and Speech Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Solder the new amp assembly directly to the board. Normally you would use a socket, but that will  lead to audio problems. It is better just to solder it into the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACHTUNG!&amp;lt;/b&amp;gt; Remember that pin 1 of the amp solder pads on the board is upside-down relative to every other IC on the board, and you need to install your new amp assembly with pin 1 &amp;quot;down&amp;quot;. Make sure this is done right. There is a 1 screened to the back of the board that should help you orient the assembly. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM379Replacement12VDCSource.jpg|300px|thumb|left|Connecting 12VDC to the amp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Now that the pins are soldered to the board, we have to connect 12VDC to pin 14 of the socket. This is easily found at the positive (+) side of C39. This 12VDC biases the +IN so that it won&#039;t saturate. Your amp will only work for about 30 seconds without this 12VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check all of your work one more time, then test the amp and see what you get. If you&#039;ve followed these steps correctly, your sound should be loud and clear!&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Sound Mapping =====&lt;br /&gt;
The interface between the driver board/MPU and the sound board is a simple bit map of 5 bits. S1, S2, S4, S8 and S16. S32 is available but never used.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of each sound made by &#039;&#039;&#039;Haunted House&#039;&#039;&#039; can be found [https://youtu.be/_SAv4fS-G1w &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Mars, God of War&#039;&#039;&#039;, see: https://www.pinwiki.com/wiki/index.php/Mars,_God_of_War&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Black Hole&#039;&#039;&#039;, see: https://www.pinwiki.com/wiki/index.php/Black_Hole#Sound_Mapping_for_Black_Hole&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A Sound Only Board====&lt;br /&gt;
=====Sound Cutting Out / No Sound=====&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback Back.JPG|300px|thumb|left|Piggyback Amplifier Board w/ Cracked Header Pins]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® had a tendency of using single-sided boards for their &amp;quot;piggy back&amp;quot; / daughter boards, and these boards are susceptible to cracked header pin solder joints.  The MA-483 amplifier board is no different.  If the sound appears to be cutting out or their are no sounds at all, the header joints on the MA-483 may have developed cracks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before suspecting the daughter board header joints, review the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section located in the &amp;quot;General for all games&amp;quot; section. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A / 80B Sound with Piggyback Board====&lt;br /&gt;
[[File:GottliebSystem80ABSoundsOnlyWithPiggyback.jpg ‎|300px|thumb|left|Gottlieb® System 80A / 80B Sound Board MA-490 w/ MA-488 Piggyback Board (Sounds only). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80A / 80B sound board is nearly the same as the first generation System 80 sound only sound board.  It utilizes a 2716 EPROM versus a masked ROM like the System 80 sound board.  This was potentially due to the Harris 7643 masked ROM being obsolete.  The 80A / 80B board does not use a test button.&lt;br /&gt;
&lt;br /&gt;
Like the System 80 sounds only board, this board has 2 obsolete chips on it, the CPU (6503) and the RRIOT (6530).  On the plus side, these boards did not get destroyed nearly as much as the original System 80 sounds only boards (plugging the System 80 sounds only board into a System 1 game would destroy it in a very short time).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-766)====&lt;br /&gt;
[[Image:GTB Sys80B Sound.JPG|300px|thumb|right|Gottlieb® System 80B MA-766 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This sound board has two independent 6502 CPUs.  One exclusively drives a DAC (digital-to-analog converter).  The other drives the speech chip, Orator, (not used for speech on this generation of sound board, but it is used to generate sounds), and two AY-3-8913 sound chips.  Each is pretty much independent, sharing essentially only the sound select lines, the reset signal, and the output section. The gates of one TTL chip are used by both 6502s to communicate between the subsystems via the NMI signal to each 6502 among other functions. The ROMs, CPUs, and accessory chips, are all localized to the particular subsystem other than the inter-processor communication just mentioned.&lt;br /&gt;
&lt;br /&gt;
Note that the LED and test switch are only relevant for the CPU that operates the speech and synthesizer chips, not the chip connected directly to the DAC. With this in mind, it should be possible to troubleshoot this board using a divide-and-conquer approach.  For instance, if the LED isn&#039;t blinking in/off at about a 50% duty cycle, then the subsystem for the 6502 that controls the LED has to have a fault, but the other subsystem may be fine.&lt;br /&gt;
&lt;br /&gt;
Since this sound board is really just a more complex MPU board, or single board computer, the usual diagnostic steps are in order.&lt;br /&gt;
#Verify the ROM images are valid.&lt;br /&gt;
#Ensure that the reset signal begins low and then transitions to high after about 1/2 second.&lt;br /&gt;
#Ensure that the external clock signal is present at pin 37 of both 6502 processors.&lt;br /&gt;
#Ensure that the data lines on the 6502 (pins 33 through 26) are pulsing.&lt;br /&gt;
#Ensure that the address lines on the 6502 (pins 9 through 20, 22 through 25) are pulsing.&lt;br /&gt;
#Ensure that the external clocks are pulsing at pins 3 and 39 of the 6502 processors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-886)====&lt;br /&gt;
[[File:GottliebMA-886.jpg|300px|right|thumb|A repaired MA-886 sound board. Resistors R15, R16, R14, and R13 (top to bottom) are shown with blue Sharpie marks on their left ends, the end to probe when testing the sound channel. The other two components in the rectangle are high frequency ceramic filter capacitors which rarely fail.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-886 is generally the same board as the MA-766 sound board.  The main differences are that the MA-886 uses .156&amp;quot; header pins instead of edge connections, the Orator chip was no longer used, and SW1 was abandoned.&lt;br /&gt;
&lt;br /&gt;
Troubleshooting this board is nearly identical to the steps noted above for the MA-766 board.&lt;br /&gt;
&lt;br /&gt;
One useful aspect of the board is that 4 channels of sound are summed by the LM324 at B1 before final amplification offboard. &lt;br /&gt;
*Channel 1 is the output from the 7528 DAC at E2. An example of the sounds that this channel makes is the &amp;quot;Destroy Alpha One&amp;quot; and other voices used in Robowar. This channel also contributes the &amp;quot;skittering&amp;quot; sound when the ball pass the rollunder on the ramp wireform and the &amp;quot;energy pulse&amp;quot; sound when the ball rolls over any of the top 4 lane rollovers. This signal passes through &#039;&#039;&#039;R16&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 2 is the output from the AY-3-8913 (if present) at H4. This signal passes through &#039;&#039;&#039;R14&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 3 is the output from the AY-3-8913 (if present) at K4. This signal passes through &#039;&#039;&#039;R13&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 4 is the output from the MF-4 at E5. This signal passes through &#039;&#039;&#039;R15&#039;&#039;&#039; before summing.&lt;br /&gt;
&lt;br /&gt;
Placing an oscilloscope probe on the end of these resistors attached to the sound generating circuitry for that channel should show a purposeful signal (versus noise). If not, it&#039;s a good bet that one of the devices in that sound channel has failed.&lt;br /&gt;
&lt;br /&gt;
Several games (Bone Busters, Hoops, Bell Ringer, Silver Slugger, Car Hop, Deadly Weapon, Title Fight, and Vegas to name a few) use the MA-866 sound board paired with the MA-1294 auxiliary sound board. The two boards are connected via a special ribbon cable with dip &amp;quot;pins&amp;quot; on each end. WARNING: remove these connectors ONLY by sliding a flat blade screwdriver under it. Trying to &amp;quot;pull&amp;quot; the connector off with fingers on each side WILL cause the connector to be damaged. This sound board pair makes a two tone sound at power on. The two tones are different notes, like &amp;quot;LA-TI&amp;quot;. The first tone originates from the YM2151 on the MA-1294 auxiliary sound board. The second tone originates from the 7528 DAC. If either tone is missing, or unclear, suspect the associated sound lane.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-886) Jumpers J7 and J8====&lt;br /&gt;
[[File:GottliebMA886JumperComparison.jpg|300px|left|thumb|The left board is from Silver Slugger (a System 3 game) which has both J7 and J8 installed. The right board is from Night Moves which has only J7 installed.]]&lt;br /&gt;
[[File:GottliebMA886SchematicSnippet.jpg|300px|right|thumb|A snippet of the schematic for the two boards showing that without J8 installed, the sound board will not be &amp;quot;interrupted&amp;quot; to indicate a new sound command is to be processed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-886 sound board was used in both System 80B and System 3 games. Two jumpers allow the board to be configured to accept the signal at connector P1, pin 9, as input. J8 IN enables this. J8 OUT defeats this. It&#039;s important to ensure these jumpers are installed appropriately for a particular game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
[[File:Sys80 Flippers.jpg|400px|left|thumb|Typical System 80 Flippers]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® System 80 flipper assemblies are very well engineered, and very little goes wrong with them.  Due to this, they are considered to be the &amp;quot;Sherman Tanks&amp;quot; of flippers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gottlieb® System 80/80A/80B games other than Bone Busters utilize the traditional &amp;quot;fat&amp;quot; flipper bat design (similar to Bally, Chicago Coin, and Stern), which is a carry over from the last flipper design of Gottlieb® System 1 games. The 3&amp;quot; plastic flipper bat is technically called a &amp;quot;flipper island&amp;quot; (Gottlieb® part number A-13150), and uses a 3/8&amp;quot; wide rubber ring versus the more common 1/2&amp;quot; wide rubber all other manufacturers use.  Another anomaly regarding Gottlieb® flippers from this era is that they are the only flipper design that uses an upper and lower flipper bushing system.  Neither bushing protrudes through the playfield.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
System 80/80A/80B flippers (other than Bone Busters) use an A-17875 (standard), A-24161 (stronger), or A-20095 (strongest) dual wound flipper coil.  The general design is a coil with two windings, the &amp;quot;power stroke&amp;quot; (low resistance) and &amp;quot;hold&amp;quot; (high resistance) windings, just like most other flipper coil designs. However, only a single diode is used with this serial winding design versus others which employ a dual diode, parallel winding design.  Here&#039;s how it all works.  When initially engaged via the flipper cabinet button switches, both the power stroke and hold windings receive power, however, the hold winding is bypassed or shorted by the end of stroke (EOS) switch (electricity follows the path of least resistance).  As the flipper actuates and opens the EOS switch, the power is then transferred to both the power and hold windings (the resistance sum of the two windings), creating a very high resistance.  The high resistance allows the coil to remain turned on without creating stress on the low resistance power winding.  Hence, the coil can stay turned on indefinitely in theory.&lt;br /&gt;
&lt;br /&gt;
Gottlieb® System 80/80A/80B flipper systems do not use a flipper relay per se.  Flipper power flows through switch pairs on Q &amp;amp; T relays located under the playfield, along with other non-computer controlled coils like slingshots.&lt;br /&gt;
&lt;br /&gt;
For problems and resolutions for the flippers used in Bone Busters, please see the [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_3#Flipper_Problems Flipper Problems] section in the Gottlieb System 3 repair guide. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers Won&#039;t Work at All====&lt;br /&gt;
Like any flipper issue, it has be determined whether the problem is electrical or mechanical in nature.  Start with obvious first.  Look for broken wires at the flipper coil, EOS switch, and cabinet switch first.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During visual inspection, make certain that the flipper EOS switch is closed (use an ohmmeter to determine this), and the switch pairs on the tilt and game over relays are properly gapped and closed.  Equally, inspect the switch pairs to see if any of the switch blades are broken or missing their contacts.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since high current passes through all of the switches which enable the flipper, any of the switches may be suspect.  It is somewhat common for games which have been sitting dormant for years that the cabinet switch and / or EOS switch become so fouled, the flipper will not budge at all.  The remedy is to file these switches with an ignition file.  See the [http://www.pinwiki.com/wiki/index.php?title=General#How_to_Properly_File_Switch_Contacts How to Properly File Switch Contacts] section.  A flexstone will not work for this job, as the cabinet and EOS switch contacts are very hard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inspect the cabinet switches for broken female spade connectors where the cabinet wiring attaches to the switch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, look at the flipper plunger / link assembly.  The plunger link is a hefty plastic piece which inserted into at hollowed out end of the flipper plunger.  The link is connected to the plunger with a small roll pin.  The link can break or the roll pin can fall out, due to vibration.  If the link is no longer connected to the plunger, the flipper will not move at all.  Refrain from trying to engage the flipper with the cabinet switches.  Continuing to enable the flipper coil will stress the coil, because the EOS switch will not open, transferring power.  The end result is an overheated flipper or damaged flipper coil.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers are Weak, Sluggish, or Erratic====&lt;br /&gt;
&#039;&#039;&#039;Wrong Flipper Coil Installed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb manuals of this era are a little confusing and misleading when documenting the flipper coils used in each game.  The manual usually has a chart in the front half of the manual that lists all the coils that &amp;quot;could be&amp;quot; used in the game.  This chart is the same for every game and lists multiple flipper coils (i.e., A-17875, A-24161, or A-20095), but not necessarily what is installed in that specific game or where it is used.  To determine that, the schematics in the later half of the manual should be used to identify the coils that are supposed to be installed for each of the flippers in that specific game.  It&#039;s somewhat common to see Gottlieb games with the wrong flipper coils installed; likely either because the operator didn&#039;t have the correct coils on-hand, or because the installer misinterpreted the information in the manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System1-80FlipperLinkDamageAnnotated.jpg|thumb|left|300px|A Gottlieb® System 80/80A/80B Flipper Plunger/Link/Crank Parts. Note the &amp;quot;hogged out&amp;quot; part of the link]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn Flipper Link&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The design of the flipper crank and flipper link / plunger is peculiar to Gottlieb® games.  Gottlieb® games from the System 80/80A/80B era use a very meaty flipper link, which does not have a pivot point between it and the connected plunger.  To achieve the necessary fulcrum, the flipper link has an oval opening at the point where the link and flipper crank connect.  The two pieces are simply connected with a roll pin protruding through the two parts.  Over time, the roll pin can sometimes cut into the opening in the link, and the roll pin will catch as the flipper crank pivots.  The result is a weak flipper or a flipper which does not return to the at rest position.  Using a roll pin punch tool, remove the roll pin, and replace the flipper link / plunger assembly.  Pay close attention when installing the roll pin into the new plunger link.  It is very easy to cut into the link with the roll pin, deeming the new link / plunger worthless.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flipper Crank Installed Incorrectly&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Reassembling a flipper bat / shoe incorrectly can result in a weak flipper.  Before tightening the two set screws which hold the flipper shaft in place, make certain that the flipper crank is centered equidistant between the upper and lower flipper bushings.  If placed too close to the upper bushing, it will &amp;quot;sandwich&amp;quot; the upper bushing between the crank and bat.  If placed too close to the lower bushing, the crank will have friction between it and the lower bushing.  The end result is a weak flipper or a flipper which does not return to the at rest position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fouled / Pitted Switch Contacts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fouled switch contacts can reduce current, which in turn reduces power / strength.  Make certain that the EOS switch, cabinet switch, and switch pairs on the game over (Q) and tilt (T) relays are all clean and not pitted. Filing the contacts with an ignition file will remedy the problem, provided that the contacts are not heavily pitted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bad Connection to Cabinet Switch&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem related to the cabinet switches is the female spade connector used to connect the cabinet wiring to the switch.  These spade connectors can sometimes become sloppy or break.  In most cases, the break is not evident, until the connector is removed and reinstalled on the cabinet switch tab.  The spade connector can be removed and a new one crimped on, or the better solution is to solder the cabinet switch wires to the tabs on the cabinet switch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn Flipper Plunger&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A mushroomed flipper plunger can create excessive drag within the coil sleeve.  When replacing the plunger / link, replace the coil sleeve and coil stop too.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Coil Stop&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The coil stop &amp;quot;slug&amp;quot; is pressed into the coil stop bracket.  It is somewhat common for the slug to become detached from the coil stop bracket.  The coil stop slug will then be &amp;quot;free floating&amp;quot; within the coil sleeve.  This can create some interesting problems, but the most noticeable are reduction in flipper power, decrease in flipper stroke or both.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incorrect Flipper Rubber Installed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® used 3/8&amp;quot; wide rubber on flippers.  It fits perfectly into the groove on the plastic flipper bat.  Everybody else used 1/2&amp;quot; wide rubber, and that tended to get installed on the Gottlieb® games, too.  When a 1/2&amp;quot; wide ring is used, it almost fits, but because of the groove, it will present a funny angle to the ball instead of a flat plane.  The results are either air balls, or the flipper will smack the ball downward into the playfield.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cracked / Broken Plastic Bat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes the flipper bat cracks.  Replacements are available.  The screw that holds the plastic flipper bat on the metal shoe is located on the underside of the flipper.  Loosen the two set screws on the flipper crank, and the shoe and bat will come free.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Hold Winding&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Erratic flipper function is defined as a flipper which will not remain in the up (hold) position when activated.  The flipper will move rapidly up and down as if it is &amp;quot;machine gunning&amp;quot;.  This is typically the result from a break in the hold winding right at the flipper coil lug.  One resolution is to locate the broken coil winding (this will be the thinner of the two windings), and unwind one turn from the coil.  This can be accomplished if the side of the winding is not connected to the common lug of the flipper coil.  Note that the power winding cannot be unwound if it breaks.  This is because the power winding is wound on the coil bobbin first, and is located beneath the hold winding.  Once one turn of the hold winding is unwound from the coil, the excess length must be shortened.  After the correct length is determined, the portion of the winding which will be soldered to the coil lug must have its insulation stripped off.  The red or green hue on the coil winding is actually a thin insulation, which is used to keep the winding from shorting to adjacent windings.  Gently scrape the coating off the winding by using an exacto or utility knife, exposing the copper wire of the winding.  Then wrap the uninsulated winding around the coil lug, and solder it.  If a single winding cannot be removed from the existing coil, complete coil replacement is the solution.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers Will not Return to at Rest Position====&lt;br /&gt;
The EOS switch assembly is actuated by the pointed part of the flipper crank assembly.  This is a metal-on-metal contact point.  Due to the design of the flipper crank, it will eventually wear a hole in the EOS actuating blade.  The fix is to replace the EOS switch assembly.  About halfway through the System 80B games (around TX-Sector or so), the EOS switch was slightly relocated, and a modified flipper crank actuates the switch with a roller.  An MA-988 or MA-989 kit can be purchased to perform this upgrade on any System 80/80A/80B game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, the flipper link can become cut by the roll pin which secures it to the flipper crank.  This can also cause the flipper to not return to the rest position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also mentioned in the previous section, the flipper coil stop slug can detach from the coil stop bracket, causing the flipper not to return completely.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the flipper return spring has become stretched or is no longer connected to the flipper crank or coil stop anymore, the flipper will not return properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pop bumper problems===&lt;br /&gt;
[[File:Gtb pbdb new.JPG|thumb|300px|left|Corrected/Modified Gottlieb® System 80/80A/80B Pop Bumper Driver Board]]&lt;br /&gt;
[[File:PBDBDiagram.jpg|thumb|300px|right|Gottlieb® System 80/80A/80B Pop Bumper Driver Board Parts Locator. Click this link for an interactive parts locator: &amp;lt;br&amp;gt;https://www.pinballschematics.com/pop-bumper-board-a8/]]&lt;br /&gt;
The pop bumpers on all System 80 / 80A / 80B games are controlled by an under playfield mounted board known as the pop bumper driver board (PBDB). Remote pop bumper driver boards are unique to Gottlieb® System 80 games. No other manufacturer made this design decision. The reason Gottlieb® did this is probably to supplement the number of coil drive circuits as well as to solve the common problem of pop bumpers locking on with subsequent damage to the games components.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each pop bumper has its own board.  Each board provides a consistent, strong pop regardless of how long the spoon switch is activated, and ensures (when working properly) only a single pop per actuation of the spoon switch. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These boards are single-sided construction, where the traces are located only the solder side of the board.  Due to this construction, the solder connections crack easily.  Reflowing the solder of the header pins on any suspect boards is recommended to ensure a good mechanical and electrical connection.  The components should be inspected as well, because they can also have cracked solder connections that will need to be touched up.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the pop bumper fires but does not score, examine the secondary switch on each pop bumper to see if it needs cleaning or adjustment.  This switch is part of the switch matrix, and can be tested by manually pulling the pop bumper rod and ring down to activate it.&lt;br /&gt;
&lt;br /&gt;
====Pop Bumper Driver Board Power and Ground Source====&lt;br /&gt;
[[image:PBDBPowerGroundConnection.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
As can be seen in the schematic snippet above, Pop Bumper Driver Boards receive 5V power and a connection to ground via MPU connector A1J6, pins 18 and 9 respectively. A poor connection at these pins will render the pop bumper driver board, and hence the associated pop bumper, inoperative.&lt;br /&gt;
&lt;br /&gt;
Testing to see if the PBDB is receiving 5VDC and ground can be accomplished by measuring between pin 7 (ground) and pin 14 (5VDC) on either of the integrated circuits on the board. &lt;br /&gt;
&lt;br /&gt;
Lack of 5VDC power (or ground) may also be caused by fractured solder joints on the PBDB header.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Pin 2 of each pop bumper driver board connector is the path to ground for solenoid power. This ground is connected to the transformer chassis via one of the many equally dicey methods Gottlieb used. See: [[Gottlieb_System_80#Recommended_Ground_Improvements_for_System_80B|Recommended Ground Improvements for System 80B Games]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Updating the Pop Bumper Driver Board====&lt;br /&gt;
Gottlieb® issued a service bulletin to correct a design error with the PBDB. A great many of these boards were delivered in games prior to correcting the design at the factory. Examine the PBDBs to ensure that they have been updated. See the pictures below, noting the differences. &#039;&#039;&#039;A dead giveaway would be the lack of a jumper to replace CR1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=150px perrow=2 caption=&amp;quot;System 80/80A/80B PBDB Before/After Modification&amp;quot;&amp;gt;&lt;br /&gt;
File:Gottlieb-UnModifiedPBDB.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Unmodifed PBDB&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gottlieb-ModifiedPBDB.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Modifed PBDB&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gottlieb-ModifiedPBDBPartsExplanation.jpg|thumb|300px|right|Gottlieb® System 80/80A/80B PBDB Update]]&lt;br /&gt;
Should your PBDB require update, follow this procedure:&lt;br /&gt;
&lt;br /&gt;
*Acquire the following parts&amp;lt;br&amp;gt;&lt;br /&gt;
**Cut to length .156 Molex male header pins with locking ramp (you&#039;ll need a 6 pin length)&amp;lt;br&amp;gt;&lt;br /&gt;
**47uf/10V electrolytic capacitor (C4)&amp;lt;br&amp;gt;&lt;br /&gt;
**4.7uf/10V capacitor (C3, tantalum or electrolytic, may be axial or radial)&amp;lt;br&amp;gt;&lt;br /&gt;
**Jumper material (use the remaining leg cut from C4 when you install it)&amp;lt;br&amp;gt;&lt;br /&gt;
*Remove CR1, C3, and C4&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the Molex connector or reflow the solder on each header pin&amp;lt;br&amp;gt;&lt;br /&gt;
*Install C4 (47uf/10V) with the negative side facing the male header pins&amp;lt;br&amp;gt;&lt;br /&gt;
*Use the remaining part of the capacitor leg from C4 as a jumper to replace CR1. Any jumper wire will work...the cap leg is convenient, available, and looks professional when installed nice and straight.&amp;lt;br&amp;gt;&lt;br /&gt;
*Install C3 (4.7uf/10V), reversing the original polarity so that the positive side faces the jumper just installed and the negative side faces the nearest board edge. Note that C3 may be axial (leads from both ends along the components &amp;quot;axis&amp;quot;) or radial (leads on one end of the component). The board is designed to accept either style.&amp;lt;br&amp;gt;&lt;br /&gt;
*Ensure that the large can transistor (2N6057, 2N6059, PMD10K40 or PMD10K60) solder joints are solid and that the bolted end is making good contact with the PCB trace.&amp;lt;br&amp;gt;&lt;br /&gt;
*Test the large can transistor...&amp;lt;br&amp;gt;&lt;br /&gt;
**DMM set to &amp;quot;diode test&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
**Black lead on the nut that secures the transistor&amp;lt;br&amp;gt;&lt;br /&gt;
**Red lead on each leg of the transistor&amp;lt;br&amp;gt;&lt;br /&gt;
**A measurement between .5 and .7 should be seen. Readings significantly outside of these ranges indicate a failed transistor which should be replaced.&amp;lt;br&amp;gt;&lt;br /&gt;
*Examine the remaining solder joints on the board to ensure good solid joints and no lifted traces. Note that the trace between the jumper that replaces CR1 and R2 is particularly susceptible to damage and if broken, will cause the associated pop bumper to lock on.&lt;br /&gt;
*Reinstall the PBDB and test.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an update for the PBDB that gives the board a bit more &amp;quot;pop&amp;quot;. Simply replace R1 (1.5Kohms) with a 10Kohm 1/4W resistor and replace C1 (0.01mfd) with a 1 mfd 100 volt (non polarized) capacitor.&lt;br /&gt;
&lt;br /&gt;
Also, to avoid random, uncommanded pops caused by &amp;quot;noise&amp;quot; on the switch line, you can add an electrolytic capacitor to the solder side of the board. Use a 4.7 mfd 16 volt radial capacitor (both leads on one end). Solder the negative lead of the capacitor to pin 4. Solder the positive lead of the capacitor to pin 5.&lt;br /&gt;
&lt;br /&gt;
=====Replacing the 2N6057 with a TIP-102=====&lt;br /&gt;
&lt;br /&gt;
[[File:popdrivertip102.jpg|300px|thumb|left|A TIP-102 installed on a Pop Bumper Driver Board (PBDB)]]&lt;br /&gt;
[[File:PBDTIP102.JPG|300px|thumb|right|Closer view of a TIP-102 installed on a PBDB]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 2N6057 used on Gottlieb games is obsolete, so it is hard-to-find and expensive.  A cheap and effective substitute for the 2N6057 as used on the PBDB is a TIP102 transistor.  It&#039;s not the most elegant &amp;quot;hack&amp;quot;, but it works well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====using Pop Bumper Driver Board for a Kicker solenoid====&lt;br /&gt;
With some games, Gottlieb® used pop bumper boards to control kicker solenoids (for example Victory, uses a PBDB for the top kicker). However, on these boards the pulse time for the solenoid is different! Standard pop bumper boards have a pulse time of 40 milliseconds, while the boards for controlling a kicker have a pulse time around 110 milliseconds.&lt;br /&gt;
&lt;br /&gt;
The pulse timing is controlled by the components at R2 &amp;amp; C3. The standard pop bumper board uses 12KOhm resistor at R2 and a 4.7uF capacitor at C3. On the pop bumper boards intended for the kickers, R2 has a 33KOhm resistor. &lt;br /&gt;
&lt;br /&gt;
pulse time (t) = 0.7 x R x C&lt;br /&gt;
&lt;br /&gt;
So if the kicker is too weak, check the R2 resistor&#039;s value on the kicker&#039;s pop bumper board.&lt;br /&gt;
&lt;br /&gt;
===Drop Target Problems===&lt;br /&gt;
&lt;br /&gt;
====Early System 80 / 80A Drop Target Removal====&lt;br /&gt;
For now, please review the drop target removal guide available at [http://www.papinball.com/tips/gottlieb_drop_target_guide2.html PAPinball.com].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later System 80B Drop Target Removal==== &lt;br /&gt;
This is a stub&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vari-Target Problems===&lt;br /&gt;
The single largest problem with vari-targets is adjusting the spring tension, which returns the vari-target to the at rest position.  The spring can be adjusted by hooking it to one of two screws which hold the spring in place.  In most cases, there is only one screw, but two screw holes are placed 180 degreees from one another within the vari-target frame.  Spring adjustment should be made so that the vari-target barely returns to the home position, when the playfield is upright (resting against the backbox).  Once the playfield is placed in its proper position, gravity will help with the extra &amp;quot;bump&amp;quot; that the vari-target needs to return home.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, the switch leaves of the vari-target, which &amp;quot;ride&amp;quot; along the rivet board need enough tension to make good solid contact with the rivets. Since it&#039;s impossible to bend the switch leaves closer to the rivet board with the rivet board in place, removal of the vari-target rivet board must be done to make this adjustment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vari-targets seldom require adjustment as they were correctly adjusted at the factory. It is possible to move parts of the mechanism so that the switch no longer comes to rest on a rivet when the vari-target &amp;quot;gear&amp;quot; is stopped by the reset relay armature.&lt;br /&gt;
&lt;br /&gt;
Vari-targets are a rare example of where lubrication helps the operation of the mechanism. A thin film of lithium grease on the rivets helps the switch blade &amp;quot;wipe&amp;quot; cleanly across them. Like [http://en.wikipedia.org/wiki/Brylcreem Brylcreem], &amp;quot;a little dab&#039;ll do ya&amp;quot;. Note: That&#039;s humor son...Brylcreem is not a suitable lubricant...for pinball machines. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Roto Target Problems===&lt;br /&gt;
By the time System 80 games first came out, the roto target was a dying assembly.  The believed reason is due to the amount of playfield &amp;quot;real estate&amp;quot; in which it used underneath a playfield.  Circus is the only System 80 game which used the roto target.	 	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===Cabinet===&lt;br /&gt;
* Power cable strain relief bushing, 80A games: Heyco 7k-2&lt;br /&gt;
&lt;br /&gt;
==Game Specific Problems and Fixes==&lt;br /&gt;
&lt;br /&gt;
Black Hole issues have been moved to the dedicated [http://www.pinwiki.com/wiki/index.php?title=Black_Hole Black Hole] page.&lt;br /&gt;
&lt;br /&gt;
===Alien Star Game Start Failure===&lt;br /&gt;
Alien Star has a major fault when running the original 689 code.  For the game to properly start, one ball must be in the trough and one ball in the outhole.  If both balls are located in the trough, only the single trough switch will be closed, and not the outhole switch.  When only the trough switch is closed, the game *thinks* that only one ball is installed, (2 balls total are needed), and will do absolutely nothing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has not been verified, but running 689A code may resolve this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Haunted House - Upkicker Plastic Tube Mounting Bracket===&lt;br /&gt;
&lt;br /&gt;
[[File:Cornell_VR4_cap_bracket.jpg|300px|thumb|left|Mounting bracket for the plastic tube.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The metal mounting bracket that secures the longer plastic upkicker tube to the main playfield breaks its tabs (ears) off allowing the tube to flop around loose. This bracket is actually an electrolytic capacitor mounting bracket for computer grade capacitors. If broken, Mouser Electronics sells this item as part number [http://www.mouser.com/ProductDetail/Cornell-Dubilier/VR4/?qs=0r35cIPu56HWvTGFwxXK2g%3d%3d 539-VR4]. The OEM part is a VR4, which is manufactured by Cornell-Dublier (Mallory).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spring Break - Shooter Lane Switch Required to work or ball will drain and game will &amp;quot;brick&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
[[File:SpringBreakBallLaunchGateCropped.jpg ‎|300px|thumb|left|Ball gate at exit to Spring Break shooter lane. The spring actuates a switch below the playfield. &amp;lt;i&amp;gt;Image courtesy of Russell McIntyre&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spring Break is configured to start a multiball at the start of every ball. The game uses a &amp;quot;shooter lane exit&amp;quot; switch or any scoring switch, to know that a ball has been put into play, enabling subsequent balls to launch. If this switch is malfunctioning, and a ball is launched that scores no points before draining, the game will be &amp;quot;bricked&amp;quot; requiring a power cycle. The key is scoring points and the shooter lane exit switch scores 300 points. This seems like a &amp;quot;hack&amp;quot; created by Gottlieb once this &amp;quot;feature&amp;quot; was discovered.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Devil&#039;s Dare - All Displays out except status display===&lt;br /&gt;
[[File:DD Resistor Before.jpg|thumb|left|300px|Burnt 200 Ohm resistor on +60VDC display power line]]&lt;br /&gt;
[[File:DD Resistor After.jpg|thumb|right|300px|Replacement 200 Ohm 2 watt resistor on +60VDC display power line]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the game in question is a Devil&#039;s Dare, and all of the displays are out except for the status display, and the +60VDC is present at the power supply, but not at the displays, the following may apply.  Some Devil&#039;s Dare games, (it is unknown exactly which ones at this point), have a 200 ohm resistor installed in series with the +60VDC power line for the displays.  The resistor is located on the lamp insert board, just behind the lower right 6 digit display.  The resistor is soldered to two solder eyelets, so replacement is relatively easy.  It is unknown what the purpose of this resistor is, but it is fairly common for the resistor to overheat and potentially fail.  The recommended replacement for this is a 200 ohm 2 watt resistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no information regarding the value or placement of this resistor in the Devil&#039;s Dare manual / schematics.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Volcano Kick Back Ends Prematurely ===&lt;br /&gt;
[[File:VolcanoKickBack.jpg|300px|thumb|left|The Volcano kickback mechanism.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The kickback mechanism in Volcano, once enabled by a playfield feature, remains available until the player uses the feature by pressing the green cabinet button in front of the flipper switch. The game knows that the feature has been used by sensing the switch at the rear of the mechanism. As the plunger pulls in, the normally closed switch is opened by the ring on the rear of the plunger. If this normally closed switch isn&#039;t &amp;quot;making&amp;quot; solidly, the game will think that the plunger has pulled in. The kickback feature will be considered used and hence disabled.&lt;br /&gt;
&lt;br /&gt;
The behavior looks like the feature has timed out prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Games with Playfield Windows: Black Hole, Haunted House, Genesis, Monte Carlo, etc. ===&lt;br /&gt;
Playfield windows use foam washers that provide &amp;quot;counter force&amp;quot; to help keep the window flush with the playfield. If the window isn&#039;t flush with the playfield, the &amp;quot;lip&amp;quot; of the sunken window in its mount will cause airballs and/or the edge of the playfield will wear excessively.&lt;br /&gt;
&lt;br /&gt;
After a couple decades, springy foam washers turn into hard, crumbly foam washers. Weatherstripping (&amp;quot;beer seal&amp;quot;), cut really small, works in a pinch, but the Pinball Resource stocks the proper foam washers (GTB # 21219). Strips of tool box drawer liner work as well, but there is only one chance to crank them down before they compress.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Repair Logs==&lt;br /&gt;
Did you do a repair? Log it here as a possible solution for others.&lt;br /&gt;
====Volcano and Devil&#039;s Dare Left Outlane KickBack Not Working====&lt;br /&gt;
[[File:GottliebBallSaveKickBack2.jpg ‎|300px|thumb|left|With the plunger not pulled in, the normally closed switch &amp;quot;makes&amp;quot;. &amp;lt;i&amp;gt;Image courtesy of PinSider NeedaVirus&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GottliebBallSaveKickBack1.jpg ‎|300px|thumb|right|With the plunger pulled in, the normally closed switch is opened. &amp;lt;i&amp;gt;Image courtesy of PinSider NeedaVirus&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The &amp;quot;kickback ball save&amp;quot; implementation on games like Volcano and Devil&#039;s Dare is enabled via game play achievement(s) but is not &amp;quot;automatically&amp;quot; driven. The player must use a dedicated button adjacent to the cabinet flipper button to fire the plunger at just the right time. Once the plunger is fired, the feature is considered &amp;quot;used&amp;quot; and disabled until the same game play achievement(s) have been accomplished again.&lt;br /&gt;
&lt;br /&gt;
A particular issue with the mechanism is &amp;quot;premature cancellation&amp;quot; of the feature. The feature is enabled via game play, but then immediately disabled. This is caused by the normally closed switch under the apron being maladjusted and not &amp;quot;making&amp;quot;. A simple adjustment of this switch, to ensure it is normally closed, but opens when the plunger is pulled in, will correct the issue. &lt;br /&gt;
&lt;br /&gt;
These pictures...are better than 1,000 more words.&lt;br /&gt;
[[File:BallSaverSchematic.png ‎|600px|thumb|center|The applicable schematic snippet showing the &amp;quot;Ball Saver Switch&amp;quot; and the ball saver relay, a crude but effective implementation. &amp;lt;i&amp;gt;Image property of Gottlieb LLC&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Game Displays 000000 On Power Up and It&#039;s Not The Slam Switch ====&lt;br /&gt;
If you power the game on and all of the displays immediately display all zeros without strobing the problem is usually with the slam switch. However, if the slam switch modification has been done or the slam switch is working properly there is a problem with the switch matrix.&lt;br /&gt;
&lt;br /&gt;
I had this problem on my Haunted House machine. I finally found that chip Z15 (7432) was bad.&lt;br /&gt;
&lt;br /&gt;
I was fixing a kicker solenoid on the playfield, the playfield was still in the machine and fully in the upright position. While I was soldering the wire to the new solenoid I did not adequately protect the components below from a solder drip. Well, I did have a solder drip that landed right on a pop bumper driver board connector and shorted the connector. The short caused more than just this problem but for this narrative we will restrict to the slam/switch matrix problem.&lt;br /&gt;
&lt;br /&gt;
Reading in other materials I recognized the problem as the slam switch issue. I used a logic probe to test other components and found the CPU board working, mostly as it should except for acting like the machine was slam tilted. There was little written about the problem outside of the slam switch. I decided to check the matrix by doing a diode check on all of the diodes in the switch matrix. When I did this, I found that many of the diodes were testing bad. These were being tested with the board removed from the machine.&lt;br /&gt;
&lt;br /&gt;
Having replacement diodes in my parts drawer I decided that these must have gone bad during the short. I began unsoldering a few of the diodes. Once disconnected from the circuit board I remeasured the removed diodes and found the correct values on my meter, they were not bad. I then noticed that the bad diodes were all in the same row on the switch matrix. They all traced back to the Z15 chip. I replaced the Z15 7432 and the problem was resolved.&lt;br /&gt;
&lt;br /&gt;
====Game Displays a single 0 or 1 on Displays====&lt;br /&gt;
If an 80A game does not boot and displays just a single zero, just a single 1, or alternates between a single zero and single 1, this may indicate one or more bad IC(s) on the MPU:&lt;br /&gt;
* CPU&lt;br /&gt;
* Z7&lt;br /&gt;
* Z8&lt;br /&gt;
&lt;br /&gt;
The CPU itself may still output data that can be picked up with a logic probe, but still might be bad.&lt;br /&gt;
&lt;br /&gt;
[[File:Gottlieb-sys80a-bad-cpu-display-symptom.gif|thumb|300px|left|Animation of symptom of alternating 0 and 1]]&lt;br /&gt;
[[File:Gottlieb-sys80a-bad-cpu-display-symptom-zeros.jpg|thumb|300px|left|Symptom of the displays showing a single zero]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Testing the Q relay ====&lt;br /&gt;
Had a problem with my Black Hole - Q relay didn&#039;t activate. Played a bit with wires, did ground mods, .. &lt;br /&gt;
After a while I noticed it did work but didn&#039;t stay enabled - at the start of a game it closed, 1 coil (ball drain) kicked and the Q relay deactivated again. Noticed this with the playfield in up position, no pinballs installed.&lt;br /&gt;
Finally tested with playfield down - and pinballs installed - suddenly the behaviour was different: ball drain coil kicked and then the next coil also that put a coil in the shooter lane. Seems the Q relay did work all this time, but will only stay enabled when pinballs are installed in the game ?!&lt;br /&gt;
&lt;br /&gt;
==== Results of a locked on coil ====&lt;br /&gt;
[[File:BurntCoil1.jpg|300px|thumb|left|Melted coil sleeve.]]&lt;br /&gt;
[[File:BurntCoil2.jpg|300px|thumb|right|Burned coil wrapper.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a coil locks on (due for example to a bad driver board transistor), the coil will burn. Here is a coil which had locked on. Note the burn marks on the paper wrapping and the melted coil sleeve, which prevented the coil plunger from moving through the coil. The resistance of this coil was 0.9 ohms (the specified resistance for this particular coil should be 3.35 ohms), also indicating it&#039;s bad due to an internal short (adjacent windings shorted together due to overheating the coil wire insulation).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Black Hole top rollover switches ====&lt;br /&gt;
When Black Hole serves a ball, it must go through the top rollovers before hitting any other switch.  The playfield design ensures this.  But if it doesn&#039;t (I had the glass off and started testing some other feature), things get very weird: suddenly, I seemed to be in a 3-ball, 4-player game with some of the score displays blank.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t usually a problem in practice but it is worth making sure that the three top rollovers have clean switches.&lt;br /&gt;
&lt;br /&gt;
==== Replacing the 80B 5V pot ====&lt;br /&gt;
I got a Monte Carlo and replaced the 5V adjustment pot on the regulator.  It was working fine.  After the old one had been chopped off, I discovered it was the same as the new one.  It had already been replaced!  A bunch of rework on the regulator, and ground mods on the transformer frame, should have been my clue.&lt;br /&gt;
&lt;br /&gt;
==== 80B sound doesn&#039;t work ====&lt;br /&gt;
I got a Spring Break and the sound didn&#039;t work.  The LED didn&#039;t light in any predictable way, and the game put out a lot of white noise.  At one point I thought I heard some sounds underneath.&lt;br /&gt;
&lt;br /&gt;
Fortunately, I had a Monte Carlo sitting next to it where the sound did work.  I spent some time trying to understand the problem, and finally just swapped all the socketed chips (three EPROMs and the &amp;quot;Orator&amp;quot; speech synthesizer).  The problem followed the EPROMs, not the board.  Ultimately I replaced all three ROMs, although it seems likely that only one was likely bad.&lt;br /&gt;
&lt;br /&gt;
Note that the sound board has two separate CPUs, and only one controls the LED, so it is likely one of the two EPROMs associated with that CPU that is actually bad.&lt;br /&gt;
&lt;br /&gt;
==== Two flash lamp problems ====&lt;br /&gt;
Monte Carlo has four pairs of flashers controlled by &amp;quot;lamp&amp;quot; drive transistors, stepped up by under-playfield transistors.  On my game, I had two unrelated problems with different flash banks.  &lt;br /&gt;
&lt;br /&gt;
The two sockets by the roulette wheel were missing their lamps, and the under playfield was a little burned near where the lamps had been.  Apparently they were locked on, and someone had pulled the bulbs rather than fix the problem.  I replaced Q17, which was out of spec according to the measurements on this page.  I didn&#039;t replace the under-playfield MJ2955 because it seemed to measure correctly.  One down, one to go.&lt;br /&gt;
&lt;br /&gt;
The other flasher, the two on the left side, just didn&#039;t work.  Lamp bulbs were fine, and all transistors seemed OK by the tests given above.  I checked for continuity in the wiring and even tried grounding the transistor side of the circuit, but no lamps lit.  Finally, I pulled the plastic off to take the bulb out (to measure at the socket) and I found that the two lugs of the socket were bent and touching!  So the lamp was a short, but because of the resistor, not short enough to blow the fuse or fry the transistor.  A little bending back seems to have fixed it. -- [[User:Ts4z|ts4z]] ([[User talk:Ts4z|talk]]) 16:29, 7 February 2014 (CST)&lt;br /&gt;
&lt;br /&gt;
==== 80B Display has garbage on one display glass ====&lt;br /&gt;
Chicago Cubs had garbage/nonsensical characters on just the lower score display. I found chip U2 (type 10939) which controls the lower display to be bad. Replacing the chip cured the problem. I also installed a 40 pin IC socket for the replacement chip. If by chance you encounter the same symptom except that it is on the upper display, then chip U1 (type 10939) is bad. U1 controls the upper score display.&lt;br /&gt;
&lt;br /&gt;
====Rebuilt 80/80A Power supply, solenoid fuse blows on power up====&lt;br /&gt;
If a System 80/80A power supply has been rebuilt and the solenoid fuse blows as soon as the game is turned on, take a look at the power supply capacitor at C1. It might have been installed in the wrong direction. Make sure the (-)side on the capacitor matches the (-) side notated on the PCB.&lt;br /&gt;
&lt;br /&gt;
==== Haunted House ten thousand digit out on several displays ====&lt;br /&gt;
Encountered the ten thousand digits missing on three displays: player 1, player 3, and bonus display. Tried several known good cpu boards and problem remained. Tried swapping displays and problem remained. I traced the problem to the wiring harness on the main playfield. At the playfield mounted transistor Q2, the transistor mounting bracket had cut into the wiring harness. I repaired the harness with electrical tape and routed the harness farther away from that bracket with a couple of wire ties. Problem fixed and all displays are now working correctly.&lt;br /&gt;
&lt;br /&gt;
==== Multiple Pop Bumpers dead (maybe) ====&lt;br /&gt;
&lt;br /&gt;
I have a Counterforce, an early 80 game with two pop bumpers. I shopped it and took it to a show. It got put back in my garage and left idle for over a year. I went to play it, and the lower pop bumper didn&#039;t work. I looked into it, and after some poking around, including pulling a connector off of a PBDB. Now, neither pop bumper worked. I checked fuses and voltages but they looked OK. After I got over my frustration at making the problem worse, I realized it was likely something related to having moved the game. I checked both PBDBs and both had cracked header pins. Both boards had the same problem independently. Fixing both boards fixed the pop bumpers.  [[User:Ts4z|ts4z]] ([[User talk:Ts4z|talk]]) 02:49, 18 October 2022 (CDT)&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80&amp;diff=26077</id>
		<title>Gottlieb System 80</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80&amp;diff=26077"/>
		<updated>2026-10-13T22:35:49Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* Speakers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Gottlieb_Repair_Guides | Gottlieb® solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 1st gen boardset.jpg‎|300px|thumb|left|Gottlieb® System 80 Board Set - 1st Generation ]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
			&lt;br /&gt;
Gottlieb&#039;s® second generation of solid state pinballs is System 80.  Capabilities were increased in terms of controllable lamps, solenoids, gameplay, and sound.  No longer tied to an EM-esque platform, Gottlieb® started to introduce games with more unconventional asymmetric playfields.  System 80 marked a foray into double and triple level playfields, speech, and multiball. Unfortunately, it also represented a lateral step in reliability, with battery corrosion, connectors, and bad grounding plaguing the design.  Nearly all the same issues as were present with the System 1 platform.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
			&lt;br /&gt;
[[File:System80cabinet.jpg|300px|thumb|left|Gottlieb® System 80 Board Set - 2nd Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Just like the System 1 games, the System 80 / 80A / 80B design relied solely on connectors and daisy-chained wiring to transport the ground lines from board to board. The exception is that the large ground plane used with System 1 games was no longer used behind the boards with the System 80 games. Gottlieb® still opted to use plastic standoffs to elevate and secure the boards to the backbox or the back side of the lamp box insert. Thus, if a single ground connector failed in the chain, the logic ground could fail for one or several of the circuit boards. This could potentially lead to locked on coils, relays, and / or controlled lamps. In turn, transistors and chips would fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:Later gtb sys80a boardset.jpg|300px|thumb|left|Gottlieb® System 80A Board Set]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 platform was used for a total of nine years from 1980-1989.  During this period, there were three main versions of the boardset.  These three versions are referred to as: System 80, System 80A, and System 80B.  System 80 was used from 1980-1982, System 80A was used from 1982-1985, and System 80B was used from 1985-1989.  The easiest way to differentiate between the three versions is by looking at the style of displays which were used.  System 80 used 6-digit displays for scoring, and in some instances, for bonus values or timers.  System 80A used 7-digit displays for scoring, and 6-digit displays for bonus values or timers too.  Both the 6-digit and 7-digit displays were limited to displaying numeric values.  System 80B differed the most by using two 20-digit alpha-numeric displays, which were stacked on top of each other.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
[[File:Early gtb sys80b boardset.jpg|300px|thumb|left|Gottlieb® System 80B Board Set - Early]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Shortly after the onset of using the System 80B boardset, it was evident that the complexity of playfield designs had quickly outgrown the boardset.  Remote satellite boards, and transistors littered the underside of the playfield and inside the cabinet, because the driver board was too undersized to handle these extra duties.  A new boardset, known as the System 3 platform, was under development, but was not released until nearly 4 years later in 1990.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
	 &lt;br /&gt;
[[File:Typical gtb sys80b boardset.jpg|300px|thumb|left|Gottlieb® System 80B Board Set - Typical]]&lt;br /&gt;
[[File:GTB Later 80B Backbox.JPG|300px|thumb|right|Gottlieb® System 80B Board Set - Later Games (Hot Shots, Bad Girls, and Big House]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once a System 80 / 80A / 80B game has been methodically gone through with board design grounding flaws and connectors corrected, they are just as reliable as any of their contemporaries.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Games==&lt;br /&gt;
===System 80 Prototype===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|The Incredible Hulk || 1979 || Unknown (10 presumed, 4 confirmed) || 500 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit || A small number of games were used as a testing platform, which featured the system 80 boardset instead of the system 1 boardset. Confirmed games include serials 01440, 01442, 01443, 01447.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80 1st Generation===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|The Amazing Spiderman|| 05-1980 || 7625 || 653 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Panthera|| 06-1980 || 5220 || 652 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||   6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Circus|| 06-1980 || 1700 || 654 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit || Ultra Widebody &lt;br /&gt;
|-&lt;br /&gt;
|Counterforce|| 06-1980 || 3870 || 656 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||   6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Star Race|| 08-1980 || 870 || 657 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit || Ultra Widebody  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80 2nd Generation===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;Sound&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|James Bond|| 10-1980 || 3625 || 658 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Time Line|| 12-1980 || 3167 || 659 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Force II|| 02-1981 || 2000 || 661 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Pink Panther|| 03-1981 || 2840 || 664 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Mars, God of War]]|| 03-1981 || 5240 || 666 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || First Gottlieb® with speech, lane change, and multi-ball&lt;br /&gt;
|-&lt;br /&gt;
|Volcano|| 09-1981 || 3655 || 667 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || Export games used [[Media:Gtb_sys80_sound.JPG | sound only]] board&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Hole]]|| 10-1981 || 8774 || 668 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || First Gottlieb® with 2-Level playing area, Export games used [[Media:Gtb_sys80_sound.JPG | sound only]] board and a simple single backglass with no spinning disc.&lt;br /&gt;
|-&lt;br /&gt;
|[[Haunted House]]|| 06-1982|| 6835 || 669 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 6-digit || First game with 3-Level playing area, Sound only, but used sound &amp;amp; speech board w/o the speech chip installed.&lt;br /&gt;
|-&lt;br /&gt;
|Eclipse|| 1982 || 193 || 671 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit || Production game and available as a kit for James Bond 007 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80A===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Devil&#039;s Dare|| 08-1982 || 3832 || 670 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || Export games used the [[Media:Gtb_sys80_sound.JPG | sound only]] board&lt;br /&gt;
|-&lt;br /&gt;
|[[Caveman]]|| 09-1982 || 1800 || PV810 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || Pinball / Video game hybrid &lt;br /&gt;
|-&lt;br /&gt;
|Rocky|| 09-1982 || 1504 || 672 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|[[Spirit]]|| 11-1982 || 1230 || 673 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Punk!|| 12-1982 || 959 || 674 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board  &lt;br /&gt;
|-&lt;br /&gt;
|Striker|| 11-1982 || 910 || 675 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Krull|| 02-1983 || 10 || 676 || [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Goin&#039; Nuts|| 02-1983|| 10 || 682 || [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Q*bert&#039;s Quest|| 03-1983 || 884 || 677 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Super Orbit|| 05-1983 || 2100 || 680 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]]  || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board &lt;br /&gt;
|-&lt;br /&gt;
|Royal Flush Deluxe|| 06-1983 || 2000 || 681 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]]  || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board  &lt;br /&gt;
|-&lt;br /&gt;
|[[Amazon Hunt]]|| 09-1983 || 1515 || 684 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]] or [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board. Later production games used the [[Media:Gtb_sys80a%26b_sound.JPG|sound only]] piggyback sound board &lt;br /&gt;
|-&lt;br /&gt;
|Rack &#039;Em Up!|| 11-1983 || 1762 || 685 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Ready... Aim... Fire!|| 11-1983 || 390 || 686 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Jacks to Open|| 05-1984 || 2350 || 687 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Star]]|| 06-1984 || 1065 || 689 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || 689A Denotes a revision in the ROM code&lt;br /&gt;
|-&lt;br /&gt;
|The Games|| 08-1984|| 1768 || 691 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Touchdown|| 10-1984 || 711 || 688 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|El Dorado City of Gold|| 09-1984 || 905 || 692 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Ice Fever|| 02-1985 || 1585 || 695 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80B===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Chicago Cubs Triple Play|| 05-1985 || ~1365 || 696 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Bounty Hunter|| 07-1985 || 1220 || 694 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Tag Team Pinball|| 09-1985 || 1220 || 698 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] ||  Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Rock|| 10-1985 || 1875 || 697 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 || DIP switches 7 and 8, while listed as &amp;quot;spares&amp;quot;, 7 is actually used to turn attract sounds on / off.  There is an addendum added to the first page of the manual stating as such.&lt;br /&gt;
|-&lt;br /&gt;
|Raven|| 03-1986 || 3550 || 702 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Rock Encore|| 04-1986 || 245 || 704 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||Production game using same playfield art as Rock, but mainly available as a conversion kit for Rock&lt;br /&gt;
|-&lt;br /&gt;
|Hollywood Heat|| 06-1986 || 3400 || 703 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Genesis|| 09-1986 || 3500 || 705 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings|| 10-1986 || 3260 || 707 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break|| 04-1987 || 3550 || 706 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo|| 02-1987 || 4315 || 708 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]||  Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Arena|| 06-1987 || 3099 || 709 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]||Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Victory|| 10-1987 || 3315 || 710 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Lady|| 02-1988 || 2700 || 711 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|TX Sector|| 03-1988 || 2336 || 712 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War|| 04-1988 || 2130 || 714 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Excalibur|| 11-1988 || 1710 || 715 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||Start of the MA-1133 CPU Board. No actual speech callouts are present in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls|| 11-1988 || 2500 || 717 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||  &lt;br /&gt;
|-&lt;br /&gt;
|[[Big House]]|| 04-1989 || 1977 || 713 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 || &lt;br /&gt;
|-&lt;br /&gt;
|Hot Shots|| 04-1989 || 2342 || 718 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||  &lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters Inc.|| 08-1989 || 2000 || 719 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 || Uses 3 sound boards - uses 50v to power flippers &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game date of release, production numbers, and model number provided by the Internet Pinball Database - http://www.ipdb.org&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
===Recommended Documentation===&lt;br /&gt;
====Manuals====&lt;br /&gt;
* A game manual.  Pinball Resource has many factory originals still left, and reprints of everything else.&lt;br /&gt;
&lt;br /&gt;
====Theory of Operation &amp;amp; Repair Guides====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Gottlieb Star Series 80 Service Manual&lt;br /&gt;
|[[file:Gottlieb-star-series-80-service-manual-cover.jpg|thumb|left|140px]][[file:Gottlieb-star-series-80-service-manual-cover-alt.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Information on how system 80 operates, with troubleshooting information outlined.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1983 Technical Seminar Workbook&lt;br /&gt;
|[[file:Gottlieb-technical-seminar-workbook-1983-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Information on how system 80 operates, with troubleshooting information outlined.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parts Catalogs====&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; schematics, and diagrams for controlled lamp, solenoid, and rubber locations. Gottlieb tended to publish a lot of game-specific information in parts catalogs. These have exploded diagrams of assemblies, particularly in earlier games that had the thinner, much less helpful manuals. Playfield parts, lamps, and switches are all diagrammed out. These also have collected service bulletins. Reprints are available from Pinball Resource.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1982 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1982-parts-catalog-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Counter Force, Star Race, James Bond, Time Line, Force II, Pink Panther, Mars God Of War, Volcano, Black Hole, Haunted House, Devil&#039;s Dare, Caveman, Rocky. This catalog also features system 1 games.&lt;br /&gt;
|Includes parts assemblies, plus switch matrix and controlled lamp locations, board layouts, schematics, and board parts lists, coin door parts, and some cabinet parts. Includes System 1 and 80 parts and boards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1987 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1987-parts-manual-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Volcano, Black Hole, Haunted House, Devil&#039;s Dare, Rocky, Spirit, Rock, Striker, Q*bert&#039;s Quest, Super Orbit, Royal Flush, Amazon Hunt, Rack &#039;Em Up, The Games, Chicago Cubs Triple Play, Rock Encore, Ready Aim Fire, Touchdown, Bounty Hunter, Raven, Jacks To Open, El Dorado City Of Gold, Tag Team, Hollywood Heat, Alien Star, Ice Fever, Rock, Genesis&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1992 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1992-parts-manual-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Covers 80B games starting from Gold Wings and the first 9 System 3 titles (games #706-#730).&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One interesting note about the part numbers is that the single letter that preceded the number indicated the size of the paper that was used for the original drawing/blueprint of the part. Paper sizes A up through F were used.&lt;br /&gt;
&lt;br /&gt;
===Connector Designations===&lt;br /&gt;
All Gottlieb® machines have a common naming convention for all of the connectors in the game.  A specific connection uses two parts - a prefix and a suffix.  The prefix is the board number or an inline wire junction, and the suffix is the connection on the board or a sequential wire junction number.  When referencing a specific connector pin within a housing, a dash follows the connection number.  For example, the connector pin for the slam switch signal on the CPU board is A1J5-10.  The coin door connection used on Devil&#039;s Dare is A15P1 and A15J1 - the connector pin for switch return 7 on the coin door is A15J1-8.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following boards are assigned the same numbers throughout the System 80 / 80A / 80B platforms.&lt;br /&gt;
*CPU Board - A1&lt;br /&gt;
*Power Supply - A2&lt;br /&gt;
*Driver Board - A3&lt;br /&gt;
*Sound Board - A6&lt;br /&gt;
*Pop Bumper Driver Boards - A8&lt;br /&gt;
*Reset Board - A24&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There are several other board designations used, however, they change from game to game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Wiring Color Code===&lt;br /&gt;
&lt;br /&gt;
Unlike every other pinball manufacturer, which adopted a two-color wiring code system, Gottlieb® used three colors.  Most wiring in a Gottlieb® game used a white base color, which is the wire&#039;s insulation color, and three &amp;quot;striped&amp;quot; traces on each wire.  I state most cases, because there are some wires which only used two colors - the green insulated ground lines which have a single yellow trace, or only one color - the white ground wires used in System 80B games with no trace at all.  Below is the Gottlieb® color chart.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
|-&lt;br /&gt;
| Color || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#000000&amp;quot;&amp;gt;Black&amp;lt;/span&amp;gt;  &lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#A52A2A&amp;quot;&amp;gt; Brown &amp;lt;/span&amp;gt; &lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#800080&amp;quot;&amp;gt; Purple &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#808080&amp;quot;&amp;gt; Gray &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#000000; background:#FFFFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Does the color chart look familiar?  Well, if you have an electronics background, it should.  The Gottlieb® wire code system is the same as the resistor color coding system.&lt;br /&gt;
&lt;br /&gt;
Here are some examples of the color coding system.  The color wire code for switch strobe line 0 is 400.  400 would be a white insulated wire with a yellow trace and two black traces, or commonly referred to as a yellow-black-black wire.  The ground lines in early System 80 games are code 54.  54 would be a green insulated wire with one yellow trace.&lt;br /&gt;
&lt;br /&gt;
There is one word of caution, which should be pointed out.  If the connections on A1J2 and A1J3 are being replaced, there are wire colors on these connections which are very similar.  Although each wire is located on a different housing, please proceed with caution, as it can be difficult to see all three traces without spinning the wire around.  The wires which come to mind are 344 and 677 on A1J2, and 433 and 766 on A1J3.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Matrix===&lt;br /&gt;
====Switch Matrix Wire Coloring====&lt;br /&gt;
[[File:GottliebSystem80A1J6SwitchMatrixWireColors.png|right|thumb|500px|Gottlieb® System 80 Switch Matrix Wire Coloring at Connector A1J6. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Wire colors used for the switch matrix, as connected to A1J6 on the MPU, were identical across all Gottlieb System 80/80A/80B games. They are, from pin 1 to 19, and right-to-left &amp;lt;b&amp;gt;(backwards)&amp;lt;/b&amp;gt; as you view the front of the connector as installed on the MPU...&lt;br /&gt;
#yellow-black-black&lt;br /&gt;
#yellow-brown-brown&lt;br /&gt;
#yellow-red-red&lt;br /&gt;
#yellow-orange-orange&lt;br /&gt;
#yellow-yellow-yellow&lt;br /&gt;
#yellow-green-green&lt;br /&gt;
#yellow-blue-blue&lt;br /&gt;
#yellow-purple-purple&lt;br /&gt;
#white (ground)&lt;br /&gt;
#blue-black-black&lt;br /&gt;
#blue-brown-brown&lt;br /&gt;
#blue-red-red&lt;br /&gt;
#blue-orange-orange&lt;br /&gt;
#blue-yellow-yellow&lt;br /&gt;
#blue-green-green&lt;br /&gt;
#blue-blue-blue&lt;br /&gt;
#blue-purple-purple&lt;br /&gt;
#blue-slate-slate (+5VDC)&lt;br /&gt;
#empty&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; that not all games use all rows and/or all columns of the switch matrix. Unused switch matrix circuits are not wired.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Switch Numbering====&lt;br /&gt;
[[File:Sys80 switch matrix.png|left|thumb|600px|Gottlieb® System 80 Switch Matrix]]&lt;br /&gt;
The Gottlieb® System 80 / 80A / 80B switch matrix consists of a maximum of 64 switches.  There are a total of 8 switch strobes and 8 switch returns. However, not every switch in the matrix is used on every System 80 game.&lt;br /&gt;
&lt;br /&gt;
Just like the System 1 switch numbering system, the System 80 switch numbers have a similar naming convention.  Except, the System 80 switch numbering system is the opposite of System 1.  If you are accustomed to working on System 1 games, pay close attention.  With Gottlieb® System 80 switches the first number of the switch is its strobe number, while the second number is switch&#039;s return number.  An example would be switch 54.  Switch 54 is located on strobe 5 and return 4 of the switch matrix.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Strobe 0&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-1 / A1J5-2)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 1&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-2 / A1J5-3)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 2&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-3 / A1J5-4)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 3&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-4 / A1J5-5)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 4&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-5 / A1J5-6)&lt;br /&gt;
! Strobe 5&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-6 / A1J5-7)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 6&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-7)&lt;br /&gt;
!Strobe 7&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-8 / A1J5-9)&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 0 (A1J6-10)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 00&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 10&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 20&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 30&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 40&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 50&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 60&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 70&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 1 (A1J6-11)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 01&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 11&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 21&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 31&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 41&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 51&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 61&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 71&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 2 (A1J6-12)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 02&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 12&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 22&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 32&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 42&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 52&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 62&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 72&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 3 (A1J6-13)&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 03&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 13&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 26&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 33&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 43&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 53&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 63&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 73&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 4 (A1J6-14)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 04&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 14&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 24&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 34&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 44&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 54&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 64&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 74&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 5 (A1J6-15)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 05&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 15&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 25&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 35&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 45&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 55&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 65&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 75&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 6&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-16 / A1J5-8)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 06&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 16&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 26&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 36&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 46&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 56&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 66&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 76&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 7&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-17 / A1J5-1)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 07&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 17&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 27&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 37&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 47&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 57&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 67&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 77&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
====The &amp;quot;Missing&amp;quot; Gottlieb® System 80 Switches====&lt;br /&gt;
&lt;br /&gt;
With the Gottlieb® System 80 series of games, there are some switch assignments that are designated the same throughout the System 80, 80A, and 80B platforms.  These switches are typically not listed in the switch matrix portion of the manual.  You have to review the cabinet schematics, and decipher what switches use what return and strobe.  However, it appears that Gottlieb® / Premier® changed this section of the schematic starting with Excalibur or Bad Girls by no longer listing the strobes for these switches.  So, below are the &amp;quot;missing&amp;quot; switch assignments for any Sys80B.  All the info applies for Sys80 and Sys80A, except the two advance buttons, which weren&#039;t used prior to Sys80B.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;06&#039;&#039;&#039; - left advance button, also pause both lamp and relay/ solenoid tests (Sys80B only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;07&#039;&#039;&#039; - play / test switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;16&#039;&#039;&#039; - right advance button (Sys80B only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;17&#039;&#039;&#039; - left coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;27&#039;&#039;&#039; - right coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;37&#039;&#039;&#039; - center coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;47&#039;&#039;&#039; - replay button&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;57&#039;&#039;&#039; - plumb bob and ball roll tilts (these have the same switch assignment as the playfield tilt switch)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Black Hole is an exception.  The switch assigned for the tilt on Black Hole is 26.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The coin door slam switch is not part of the switch matrix.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Language Selection ===&lt;br /&gt;
&lt;br /&gt;
The only way to change the language displayed is to install the correct language ROMs. Gottlieb didn’t incorporate a “soft” method of changing language selection. &lt;br /&gt;
&lt;br /&gt;
===Enabling Free Play===&lt;br /&gt;
Free play options were unavailable in the original System 80/80A/80B game code. However, there are some hardware modifications that can be done, stacked switches can be added to the start/credit button, or  EPROMs with free play code can replace original PROMs.&lt;br /&gt;
&lt;br /&gt;
====Free Play EPROMs====&lt;br /&gt;
For system 80/80A, the U2/U3 PROMs can be replaced with an [http://www.flipprojets.fr/Freeplay_EN.php EPROM with free play code]. Replacing U2/U3 will require an adapter, such as the [https://www.greatplainselectronics.com/proddetail.asp?prod=140-101 module from GreatPlainsElectronics (no longer available)], [https://lisy.dev/u2u3-_adapter.html LISY], [https://www.flippp.fr/u2u3pcb.php?lg=en flippp], or a [http://www.actionpinball.com/tech/sys80mod.php#system custom adapter board]&lt;br /&gt;
&lt;br /&gt;
For System 80B, the game PROM can be replaced with an [http://www.flipprojets.fr/Proms80B_EN.php EPROM with free play code].&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80 Games====&lt;br /&gt;
Early Gottlieb® solid state pinball machines, prior to 1990, did not have a free play option available within the game settings.  With this simple modification, a game can be set up for free play.  First, identify the diode strip in the bottom of the cabinet.  Once the diode strip is found, locate the credit button and coin switch strobe line wires.  The wires will be located on the left of the diode strip - the non-banded side of the diodes.  Below is a list of the wires.&lt;br /&gt;
&lt;br /&gt;
* Credit button wire - Green-Yellow-Yellow&lt;br /&gt;
* Left coin switch wire - Green-Brown-Brown&lt;br /&gt;
* Center coin switch wire - Green-Orange-Orange&lt;br /&gt;
* Right coin switch wire - Green-Red-Red&lt;br /&gt;
&lt;br /&gt;
[[File:Gtbsys80board.jpg|300px|thumb|left|Typical location of System 80 diode board in cabinet]]&lt;br /&gt;
[[File:System80FreePlayJumper.jpg‎|300px|thumb|right|Gottlieb® System 80 Black Hole diode board with jumper (yellow wire) to implement free play]]&lt;br /&gt;
&lt;br /&gt;
Solder a small lead wire from the credit button wire to any of the coin switch wires. The wires will change to different colors on the other side of the diode. You want to solder to the side of the diode (non-banded) with the color wire specified above. &lt;br /&gt;
&lt;br /&gt;
Make sure that the diode, credit button wire, and coin switch wire are still soldered securely to the diode strip terminal when finished.  If soldering is not an option, use a small alligator clip test lead. Now, when the credit button is pressed, a credit will be incremented and decremented. A game can be easily started without the need to open the coin door to trip the coin switches anymore.&lt;br /&gt;
&lt;br /&gt;
For this &amp;quot;hack&amp;quot; to work properly (adding a credit and then decrementing a credit), the MPU DIP switches for the associated coin chute must be configured so that one coin drop adds one credit. In other words, if the DIP switches are set to require more than one coin drop through the associated chute, the free play &amp;quot;hack&amp;quot; will not work correctly because the &amp;quot;hack&amp;quot; mimics a single coin drop.&lt;br /&gt;
&lt;br /&gt;
Please note that this modification does not apply to Gottlieb® System 80A and System 80B machines. System 80A and 80B machines use diode boards with edge connections, which are typically located on the cabinet wall near the left flipper cabinet switch. Jumpering the diodes on System 80A and 80B games do not give the intended free play results of jumpered System 80 diodes. This is attributed to how the diode boards are physically placed differently in circuit with respect to the switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TimeLineFreePlay.jpg‎|300px|thumb|left|Gottlieb® System 80 Time Line diode board with jumper (the red wire...I mean...it&#039;s a red flippin&#039; wire. You HAVE to be able to see it!) to implement free play]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left ties the center coin chute wire (Green-Orange-Orange) to the credit button wire (Green-Yellow-Yellow).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80A Games====&lt;br /&gt;
[[File:ExampleSwitchStack.jpg ‎‎|300px|thumb|left|A &amp;quot;donor&amp;quot; switch pair.]]&lt;br /&gt;
[[File:System80AStackedSwitch.jpg ‎ ‎‎|300px|thumb|right|Donor switch pair atop original credit button switch pair.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There is no method to implement free play for System 80A games at this time, other than &amp;quot;stacking&amp;quot; the credit button switch with one of the coin drop switches.&lt;br /&gt;
&lt;br /&gt;
The image at left shows a &amp;quot;donor&amp;quot; switch pair. A diode is not required on the switch as switch isolation diodes for coin door switches are located elsewhere in the game. This switch pair is from an early Williams solid-state game and is a bit too long. As implemented, the switch tabs were clipped, an additional 3/16&amp;quot; hole was drilled forward of the existing two holes, so that the switch pair length approximated the original credit button length. The insulating fish paper is necessary and will be reused.&lt;br /&gt;
&lt;br /&gt;
The image at right shows both the original credit button switch pair (inside) and the new switch pair with the coin drop wires from one of the coin chutes soldered tightly. The two switch pairs are insulated from each other with fish paper from the donor switch. Two new 5x40 by 1 inch screws have been used to secure the switch stack tightly. The original screws are too short for two switches. The additional switch has been adjusted to close just after the credit button switch closes.&lt;br /&gt;
&lt;br /&gt;
This implementation attempts to start a game, then adds a credit, making it normal to have to press the credit button twice if the game has no credits. One might think that swapping the switches would work better by adding a credit and then starting a game. However, at least for this game (Spirit), doing this didn&#039;t work. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80B Games====&lt;br /&gt;
A System 80B game does not have a built-in free play option available, so the fallback option to add credits is usually to open the coin door and trip the coin switches. However, there are a couple of methods that can be used to avoid doing that.&lt;br /&gt;
&lt;br /&gt;
=====Free Play (80B) Diode Board Modification=====&lt;br /&gt;
Locate the diode board used for all of the coin door switches (normally inside the cabinet to the left of where the coin box would be placed). Remove the diode board. Add a jumper between pin 4 and pin 10 of the diode board on the solder side of the board, (this can be done on the component side instead). Make certain that the jumper is soldered onto the banded side of the diodes. This jumper essentially ties the right advance button on the front of the cabinet to the center coin switch.&lt;br /&gt;
&lt;br /&gt;
Now, when the right advance button is pressed, credits will be added to the game. There have not been any unwanted side effects observed when the right advance button is pressed while scrolling through characters used to enter high score initials.&lt;br /&gt;
&lt;br /&gt;
An alternative method that achieves the same result is to use a jumper wire with minigrabber ends and clip them on to the bottom of the 4th and 9th diodes (from the right) on the front of the board. This requires no soldering and the diode board doesn&#039;t even need to be removed.&lt;br /&gt;
&lt;br /&gt;
The jumper modification should work on games from Chicago Cubs Triple Play to Excalibur. Hot Shots, Bad Girls, Big House, and Bone Busters, Inc. do not have a diode board for the coin door, so this specific modification cannot be done on those titles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=400 class=center&amp;gt;&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board.JPG|Typical location of System 80B diode board on cabinet wall&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Added.JPG|Added jumper to back of diode board&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Location_Front.JPG|Location to add jumper to front of diode board&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Added_To_Front.JPG|Added minigrabber jumper to front of diode board&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Free Play ROM (80B) =====&lt;br /&gt;
Another option is a free play ROM, produced by a group of kindly fellows in France. By burning the revised image into a 2764, and installing the new ROM on the daughter card, the game will now be on free play. Their implementation notices when zero credits are on the game and the credit button has been pressed. The new code then adds 20 credits to the game, and starts a game. The System 80B free play ROMs can be found [http://www.flipprojets.fr/Proms80B_EN.php here].&lt;br /&gt;
&lt;br /&gt;
[[image:PinSideLogo.png]] PinSider &amp;quot;McZonk&amp;quot; has hacked the 80B ROM set to include a very nice free play option. This code modification displays the letters &amp;quot;FP&amp;quot; on the display in lieu of the credit count when enabled. More information regarding this modification can be found on [https://pinside.com/pinball/forum/topic/free-play-mod-for-raven the Pinside discussion thread here].&lt;br /&gt;
&lt;br /&gt;
=== Bookkeeping &amp;amp; Diagnostics ===&lt;br /&gt;
[[File:GTB sys80 test button.jpg|300px|thumb|left|Gottlieb® System 80 Coin Door Test Button Highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
To enter the bookkeeping / diagnostic mode, open the coin door and press the red momentary switch. (Note this switch has no credit function)  Depending on the particular game, the self test button may be mounted on a bracket located on the coin door or just inside the cabinet near the coin door hinge.  Upon pressing this button, the 4-digit status display used with System 80 and System 80A games will display &amp;quot;&#039;&#039;&#039;00&#039;&#039;&#039;&amp;quot; in the credit window. Pressing the self test button again will advance to the next step in the bookkeeping.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an option to bypass all of the bookkeeping functions, entering diagnostic mode directly.  To achieve this, the self test button must first be pressed.  &amp;quot;&#039;&#039;&#039;00&#039;&#039;&#039;&amp;quot; will shown on the status display.  Then, the credit / start button should be pressed once.  The status display should now show &amp;quot;&#039;&#039;&#039;16&#039;&#039;&#039;&amp;quot;. &amp;quot;&#039;&#039;&#039;16&#039;&#039;&#039;&amp;quot; is the first test in diagnostic mode.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bookkeeping (System 80/80A)&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1 - Coins thru left chute&amp;lt;br&amp;gt;&lt;br /&gt;
2 - Coins thru right chute&amp;lt;br&amp;gt;&lt;br /&gt;
3 - Coins thru center chute&amp;lt;br&amp;gt;&lt;br /&gt;
4 - Total plays&amp;lt;br&amp;gt;&lt;br /&gt;
5 - Total replays&amp;lt;br&amp;gt;&lt;br /&gt;
6 - Game percentage&amp;lt;br&amp;gt;&lt;br /&gt;
7 - Extra ball&amp;lt;br&amp;gt;&lt;br /&gt;
8 - Total tilts&amp;lt;br&amp;gt;&lt;br /&gt;
9 - Total slam tilts&amp;lt;br&amp;gt;&lt;br /&gt;
10 - Number of times the HSTD has been beaten&amp;lt;br&amp;gt;&lt;br /&gt;
11 - First high score level&amp;lt;br&amp;gt;&lt;br /&gt;
12 - Second high score level&amp;lt;br&amp;gt;&lt;br /&gt;
13 - Third high score level&amp;lt;br&amp;gt;&lt;br /&gt;
14 - High score to date score&amp;lt;br&amp;gt;&lt;br /&gt;
15 - Average game time &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Diagnostics&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
16 - Lamp test&amp;lt;br&amp;gt;&lt;br /&gt;
17 - Coil test (will cycle and display coil number of coils used in the game. Coin counter coils, if installed, are excluded)&amp;lt;br&amp;gt;&lt;br /&gt;
18 - Switch test. (99 = no switches closed)  You can check switch numbers by pressing them on the playfield during this step.&amp;lt;br&amp;gt;&lt;br /&gt;
19 - Display test. The displays will cycle through each digit&amp;lt;br&amp;gt;&lt;br /&gt;
20 - Memory test. (99 = no fault)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80-7641-2Error.jpg|300px|thumb|left|Gottlieb® System 80 &amp;quot;7641&amp;quot; Error]]&amp;lt;br&amp;gt;&lt;br /&gt;
An example of a ROM image checksum error (or perhaps a ROM memory access error) displayed during test 20 is pictured at left. During test 20, if a checksum error is detected, the ROM code in U2/U3 will indicate &amp;quot;7641-X&amp;quot; in the player 1 display window, with &amp;quot;X&amp;quot; being &amp;quot;1&amp;quot; to indicate PROM 1 or &amp;quot;2&amp;quot; to indicate PROM 2. If you have followed the procedure to combine the original game ROMs into a single 2716, this error message is an indicator that the checksum of either the 1st half or the 2nd half of that ROM failed. Replace the ROM.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80A5101.jpg ‎|300px|thumb|left|Gottlieb® System 80A &amp;quot;5101&amp;quot; Error]]&amp;lt;br&amp;gt;&lt;br /&gt;
An example of a probable 5101 CMOS RAM error (or perhaps a CMOS RAM memory access error) displayed during test 20 of a System 80A &amp;quot;Spirit&amp;quot; game is pictured at left. During test 20, if a RAM error is detected, &amp;quot;5101&amp;quot; will be displayed in the player 1 display window.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
System 80B uses the same process as System 80/80A to enter bookkeeping / diagnostics.  The only difference is upon pushing the self test button the first time, the top alphanumeric display will display &amp;quot;&#039;&#039;&#039;TEST MODE&#039;&#039;&#039;&amp;quot;.  Pressing the self test button again will enter bookkeeping mode, while pressing the credit / start button will enter diagnostics mode.  After entering either mode, pressing the self test button will advance through each step in the appropriate mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80BZ5Error.jpg ‎|300px|thumb|left|Gottlieb® System 80B &amp;quot;ERROR- Z5&amp;quot;]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80B memory test will throw a memory error, &amp;quot;ERROR- Z5&amp;quot; as shown at left. This could indicate a failed 5101 (most likely) or it could mean that the processor can not access the 5101 due to chip select, address signal line, or data line signal line issues.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following notes apply to all System 80/A/B games.&lt;br /&gt;
*Any diagnostic test can be repeated by pressing the credit / start button.&lt;br /&gt;
*Waiting 60 seconds will reset the CPU and return the game to attract mode. &lt;br /&gt;
*The slam switch or tilt switch can be triggered to exit diagnostics. This is probably the only benefit of keeping the slam switch functional. However, considering the sometimes strange side effects which can arise from a maladjusted or malfunctioning slam switch, [[Gottlieb_System_80#Slam_Switch_Modification | disabling the slam switch]] is generally a better idea.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Default High Score To Date (HSTD)====&lt;br /&gt;
If a high score to date is not explicitly set (setting 14), then some (most) games use a default HSTD of either 770,000 or 790,000. Some games (such as Volcano or Black Hole) also have an auto-reset back to the default HSTD value after a player&#039;s score exceeds 980,000.&lt;br /&gt;
&lt;br /&gt;
====Pausing the Lamp and Solenoid Test (System 80B Only)====&lt;br /&gt;
[[File:Gtb sys80B left advance.jpg|left|thumb|300px|The left advance button on a System 80B Game]]&amp;lt;br&amp;gt;&lt;br /&gt;
The following only applies to System 80B lamp and solenoid tests.  A little known fact is that the lamp and solenoid tests can be &amp;quot;paused&amp;quot; on a single lamp or single solenoid.  To stop whichever item is being tested during lamp or solenoid test, and repeat the test on the particular item, simply push and hold in the left advance button located on the front of the cabinet, as shown in the picture to the left.  The left advance button can then be released, pressed, and held in again to step to the next item in the test.  This is a particularly nice feature, because the lamps and solenoids or relays tend to be pulsed rather quickly in test, and cannot be observed very well, until the test repeats itself.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rubber Ring Chart===&lt;br /&gt;
Although the Gottlieb® System 80 game manuals do list the location and part numbers for rubber rings used, some fail to list the actual rubber ring size.  Below is a handy chart, which lists the Gottlieb® rubber OEM number and its size.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gottlieb® #&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|A-14793 ||23/64&amp;quot; White Mini-Post&lt;br /&gt;
|-&lt;br /&gt;
|A-15705 ||27/64&amp;quot; White Mini-Post&lt;br /&gt;
|-&lt;br /&gt;
|A-10217 ||5/16&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-17493 || 7/16&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10218 || 3/4&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10219 || 1&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10220 || 1-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10221 || 2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10222 || 2-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10223 || 3&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10224 || 3-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10225 || 4&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10226 || 5&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-13151 || 3/8 x 1-1/2&amp;quot; Standard Red Flipper&lt;br /&gt;
|-&lt;br /&gt;
|A-13149 || 3/8 x 1&amp;quot; - Small Beaded Red Flipper&lt;br /&gt;
|-&lt;br /&gt;
|A-1344 || Rebound Rubber&lt;br /&gt;
|-&lt;br /&gt;
|1872 || Shooter Tip&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
&lt;br /&gt;
===[[System 80 / 80A / 80B Board Set]]===&lt;br /&gt;
Clicking the link above will direct you to a new page showing all of the System 80/80A/80B boards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 boards 3.png‎|800px|center|Gottlieb® System 80 Board Diagram]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following functional block diagram depicts the main PCBs and the input/output signals between them (#n = wire count).&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:sys80b_IO_lines.png|800px|center|Gottlieb® System 80/B functional blocks and I/O lines]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[System 80 / 80A / 80B Satellite Boards]]===&lt;br /&gt;
Clicking the link above will direct you to a new page showing all of the System 80/80A/80B satellite boards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Supplies===&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Power Supply====&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 psu.JPG‎|300px|thumb|left|System 80 / 80A Power Supply]]&lt;br /&gt;
[[File:Gtb sys80 psu back.JPG|300px|thumb|right|System 80 / 80A Power Supply - Showing the Large Heat Sink]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 / 80A power supply is very similar to the System 1 power supply, where as the circuit board is secured to a large &amp;quot;hot plate&amp;quot; heat sink. This style power supply is used for all System 80 and 80A games from Spiderman to Ice Fever, and is the source of the following:&lt;br /&gt;
* +5 VDC logic power&lt;br /&gt;
*+8 VDC offset voltage needed for the displays&lt;br /&gt;
*+60 VDC for the 6 or 7 digit displays&lt;br /&gt;
*+42 VDC for the status display&lt;br /&gt;
*Ground from earth ground located on the transformer panel&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the System 1 power supply, the +5 VDC logic power is no longer rectified and filtered on the power supply itself.  This process is now handled by a bridge rectifier and a large filtering capacitor located on the transformer panel.  The System 80 power still employs a [http://en.wikipedia.org/wiki/Crowbar_%28circuit%29 crowbar circuit] for the logic power, which protects from over-voltage situations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although these power supplies are fairly reliable, there are some drawbacks to the design.  By incorporating a large heat sink for the PMD10K40 / 2N6059 TO-3 transistor on the board, a lot of heat is dissipated throughout the whole board.  This in turn will limit the life expectancy of the other electronic components on the board.  Equally, the heat sink must be removed in order to perform component level repairs to the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Sound &amp;amp; Speech Power Supply==== &lt;br /&gt;
&lt;br /&gt;
A sound &amp;amp; speech board (S&amp;amp;S) is used starting with Mars God of War (MGOW).  Because of the voltages needed to drive some of the components on the S&amp;amp;S board, this secondary power supply is added to the power train.  The voltages generated from this board are:&lt;br /&gt;
*+12 VDC used for the analog inverters and voice synthesizer chip&lt;br /&gt;
*-12 VDC used for the analog inverters&lt;br /&gt;
*+30 VDC used by the sound amplifier (LM379)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 sands power1.JPG|300px|thumb|left|System 80 Sound &amp;amp; Speech Power Supply (1st Generation)]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There are two different variations of this power supply.  The first style is used only with MGOW and Volcano, and is not a printed circuit board (PCB).  The electronic components were screwed to a block of wood, which is located on the left wall of the lower cabinet.  Conducting tests and repairs to this style power supply can be awkward and difficult.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys80 s&amp;amp;s psu.JPG|300px|thumb|left|System 80/80A Sound &amp;amp; Speech Power Supply (2nd Generation)]]&lt;br /&gt;
[[File:System80SpeechAndSoundPS.jpg|300px|thumb|right|System 80/80A Sound &amp;amp; Speech Power Supply (2nd Generation), with test points added. Unstuffed component locations facilitate easy addition of voltage test points The ground test point requires a hole to be drilled in the PCB. Negative 12V is measured at the non-banded end of the 1N4742 zener diode.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Black Hole, the S&amp;amp;S power supply is now on a circuit board (MA-188), which is located in the head of the game with the other circuit boards.  Even though each style of S&amp;amp;S power supply uses different components for the generation of +12 VDC, the end result is the same.  The S&amp;amp;S power supply was no longer used when Gottlieb® went a step backwards, and installed the System 80A sounds only board with the piggyback board.  This change occurred during the run of Amazon Hunt.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The generation 1 and generation 2 sound board power supplies are not pin compatible. One could be exchanged for the other by rearranging connections of a 9-pin molex connector. However, this is not recommended.&lt;br /&gt;
&lt;br /&gt;
====System 80B Power Supplies====&lt;br /&gt;
&lt;br /&gt;
Starting with Chicago Cubs, the Gottlieb® power train went through a bit of a face lift. The System 80B platform uses two separate boards to supply power.  This design change is mainly due to the single display board, which rectifies the high voltage on the board itself.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80b psu.JPG|300px|thumb|left|System 80B +5 VDC Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
The small power supply with the finned heat sink is only used to generate +5 VDC for logic power.  Although, removing the heat sink is not necessary to work on the board, this power supply has its own set of issues.  First, it does not have a crow bar circuit.  If the LM338K voltage regulator fails, and fails whereas the voltage increases drastically, it can destroy electronic components on the other circuit boards.  Secondly, it&#039;s not as bad, but heat is still dissipated throughout the board.  Third, the adjustable potentiometer (pot) on the power supply is prone to failure, due to dirt, dust, and contaminants.  Finally, it is typical for the header pins on the input and output of the board to develop cracked solder joints.  The two latter problems can easily be overcome, and will be addressed in the [http://pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Recommended_Repairs_for_the_System_80B_Power_Supply_Board Recommended Repairs for the System 80B Power Supply Board] section below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80b aux psu.JPG|300px|thumb|left|System 80B Auxiliary Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Rock, the second power supply is added, and is referred to as the auxiliary power supply. The primary functions of this board is used to power the sound board, and amplify the audio output. This sound amplifier board is used in concert with MA-766 and MA-886 sound boards. A breakdown of the voltages supplied by the auxiliary power supply are as follows:&lt;br /&gt;
*-12 VDC&lt;br /&gt;
*+12 VDC&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80B-MA1017AuxPowerSupply.jpg |300px|thumb|left|System 80B Auxiliary Power Supply with .156 headers versus edge connector]]&lt;br /&gt;
[[File:BoneBustersSpecificAmpBoard.jpg |300px|thumb|right|A BoneBusters Inc specific Auxiliary Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
This Auxiliary Power Supply board changed with the release of Bad Girls. Edge connections were no longer used. Instead, .156&amp;quot; header pins were added to the board as shown at left. Note that the System 80B Auxiliary Power Supply board is slightly different from the System 3 Auxiliary Power Supply board. The System 80B board uses a 1K ohm, 2 watt resistor at R8. The System 3 board uses a 330 ohm 1/2 watt resistor at that location.&lt;br /&gt;
&lt;br /&gt;
[http://www.ipdb.org/machine.cgi?id=347 Bone Busters Inc.] uniquely used a modified Auxiliary Power Supply board as pictured at right. A connection was made between pin 12 and the intersection of R1 and R2 to connect the audio output of the second, less populated sound board to the amplifier circuitry. A 1.8K ohm 1/4 watt resistor makes the connection while balancing the audio level from this input. No other game used pin 12 or this configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===CPU Board===&lt;br /&gt;
[[File:Gtb sys80 cpu divided.png‎|300px|left|thumb|Gottlieb® System 80 CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 CPU board is a 6502 based microprocessor system. The 6502 microprocessor (the very same one used in the first Apple computer and the Atari 2600) executes the basic operating system contained in the masked ROMs at U2/U3.  The masked ROMs at U2 and U3 have the same code for all of the different generations of the System 80 platform.  U2 and U3 code changed with the System 80A platform.  The game code &amp;quot;personality&amp;quot; augments the basic operating system PROM(s).  Early System 80 games which used two ROMs at PROM1 and PROM2 positions were masked ROMs.  Later, when the game code could be held in a single 2716, an EPROM was used instead. Battery-backed memory for audits and adjustable game parameters is added via a 5101 256x4 bit CMOS memory at Z5. &amp;quot;Scratchpad&amp;quot; memory is contained in the three 6532 RIOTs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Control of peripheral devices (in this case lamps, displays, solenoids, switches and sound) is accomplished via three 6532 RIOTs (RAM-I/O-Timer) at U4, U5, and U6. Each RIOT in turn controls it&#039;s own &amp;quot;subsystem&amp;quot; to drive these devices.&lt;br /&gt;
&lt;br /&gt;
*Switch matrix (U4)&lt;br /&gt;
*Displays (U5)&lt;br /&gt;
*Solenoids (U6)&lt;br /&gt;
*Lamps (U6)&lt;br /&gt;
*Sound (U6)&lt;br /&gt;
&lt;br /&gt;
There are four generations of the System 80 board.  All of the CPU boards can be easily identified by their revision numbers notated just below the operator adjustable dip switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====1st Generation CPU Board====&lt;br /&gt;
[[File:GTB sys80 CPU 1st ver.JPG|300px|thumb|left|System 80 CPU Board - 1st Generation]]&amp;lt;br&amp;gt;&lt;br /&gt;
The first generation CPU is used in the first 5 System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-001&lt;br /&gt;
*DET PB03-D102-001&lt;br /&gt;
*REV B&lt;br /&gt;
This board uses two masked PROM chips for the game code.  The chips are typically labeled with the three digit game model number followed by /1 or /2, designating the game PROM position.  An example of this naming convention is shown in the pic to the left.  652/1X and 652/2X are game PROM 1 and PROM 2 for Panthera.  The &amp;quot;X&amp;quot; in this case designates a code revision.  The masked ROMs at position U2 and U3 are not socketed on this board.&amp;lt;br&amp;gt;&lt;br /&gt;
With some simple modifications, this board is upward compatible to use a single 2716 EPROM placed in the PROM 1 socket of the board.  With the change of U2 and U3, this board can be used in System 80A games.  The board could potentially be used in a System 80B game with many modifications, and the addition of a daughter board, however, it is not recommended.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:EarlySystem80MPUFactoryCutJumper.jpg|300px|thumb|left|The corrected trace layout error in the 1St generation System 80 MPU]]&amp;lt;br&amp;gt;&lt;br /&gt;
This generation of board has a trace layout error that was corrected by a cut and jumper which moves the trace that terminates at Z5 (5101) pin 20 from Z36 pin 10 to pin 9.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB sys80 cpu front scale.png|300px|thumb|left|System 80 CPU Board - 1st Generation (Front)]]&lt;br /&gt;
[[File:GTB sys80 cpu back scale.png|300px|thumb|right|System 80 CPU Board - 1st Generation (Back)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;skeletal&amp;quot;, semi-populated board scans can be very useful when having to replace or follow traces on a CPU board.  Although the scans are of the 1st generation CPU board, most areas can be used for other generation CPU boards too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====2nd Generation CPU Board====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Placeholder for System 80 CPU Board - 2nd Generation]]&lt;br /&gt;
The second generation CPU is used in some System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-??? (check boards for the suffix)&lt;br /&gt;
*DETAIL PB03-D107-001&lt;br /&gt;
This board uses a single 2716 EPROM chip for the game code located at the PROM 1 socket position.  The chips are typically labeled with the three digit game model number.  Occasionally, the chip&#039;s game number label will be followed by /1, /2, /3, or even /4. In this case, the number following the slash is the code revision number.  An example of this naming convention is 658 /2, which is a game PROM for James Bond - code revision 2.  The masked ROMs at position U2 and U3 are not socketed on this board either.&amp;lt;br&amp;gt;&lt;br /&gt;
With the change of U2 and U3, this board can be used in System 80A games.  The board could potentially be used in a System 80B game with many modifications, and the addition of a daughter board, however, it again is not recommended.  The second generation CPU is backward compatible, provided a doubled up, single game PROM is used at the PROM 1 position.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====3rd Generation CPU Board====&lt;br /&gt;
[[File:GTB sys80 CPU 2nd gen.JPG|300px|thumb|left|System 80 CPU Board - 3rd Generation]]&lt;br /&gt;
The third generation CPU is used in some System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-011&lt;br /&gt;
*DETAIL PB03-D107-003&lt;br /&gt;
This board is essentially the same as the second generation board, except an eyelet ground trace was placed just above Z33 on the board.  This ground trace was never used.  All information which applies to the second generation CPU board, applies to this board.  The third generation CPU is backward compatible, provided the same is done to it as the 2nd generation board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====4th Generation CPU Board (System 80A)====&lt;br /&gt;
[[File:GTB sys80A CPU.JPG|300px|thumb|left|System 80A CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fourth generation CPU is used in all System 80A games, and is marked with the following:&lt;br /&gt;
*D 20869&lt;br /&gt;
This board is the same as the third generation board, except the U2 and U3 masked ROM chips have different code, and are now socketed.  The PROM 2 socket is no longer populated on the board.  The fourth generation CPU is backward compatible, provided the System 80 ROM code is installed at U2 and U3.  If used on a game with the 1st generation CPU, the game code must be doubled up on a 2716 EPROM, and installed at the PROM 1 position.  This board is forward compatible with System 80B, provided all of the above outlined modifications are performed.  Out of all the System 80 CPU boards, this is the most compatible with System 80B, due to using the same base circuit board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5th Generation CPU Board (System 80B)====&lt;br /&gt;
[[File: GottliebSystem80BMPUChris.jpg|300px|thumb|left|System 80B CPU Board (Refurbished; battery removed, NVRAM module installed)]]&lt;br /&gt;
The fifth generation CPU is used in all System 80B games, and is marked with the following:&lt;br /&gt;
*D 20869&lt;br /&gt;
Even though the base circuit board is identical to the fourth generation CPU board, it&#039;s being named the fifth generation board, due to all of the major changes.  The U2 and U3 masked ROM and sockets have been replaced with a piggyback daughter board soldered via header pins mounted in the U3 position.  The daughter board uses a 2764 EPROM.  Most of the related display segment and digit chips are no longer populated.  This is due to the single display board handling these functions on its own board.  The missing chips once used for the displays are Z19, Z21, Z22, Z23, Z24, and Z25. Equally, jumpers have been placed where Z19 and Z21 once resided. The fifth generation CPU is backward compatible, after the daughter board has been removed, and the missing display chips populated.  Note that there technically are two different 80B CPU boards - MA-774 and MA-1133.  The only difference between these two boards is a cut trace on the component side and a long trace wire added on the solder side from the E3 jumper to pin 35 of TC1. This modification is done to increase the ROM size of PROM 2 from a 2716 to a 2732.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Any of the Gottlieb® System 80 / 80A / 80B CPU boards are compatible cross platform.  It&#039;s just matter of how much work must be done to modify each board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80B CPU Jumper Settings=====&lt;br /&gt;
[[File:GTB Sys80B Jumpers.jpg|300px|thumb|left|The location of jumpers discussed...]]&lt;br /&gt;
All System 80B games have the E1 and E2 jumpers installed.  Jumpers E8, E9, E10, E11, E12 are unused in all games.&lt;br /&gt;
&lt;br /&gt;
The first five System 80B games, Chicago Cubs, Bounty Hunter, Tag Team Pinball, Rock, and Rock Encore, use a single ROM at the daughterboard chip socket. Therefore, jumpers associated with PROM 2 connections may not be installed. If jumpers are installed, it doesn&#039;t matter what position(s) they are placed in.&lt;br /&gt;
&lt;br /&gt;
For all games after the first five System 80B games and prior to the last five, jumpers E4, E5, and E7 should be installed.&lt;br /&gt;
&lt;br /&gt;
For the last five System 80B games, Excalibur, Bad Girls, Big House, Hot Shots, and Bone Busters, jumpers E3, E5, and E7 should be installed.&amp;lt;br&amp;gt;&lt;br /&gt;
For Night Moves (made by International Concepts using the 80B board set), these same jumpers should be installed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;The last five System 80B games, along with Night Moves, used a 2732 PROM at the &amp;quot;PROM 1&amp;quot; position.  The socket is marked PROM 1&amp;quot;, but PROM 2 is inserted into this chip socket . Additional modifications to the PCB may be necessary. See [[Gottlieb_System_80#...using_an_MA-1133_or_MA-774_MPU_in_games_that_REQUIRE_a_2732 | &amp;quot;...using an MA-1133 or MA-774 MPU in games that require a 2732&amp;quot;]], for more information.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====U2/U3 ROM Part Numbers====&lt;br /&gt;
[[File:GottliebSystem80ROMs.jpg|300px|thumb|left|System 80 ROMs]]&amp;lt;br&amp;gt;&lt;br /&gt;
All Gottlieb System 80 U2/U3 ROMs will be labeled as pictured at left.&amp;lt;br&amp;gt;&lt;br /&gt;
U2 is labeled &amp;quot;R3273-12&amp;quot; on the center line. The top line is the part number, a 2332 ROM. The bottom line is the date code, in this case, the 15th week of 1981.&amp;lt;br&amp;gt;&lt;br /&gt;
U3 is labeled &amp;quot;R3272-12&amp;quot; on the center line. The top line is the part number, a 2332 ROM. The bottom line is the date code, in this case, the 12th week of 1981.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80AROMs.jpg|300px|thumb|left|System 80A ROMs]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb System 80A ROMs may be labeled in a few different ways since Gottlieb used several manufacturers to provide the ROMs. A clear indication that the ROMs are for System 80A games is that somewhere in the labeling, &amp;quot;XO-326 U2&amp;quot; or &amp;quot;XO-327 U3&amp;quot; will be shown as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MPU to Driver Board Wire Harness===&lt;br /&gt;
[[File:A1J4-to-A3J1Mapping.png|300px|thumb|left|The System 80/A/B MPU to Driver Board Wire Harness]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left indicates the wiring connections from the MPU to the Driver board via the beefy wire harness with two sided connectors. The pins used in both connectors are bifurcated pins, Molex part number: 08-03-0304.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Driver Board===&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 drvr pw.png|300px|thumb|left|The System 80A / 80B Driver Board]]&lt;br /&gt;
The System 80 Driver board is responsible for all controlled lamps, relays, and all solenoids in the game. The CPU controls the driver board operation via a simple interface between A1J4 on the CPU and A3J1 on the driver board.  Although the driver board went through some minor changes over the years, the same board can be adapted for all of the System 80 platforms.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
To control the games&#039; total of 52 &#039;&#039;&#039;lamp circuits&#039;&#039;&#039;, the interface provides &amp;quot;device select&amp;quot; signals for each of the 74175s (Quad-D Flip-Flops) on the driver board, and 4 &amp;quot;bits&amp;quot; of data that is loaded (or &amp;quot;clocked&amp;quot;) into a particular 74175 via the aforementioned device selects. Each lamp is driven discretely by a particular output of a particular 74175, which in turn drives an MPS-A13 or MPS-U45 transistor, (NDS-U45 transistors were used in place of MPS-U45s in some cases). Gottlieb® did not implement a &amp;quot;lamp matrix&amp;quot; as some other manufacturers did.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80DriverBoardFront.jpg|600px|thumb|left|The System 80A / 80B Driver Board Component Side]]&lt;br /&gt;
[[File:GottliebSystem80DriverBoardBack.jpg|600px|thumb|right|The System 80A / 80B Driver Board Solder Side]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is noteworthy that there are some dedicated lamp transistors, which control specific game relays across the System 80 / 80A platforms.  Relays such as the game over, tilt, and coin lockout relays are controlled by Q1, Q2, and Q3 respectively.  The tilt and game over relays use the same designation for the System 80B platform, however, the use of a coin lockout relay was abandoned by this time. One neat feature of the driver board circuitry is that lamp &amp;quot;n&amp;quot; is driven by transistor Q&amp;quot;n+1&amp;quot;. i.e. L12 is driven by Q13.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_drvr_board_coin_ctrs.JPG|400px|thumb|left|Driver Board with Coin Counter Transistors Highlighted ]]&amp;lt;br&amp;gt;&lt;br /&gt;
To control the games&#039; &#039;&#039;&#039;solenoids circuits&#039;&#039;&#039;, the driver board uses signals directly from the CPU to enable transistors on the driver board which turn on up to 9 solenoids.  For solenoid control, the driver board uses MPS-U45, 2N3055, and 2N6043 transistors.  Starting and ending with the System 80 platform, (games from Spiderman to Haunted House), three transistors were reserved to drive optional mechanical coin counters. These mechanical coin counter solenoids and associated transistors are: solenoid 3 (Q54), 4 (Q55), and 7 (Q56). Starting with the System 80A platform, (Devil&#039;s Dare), these transistors were no longer reserved for coin counters, and were used for other functions. Equally, the 3 diodes associated with these 3 transistors were changed to 3 zero ohm jumpers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The games&#039; &#039;&#039;&#039;sound&#039;&#039;&#039; signals (S1, S2, S4, S8) also pass through the driver board at Z13, a 7404 Hex Inverter. See below for S16 and S32.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Repurposed Driver Board Circuits====&lt;br /&gt;
[[File:Gtb under pf transistor.JPG‎|400px|thumb|left| A Typical Remote Transistor Mounted Under the Playfield]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since quite a few System 80 games employ more than 9 solenoids, and since the original driver board design will drive a maximum of 9 solenoids, Gottlieb® repurposed some lamp outputs to drive &amp;quot;under-playfield transistors&amp;quot; which drive additional solenoids.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb ma1011 trans board.JPG‎|400px|thumb|left| A Typical Transistor Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once playfields became littered with numerous &amp;quot;under-playfield transistors&amp;quot;, Gottlieb® opted to merge some of these transistors into a transistor driver board.  The transistor driver board started to appear on Gottlieb® games nearly midway through the System 80B platform, with the game Victory.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sound S16 and S32 signals are also repurposed lamp outputs. For instance, Haunted House and Black Hole both repurpose L9 to S16. Robo-War repurposes lamp 4 to S16. Note that S16 is not consistently implemented across the System 80 family. Note also that references to the usage of S32 are difficult to find.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Auxiliary Lamp Driver Boards===&lt;br /&gt;
[[File:Gtb aux lamp 5.JPG|300px|thumb|left| An MA-138 Auxiliary Lamp Driver Board Using MPS-U45 Transistors]]&lt;br /&gt;
[[File:Gtb aux lamp MA866 2N6043.JPG|300px|thumb|right| An MA-866 Auxiliary Lamp Driver Board Using 2N6043 Transistors]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Time Line, several System 80/80A/80B platform games use auxiliary lamp driver boards. These boards are commonly referred to as &amp;quot;chaser boards&amp;quot; or &amp;quot;lamp chaser boards&amp;quot;. The reason for either of these nicknames is because these boards are used to control lamps for effect. They are either placed in the backbox or under the playfield. With later System 80B games, they were located in the lower cabinet. Location is typically dependent upon what lamps are being controlled. The auxiliary lamp driver boards are not directly controlled by the CPU. The only signals needed for an auxiliary lamp driver board to function is +5V and ground.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several different variants of auxiliary lamp driver boards used. The earliest versions use MPS-U45 transistors to control up to 10 lamp circuits, with no more than 3 lamps per circuit. Both 5 and 10 transistor versions of this board exist. Some later boards use NDS-U45 transistors instead of MPS-U45 transistors. It is assumed this is due to a the cost or lack of MPS-U45 transistors during production. Either of these versions of boards are interchangeable with one another. Finally, there are some boards used in later games which use 2N6043 transistors. These are designed to control #67 flash lamps, but sometimes circuits with 3 or more #44/45/555 lamps. These boards are compatible with previous board versions, and can be used as a drop-in replacement. &lt;br /&gt;
&lt;br /&gt;
The main differences between the auxiliary lamp boards are number of transistors used to drive lamps, the electrical load of the lamps that can be supported, and the resistor (R13) used to control the rate at which the lamps flash or &amp;quot;chase&amp;quot;. Boards using 2N6043 transistors have different resistor values for resistors R2-R11 than boards which use MPS-U45s or NDS-U45s.&lt;br /&gt;
&lt;br /&gt;
MPS-U45, NDS-U45, and CEN-U45 transistors are not substitutes for 2N6043 transistors because of differences in amperage (U45 series transistors are rated for 2A, while 2N6043 is rated for 8A). A viable replacement transistor for the 2N6043 is the TIP102.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In summary: an auxiliary lamp driver board with 2N6043 transistors is backwards compatible with any game (Arena&#039;s board with no transistors may be an exception); just change the R13 timing resistor to suit the game. Because of power requirements, a board with U45-series transistors should only be used in games that only have &#039;&#039;&#039;at most&#039;&#039;&#039; three #44/47/555 lamps on each controlled circuit, and &#039;&#039;&#039;do not&#039;&#039;&#039; control #67 flasher bulbs; and then just change the R13 timing resistor to suit the game.&lt;br /&gt;
&lt;br /&gt;
List of auxiliary lamp driver boards variations:&lt;br /&gt;
&lt;br /&gt;
* MA-121: 10 MPS-U45 transistors, R13 820K Ohm&lt;br /&gt;
* MA-138: 5 MPS-U45 transistors, R13 330K Ohm&lt;br /&gt;
* MA-210: 10 MPS-U45 transistors, R13 330K Ohm &lt;br /&gt;
* MA-234: 10 MPS-U45 transistors, R13 270K Ohm&lt;br /&gt;
* MA-339: 10 MPS-U45 transistors, R13 560K Ohm (Specs assumed assigned to MA-339, but the MA-339 part number was not explicitly documented in game schematics) &lt;br /&gt;
* MA-789: 10 NDS-U45 transistors, R13 680K Ohm&lt;br /&gt;
* MA-866: 10 2N6043 transistors, R13 680K Ohm&lt;br /&gt;
* MA-936: No transistors, R13 516K Ohm&lt;br /&gt;
* MA-1169: 10 NDS-U45 transistors, R13 10M Ohm &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Game&lt;br /&gt;
!style=&amp;quot;white-space: nowrap;&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;Part #&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Total Transistors&lt;br /&gt;
!Total Lamp Circuits Controlled&lt;br /&gt;
!Total Lamps Controlled&lt;br /&gt;
!R13 Resistor Value&lt;br /&gt;
!Controls&lt;br /&gt;
!Location&lt;br /&gt;
!Notes&lt;br /&gt;
|- &lt;br /&gt;
|Time Line||MA-121||10||10||10||820K Ohm||Chaser lamps behind nuclear symbol on backglass||In backbox||&lt;br /&gt;
|- &lt;br /&gt;
|Mars:God of War||MA-210||10|| ||28||330K Ohm||Backglass perimeter chaser lamps||In backbox||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Mars:God of War||MA-138||5|| ||10 (LEDs)||330K Ohm||LEDs behind tube||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Volcano||MA-339||10|| ||20||560K Ohm||Upper backglass perimeter chaser lamps and volcano effect behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Black Hole||MA-234||10||10||28||270K Ohm||Backglass perimeter chaser lamps||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Haunted House||MA-234||10||7||21||270K Ohm||Behind backglass lightning effect lamps||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Rocky||MA-339||10||10||19||560K Ohm||Behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Spirit||MA-339||10||10||20||560K Ohm||Behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Tag Team Pinball||MA-121||10|| ||20||820K Ohm||Multiball insert illumination||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Rock||MA-789||10||10||18||680K Ohm||Extra ball insert path||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Rock Encore||MA-789||10||10||18||680K Ohm||Extra ball insert path||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Raven||MA-789||10||10||20||680K Ohm||Inserts leading to ramp||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Hollywood Heat||MA-789||10||10||20||680K Ohm||Ramp insert illumination||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Genesis||MA-866||10||10||10 (#67 Flashers)||680K Ohm||In top of backbox ||Under PF||Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Genesis||MA-866||10||10||10 (#67 Flashers)||680K Ohm||Around playfield window ||Under PF||Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings||MA-866||10||7||14 (#67 Flashers)||680K Ohm||Flashers in topper ||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings||MA-789||10||10||10||680K Ohm||Inserts leading to ramp ||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo||MA-789||10||5||5||680K Ohm||Behind $10,000,000 sign||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo||MA-866||10||10||30||680K Ohm||Lamps around perimeter of topper||Under PF||2 of 2 Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break||MA-789||10||10 ||30||680K Ohm||In topper||Under PF||1 of 2...installed only if topper is present&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break||MA-789||10||10 ||20||680K Ohm||Special shot and shooter loop||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Arena||MA-936||None|| ||10 (LEDs)||560K Ohm||LED strip under shooter lane wireform ||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Victory||MA-789||10||10||10 (#86 bulbs)||680K Ohm||Next to left ramp||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Victory||MA-789||10||10||10 (#86 bulbs)||680K Ohm||Next to right ramp||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Lady||MA-789||10|| ||5||680K Ohm||Loop right of the ramp||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War||MA-866||10||10||20||680K Ohm||Inserts in lower portion of playfield ||Lower cabinet||(1 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War||MA-866||10||10||10 ||680K Ohm||Under playfield glass stop||Lower cabinet||(2 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls||MA-789||10||5||5||680K Ohm||Drop target illumination ||Lower cabinet||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls||MA-1169||10||10||10 ||10M Ohm||Under playfield glass stop||Lower cabinet||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters||MA-789||10|| ||12||680K Ohm||Playfield inserts ||Under PF||(1 of 2) Uses NSD-U45&lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters||MA-866||10|| ||20 (#67 flashers)||680K Ohm||Backbox lamp insert||In backbox||(2 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound Boards===&lt;br /&gt;
&lt;br /&gt;
Gottlieb® uses different sound boards throughout the course of all System 80 platforms.  Several of the sound boards cross platforms too.  Out of all of the sound boards used, there is really only about three base units total with variations made to each one.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sounds Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound.JPG|300px|thumb|left|Gottlieb® System 80 Sound Board MA-55 (Sounds only)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The first System 80 sound board is capable of sound only.  Based on the 6503 CPU architecture, this sound board is very similar to the System 1 Multi-Mode sound board.  However, there are a couple of differences between the two boards.  First, the +12VDC is no longer rectifed on the sound board.  The +12VDC power comes from the power supply.  Secondly, the +5VDC is no longer regulated on the sound board. The System 80 sound receives +5VDC from the power supply also.  Finally, the pin outs for the System 1 sound board and the System 80 sound board are completely different.  Even though either board will plug into either platform,  &#039;&#039;&#039;DO NOT PLUG A SYSTEM 1 SOUND BOARD INTO A SYSTEM 80 GAME AND VICE VERSA!!!&#039;&#039;&#039;  If this is done, bad stuff will happen.  &lt;br /&gt;
&lt;br /&gt;
Unfortunately, there are two chips on this style of board which are very difficult to source. This sound board uses a 6503 CPU and 6530 RIOT chip with special embedded code. 6530 chips marked with R3016-11 are for this System 80 sound board. 6530 chips marked with a R3014-12 or R3014-13 are for the earlier System 1 sound board. The two chips are not cross-compatible since they each have different code embedded in them for each game system.&lt;br /&gt;
&lt;br /&gt;
In addition to being used in early System 80 games, this sounds-only board was also used in the export versions of Black Hole, Volcano, and Devil&#039;s Dare.&lt;br /&gt;
&lt;br /&gt;
If the sound board is missing or cannot be repaired, there are daughter boards and aftermarket boards available.  A daughter board called the &amp;quot;[https://coinop.mally.eu/produkt.php?bestellnr=101647&amp;amp;details=1 MIOT adapter]&amp;quot; ([[media:Coinop.mally.eu_MOIT_adapter_manual_german.pdf|German manual here]]) is a replacement for the 6530 chip for both System 1 and System 80 sounds boards, produced in Germany however the webstore has been closed since at least [https://web.archive.org/web/20201218021701/http://coinop.mally.eu/ December 2020]. Pascal Janin in France has made a replacement sound board for both the original 2nd generation sound boards, and combination System 1 2nd gen boards / System 80/80A sound boards. These boards can purchased directly from Pascal - [http://www.flippp.fr/pifx1.php 2nd gen sound] &amp;amp; [http://www.flippp.fr/pifx.php combination Sys1 / Sys80/80A sound] . Although Pascal does not have US distributors, [http://www.bigdaddy-enterprises.com/ProductPages/flippp.html Big Daddy Enterprises], sometimes has these sound boards available too. There is an FPGA (TDA7267) based replacement board by LISY called the [https://www.lisy.dev/gosof.html GOSOF] which emulates System 1, 80, 80A, and early 80B.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Prototype Sounds Only Board as found in System 80 Hulk&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Images below capture a factory original Sounds only board prototype, complete with cuts (on component side) and jumpers (on solder side). Note the sound ROM marking of &amp;quot;500&amp;quot;, the game number assigned to the System 80 Hulk prototype (10 units built). Also note the &amp;quot;extra&amp;quot; 24 pin IC labeled 7681-5 in the center of the board. This IC is not present on production versions of this board. Just a guess, but since this board has a 6532 installed vs the production 6530 (40 pin IC), the 7681 appears to be ROM space to drive the sound program.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=450px heights=250px perrow=2 caption=&amp;quot;System 80 Hulk Prototype Sound Only Board&amp;quot;&amp;gt;&lt;br /&gt;
File:System80HulkSoundsOnlyBoardFront.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Component side. Note &amp;quot;cut&amp;quot; at pin 21 of the center 24 pin IC.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80HulkSoundsOnlyBoardBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Solder side. Note factory green jumpers.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound &amp;amp; Speech Board====&lt;br /&gt;
[[Image:Gtb sys80&amp;amp;a s&amp;amp;s.JPG|300px|thumb|left|Gottlieb® System 80 / 80A B-20887-2 Sound &amp;amp; Speech Board]]&lt;br /&gt;
[[File:GTB SS B-20887-3 Front.JPG|300px|thumb|right|Gottlieb® System 80 / 80A B-20887-3 Sound &amp;amp; Speech Board]]&lt;br /&gt;
Starting with Mars God of War, the second System 80 sound board has the capability of speech.  Ironically, this board is commonly referred to as the &amp;quot;sound and speech board&amp;quot;, and was brought over from the Gottlieb® video game division at the time.  Fortunately, Gottlieb® chose the 6502 CPU architecture just like the CPU board.  There is a 6532 RIOT used also.  The downside to this board is the now rare LM379S amp and SC-01 phoneme speech chip are both difficult to acquire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are approximately three renditions of this board.  Each will be marked with [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Different_Revisions_of_the_Sound_and_Speech_Boards B-20887-X].  The &amp;quot;X&amp;quot; denotes a suffix of 1, 2, or 3.  If the board has [http://en.wikipedia.org/wiki/Wire_wrap wire wrap] or resistors added to the solder side of the board, do not assume that it is some sort of diabolical, weird hack.  These were recommended upgrades either done by the factory or out in the field.  With each higher revision number, less wire wrap and resistors are present on the solder side of the board.  However, each board revision typically has some degree of wire wrap added to it.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Schematics corresponding to the -1 revision of the board can be found in the Mars, God of War and Volcano manuals. Schematics corresponding to the -3 revision of the board can be found in the Black Hole and Haunted House manuals.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound MA483 pig.JPG|300px|thumb|left|Gottlieb® System 80 / 80A Sound Board w/ MA-483 Piggyback Board (replaces LM379S amp)]]&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback.JPG|300px|thumb|right|Gottlieb® MA-483 Piggyback Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
To reduce costs, Gottlieb® abandoned the speech option, and went a step backwards with a board generating sounds only.  In doing so, they used the same B-20887-3 base board as the most current sound and speech board.  The SC-01 speech chip socket in addition to the 74xx TTL chips, one of the LM741 op amps, and discrete components associated with the speech circuit were not installed on the board.  By the time this board was first used, the LM379S amp was too costly and difficult to source.  The solution was to add a single-side, piggyback board (as shown in the picture) with a TDA2002 amplifier and other necessary components.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this board is used as a replacement in a game which uses a sound &amp;amp; speech power supply, (Haunted House for example), modifications to the sound and speech board power supply must be made.  This is due to the higher voltages necessary to operate the LM379S amp versus the TDA2002. If this board is installed in a game where the sound and speech board power supply has not been modified, destruction of the TDA2002 amp is inevitable.&lt;br /&gt;
&lt;br /&gt;
The procedure to modify the speech board power supply can be found [[#Using_the_MA-483_Sound_Amp_Board_on_a_Sound_and_Speech_Board|here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:GottliebSystem80SoundMA483WithPigAndDip.jpg ‎|300px|thumb|left|Gottlieb® System 80 / 80A Sound Board w/ MA-483 Piggyback Board and DIP switch bank]]&amp;lt;br&amp;gt;&lt;br /&gt;
A slightly different variant of this board was used in Royal Flush Deluxe. This revision of the board included the 8 position DIP switch bank.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Only Board with Piggyback====&lt;br /&gt;
[[File:GottliebSystem80ABSoundsOnlyWithPiggyback.jpg ‎|300px|thumb|left|Gottlieb® System 80A/80B Sound Board MA-490 w/MA-488 Piggyback Board (Sounds only). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Gtb piggyback sound factory trace wire.JPG|300px|thumb|right|Gottlieb® System 80A/80B Sound Board w/Factory Trace Wire. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GottliebSoundsOnlyCut.jpg ‎|300px|thumb|left|Gottlieb® System 80A/80B Sound Board w/Factory &amp;quot;cut&amp;quot;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
To reduce costs even more, Gottlieb® started using a modified sound only board originally released with Spiderman in 1980. This &amp;quot;new&amp;quot; sound board was used during the production of Amazon Hunt, and continued until Tag Team Pinball. The main modification of the board was the addition of a piggyback board. The piggyback board was used to increase the size of the sound ROM by using a 2716 EPROM. The original game ROM location was neither socketed or stuffed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two other noteworthy modifications are an added factory trace wire on the solder side of the board, and a cut trace between pin 8 of U7 (7404) and a header pin on the component side of the board. The added trace wire runs from pin 3 of U1 (6503 CPU) to pin 18 of U2 (piggyback header pins). Both of these modifications should remain intact for the board to function properly.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This modification connects pin 18 of the daughter card, which is used by the 6530 and the 74LS112 at U10 on the daughter card to send an interrupt to the 6503. It also removes the spare connection from the 7404 at U7 on the base card to pin 18 of the piggyback card.&lt;br /&gt;
&lt;br /&gt;
It is also worth mentioning that this is one of the few instances where Gottlieb® used a double-sided piggyback board.  The benefit of using a double-sided board is the decreased chance of cracked header pins, where the header pins attach to the underside of the piggyback board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (two button)====&lt;br /&gt;
[[Image:GTB Sys80B Sound.JPG|300px|thumb|left|Gottlieb® System 80B MA-766 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
And now for something completely different.  Well, not really.  The MA-766 sound board hit the scene with Rock, but a similar design was already used prior by the Gottlieb® video game division (Mylstar) when it existed.  It is based on the 6502 CPU architecture, but uses two 6502s instead of one.&lt;br /&gt;
&lt;br /&gt;
Two momentary push button switches are present on the board - SW1 and SW2.  Upon pushing SW1, the sound board should output a single blip (tone).  SW2 is used to manually reset the CPU on the sound board.  A bank of 4 dipswitches is located adjacent to SW1.  Dipswitches 1-3 should always be off, while dipswitch 4 should remain on for proper function.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (one button)====&lt;br /&gt;
[[Image:Gtb sys80b MA886 sound.JPG|300px|thumb|left|Gottlieb® System 80B MA-886 Sound Board]]&lt;br /&gt;
[[Image:GTBMA886SoundDepop.jpg|300px|thumb|right|Gottlieb® System 80B MA-886 Sound Board, only partially populated (found in Big House, Bad Girls, etc.]]&lt;br /&gt;
The MA-886 board is essentially the same as the previous sound board, except it uses 2 separate .156&amp;quot; header pin connections instead of edge connectors for inputs / outputs. Some other obvious changes are the omission of momentary test button SW1, the omission of the 4-bank dipswitch, the omission of YROM2 socket. In addition, a socket is sometimes populated at position S4 and neither AY-3-8913 orator chip is populated.  Momentary test button SW2 is still preset, and is still used to manually reset the board&#039;s processor.  The lack of YROM2 is because the MA-886 board allows for the use of larger EPROMs.  The S4 socket has been added on some boards, and is used to transfer data via a ribbon cable to an auxiliary sound board (MA-1033 or MA-1294). These boards also stuff R58 with a 10K 1/4W resistor and may have JP8 cut or not stuffed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Bone Busters Sound Board=====&lt;br /&gt;
[[Image:MA766-719A.jpg ‎|300px|thumb|left|Gottlieb® System 80B MA-886-719A Sound Board]]&lt;br /&gt;
The MA-886-719A sound board (also noted as MA-1299-719 in the manual) is an additional sound board found only in Bone Busters. It is based on the MA-886 sound board, but it is a stripped down version with much fewer populated components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Amazon Hunt II Sound Board=====&lt;br /&gt;
[[Image:placeholder.jpg|300px|thumb|left|Gottlieb® System 80B MA-982 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-982 sound board is used only in the conversion game: Amazon II. It is based on the MA-886 sound board, but it is a stripped down version with much fewer populated components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Auxiliary Sound Board====&lt;br /&gt;
There are two versions of the auxiliary sound board.&lt;br /&gt;
&lt;br /&gt;
[[Image:MA1033AuxSound.jpg|300px|thumb|left|Gottlieb® System 80B MA-1033 Auxiliary Sound Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-1033 auxiliary sound board was used in System 80B games including: Bad Girls, Big House, and Hot Shots, as well as one System 3 game: Lights, Camera, Action.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys3 sound MA-1294.JPG|300px|thumb|left|Gottlieb® System 80B MA-1294 Auxiliary Sound Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The MA-1294 auxiliary sound board was only used in one System 80B game, Bone Busters, as well as System 3 games including: Hoops, Bell Ringer, Silver Slugger, Car Hop, Deadly Weapon, Title Fight, and Vegas.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Speakers===&lt;br /&gt;
[[File:Panthera Head Speaker.jpg|thumb|left|300px|Typical speaker located in the head of a System 80 game (Panthera). &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80 games use a dual speaker system.  In most cases, (where there is a grill above the backglass), there is a 6-1/2&amp;quot;, 8 ohm, low wattage speaker in the lower cabinet, and a second one in the head, behind the grill in the backbox.  Some games, like Haunted House, have two speakers in the lower cabinet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB-80a-the-games-speaker.jpg|thumb|left|300px|Single speaker from an 80A game (The Games). &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;System 80A games may have two speakers or just one. Again, these are 6-1/2&amp;quot;, 4 ohm, low wattage speakers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Tag Team Speaker.jpg|thumb|left|300px|Single speaker from an early 80B game (Tag Team). &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Early System 80B games, Chicago Cubs, Tag Team, and Bounty Hunter, all use a single 6-1/2&amp;quot; 4 ohm speaker in the lower cabinet.&lt;br /&gt;
&lt;br /&gt;
Starting with Rock, 80Bs use a 6-1/4&amp;quot; in the cabinet and a small speaker on the left of the display panel.  The last few 80B games, where the speaker panel is located above the translite, use three speakers total (2 above the translite and 1 in the lower cabinet).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Displays===&lt;br /&gt;
====System 80====&lt;br /&gt;
[[Image:GottliebSixDigitDisplay.jpg|300px|thumb|left|Gottlieb® 6 Digit Display]]&lt;br /&gt;
[[Image:GTB 6 digit display back.JPG|300px|thumb|right|Gottlieb® 6 Digit Display (Back)]]&lt;br /&gt;
&lt;br /&gt;
[[Image:GTB status display.JPG|300px|thumb|left|Gottlieb® 4 Digit Display]]&lt;br /&gt;
[[Image:GTB status display back.JPG|300px|thumb|right|Gottlieb® 4 Digit Display (Back)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80=====&lt;br /&gt;
Display test is step number 19 System 80 games. Each display, including the credit/match display participates in &amp;quot;walking&amp;quot; each digit (0 through 9 beginning with 0) across each display. The &amp;quot;walking&amp;quot; begins at the match side of the credit/match display, then moves to players 1 and 3, then to players 2 and 4. After a &amp;quot;9&amp;quot; is walked through all displays, the cycle starts again with &amp;quot;0&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A====&lt;br /&gt;
[[Image:GTB 7 digit display.JPG|300px|thumb|left|Gottlieb® System 80A 7 Digit Display]]&lt;br /&gt;
[[Image:GTB 7 digit display back.JPG|300px|thumb|right|Gottlieb® System 80A 7 Digit Display (Back)]]&lt;br /&gt;
[[Image:GTB status display.JPG|300px|thumb|left|Gottlieb® 4 Digit Display]]&lt;br /&gt;
[[Image:GTB status display back.JPG|300px|thumb|right|Gottlieb® 4 Digit Display (Back)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80A=====&lt;br /&gt;
Display test is step number 19 System 80A games. Each display lights every position, and advances through all of the numbers starting with &amp;quot;0&amp;quot; and ending with &amp;quot;9&amp;quot;.  Once &amp;quot;9&amp;quot; is reached, the process starts over at &amp;quot;0&amp;quot; again.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B====&lt;br /&gt;
[[File:System80BDisplayFront.jpg‎|300px|thumb|left|Gottlieb® System 80B MA-644 Display Component Side]]&lt;br /&gt;
[[File:System80BDisplayBack.jpg‎|300px|thumb|right|Gottlieb® System 80B MA-644 Display Solder Side]]&lt;br /&gt;
System 80B games introduced the 20 alphanumeric character dual line display module. These displays evolved over time. The one pictured here was used in games Chicago Cubs Triple Play until Excalibur. The two large ICs found on this board (Rockwell 10941 segment driver and Rockwell 10939 digit driver) are long obsolete and very hard to obtain. Other components on the board are readily available.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board rectifies 32VAC via diodes CR1-CR4 to produce -45VDC and -15VDC for use by the segment and digit drivers. Should one or more of these diodes fail, the foil trace on the board sometimes acts like a fuse, and burns itself up. The picture at right shows a board that experienced this failure, along with a jumper to repair the damaged trace.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If an MA-644 or MA-999 display exhibits ghosting or partially-dimmed characters, one possible cause is failure of the VR1 zener diode. VR1 is used as a regulator to provide a DC offset to the AC filament voltage via the center tap (VCO) of the filament transformer output. In normal operation, the AC filament voltage oscillates entirely above the reference voltage such that the trough of the wave is approximately at the reference. If VR1 fails as a short, the DC offset drops and causes the AC filament voltage to center itself around the reference voltage rather than completely above it. Replacing VR1 should correct the issue without damaging the display. VR1 on an MA-644 is a 1N4737A (7.5V, 1W) zener; it normally passes about 10-12mA of current and dissipates approximately 50mW of power. The MA-999 variant of the display uses a 1N4739A (9.1V, 1W) zener.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[FILE:GTB_80B_Large_AlphN_Display.JPG|300px|thumb|left|Gottlieb System 80B MA-999 Alpha-Numeric Display Board with header pin connections. (Bad Girls)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The last System 80B games (Hot Shots, Big House, Bad Girls, and Bone Busters) all used a larger alphanumeric vacuum fluorescent display assembly.  This type of display used two sets of .156&amp;quot; header pins instead of the more familiar edge connection.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80B=====&lt;br /&gt;
[[File:Gtb alphanum display test.gif|thumb|left|300px|Simulation of System 80B display test]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Display test is test number 20 for System 80B.  All 40 of the alpha-numeric &amp;quot;digits&amp;quot; (both the top and bottom displays) will light starting with a &amp;quot;0&amp;quot;, next a &amp;quot;+&amp;quot;, then an &amp;quot;X&amp;quot;, and finally a &amp;quot;,&amp;quot;.  In doing this, all possible segments of all the display digits are lit at one point during display test.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Reset Board===&lt;br /&gt;
[[File:Gtb sys80 reset.JPG|thumb|left|300px|Gottlieb® System 80 / 80B MA-980 Reset Board]]&lt;br /&gt;
[[File:GTB Sys80B Newer Reset Board.jpg|thumb|right|300px|Gottlieb® System 80B MA-1143 Reset/Anti-Static Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Devil&#039;s Dare, the first System 80A game, the reset board became a staple of the Gottlieb® design to automatically reset the CPU board should the CPU lock up.  Apparently games locking up on location was an issue with System 80 games.  The reset board was created to resolve this issue, should the game lock up, and no one is present to manually reset the game by shutting it off and turning it back on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The MA-980 reset board is a small footprint PCB with the board designation of A24, and is located adjacent to the TC1 connector of the CPU board.  The connection on the reset board is A24P1, while the connection for TC1 of the CPU board is A24P2.  As long as someone can turn the game off, should it lock up, there is no need to keep the reset board connected.  In most cases, the aged reset boards are more troublesome if allowed to remain connected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTBResetBoardConnector.jpg|thumb|left|300px|Connection at TC1 to the reset board.]]&lt;br /&gt;
[[File:GTB_RW_3K_Pullup.JPG|thumb|right|300px|A 3.0Kohm resistor, added between pins 7 and 11 of TC1.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Along with adding the reset board, Gottlieb® added a 3.0Kohm resistor across pins 7 and 11 of the reset board connection at MPU connector TC1. If not using the reset board, it&#039;s advised to add this resistor to the back of the board, as shown at right. This resistor pulls the R/W (read/write) line high when not pulled down by the 6502.&lt;br /&gt;
&lt;br /&gt;
If using connector A24-P2, do not add the 3.0Kohm resistor.  Doing so will change the effective resistance to 1.5Kohms (value of resistors in parallel).&lt;br /&gt;
&lt;br /&gt;
The reset board connector also has a 1N270 diode soldered to it. There is no need to add this diode to the MPU since it&#039;s part of the reset board function.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;More Regarding the 3Kohm Pullup Resistor&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most MPU boards will work without the reset board but some MPU boards do refuse to work without the Read/Write pullup resistor.&lt;br /&gt;
&lt;br /&gt;
The 3K resistor was added for two reasons:&lt;br /&gt;
&lt;br /&gt;
#It provides a stable Read/Write signal at power-up. There is a tiny fraction of time at power up where data can be written into Z5 but due to gate Z36A, this data write is prevented. The resistor does provide a proper biasing to the Read/Write line at time of powerup.&lt;br /&gt;
#More importantly - A Rockwell 6502 has a minimum VOH of 2.4volts, a 4069 requires a minimum VIH of 4 volts.&lt;br /&gt;
&lt;br /&gt;
In other words:&amp;lt;br&amp;gt;&lt;br /&gt;
*The Read/Write output from U1 (pin 34) guarantees the output will be 2.4 volts or higher for a logic 1.&amp;lt;br&amp;gt;&lt;br /&gt;
*The 4069 located at Z36D (pin 9 input of Z36) requires the input to be 4 volts or higher for a logic 1.&amp;lt;br&amp;gt;&lt;br /&gt;
*The 3K pullup resistor pulls the Z36D input closer to the required voltage range.&lt;br /&gt;
&lt;br /&gt;
Do realize that even though this problem exists on all System 80/80A/80B boards but only a very small fraction of these Gottlieb boards exhibit any symptoms. The chances that you have one if these that exhibit symptoms is quite slim.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game ROMs===&lt;br /&gt;
====ROM Checksums====&lt;br /&gt;
A partial listing of ROM checksums can be found [https://flippers.com/catalog_oc/gottlieb-game-or-sound-prom-eprom-gals-gott-prom &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]. Thanks to &amp;lt;i&amp;gt;John Robertson&amp;lt;/i&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B ROM Text Message Modifications====&lt;br /&gt;
&lt;br /&gt;
[[File:Rambo.jpg|300px|thumb|left|&amp;quot;RAMBO&amp;quot; replacement text (shown on a LISY 80B display panel). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Text messages on the dual 20 alphanumeric displays of System 80B games can be modified in the ROM image. One popular mod is to change &amp;quot;RAVEN&amp;quot; to &amp;quot;RAMBO&amp;quot;, which is displayed at the start of a game on Raven.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video describing how to do this can be found [https://www.youtube.com/shorts/SvHguKodqhs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aftermarket Boards===&lt;br /&gt;
====Power Supply Boards====&lt;br /&gt;
=====Rottendog GPS081=====&lt;br /&gt;
[[File:GPS081-1.png|thumb|left|300px|Rottendog GPS081 Power Supply Board]]&lt;br /&gt;
[[File:RottendogGPS081schematic.png|thumb|right|300px|Rottendog GPS081 Power Supply Board Schematic Diagram]]&amp;lt;br&amp;gt;&lt;br /&gt;
This is a direct replacement for the original MA831. It uses a switching voltage regulator to derive the 5V DC supply from 12V DC, &lt;br /&gt;
instead of a linear voltage regulator, as in the original board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
===Initial Troubleshooting===&lt;br /&gt;
When attempting to troubleshoot a malfunctioning or non-booting game, there are a few initial steps to perform before diving into more serious troubleshooting.&lt;br /&gt;
&lt;br /&gt;
# If the MPU has damage from a leaky battery, the corrosion will need to be addressed.&lt;br /&gt;
# Clean all the edge connector contacts using a pink rubber eraser. This will remove any tarnish or grime that has built up over the years. Sandpaper or fiberglass scratchers can be used but do so sparingly. Avoid removing the actual copper traces. &lt;br /&gt;
# Check all fuses using a multimeter set to continuity test. Do not rely on a visual inspection. Sometimes a fuse will appear to be intact but actually may be blown. Fuses are located near the transformer and on the underside of the playfield.&lt;br /&gt;
# Check voltages on the fuses near the transformer to make sure they are as expected.&lt;br /&gt;
# Check the power supply voltages and make sure that they are as expected. The 5V trim POT can be adjusted to 5.10v to overcome voltage loss across connectors if necessary. As you &amp;lt;b&amp;gt;slowly&amp;lt;/b&amp;gt; adjust the voltage trim POT, continuously measure DC voltage across the filter cap adjacent to J1 on the MPU board. This 100uf capacitor filters the incoming 5VDC. Adjust the voltage slowly, cautiously. Do not adjust the voltage above 5.1VDC&lt;br /&gt;
# It is sometimes helpful to [[#Adding_Ground_and_5V_Connections_to_Interconnect_Harness|install the two jumper wires in the interconnect harness]] between the driver board and MPU. This overcomes interboard connector loss of 5VDC and Ground.&lt;br /&gt;
&lt;br /&gt;
These steps may help address a number of common issues before proceeding to some of the more specific problems that can occur with system 80 games.&lt;br /&gt;
&lt;br /&gt;
===Connectors, Connectors, Connectors===&lt;br /&gt;
Connectors, connectors, connectors!!!  Since the Gottlieb® System 80/80A/80B boardset primarily relies on Molex connectors to pass data and voltages from board to board, the connectors should be addressed first.  Before even attempting to turn a Gottlieb® System 80/80A/80B game on for the first time, worn or corroded edge connector contacts must be replaced.  Cleaning or burnishing connector contacts is not a viable option to ensure a game&#039;s reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Poor connector contacts are the number one reason why System 80/80A/80B games do not function properly.  Poor or missing connector contacts have a cascading effect too.  The end results of bad connector contacts can be, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
*voltages which mysteriously disappear and reappear&lt;br /&gt;
*increased resistance &lt;br /&gt;
*specific switches not functioning&lt;br /&gt;
*lamps locking on&lt;br /&gt;
*lamps not turning on&lt;br /&gt;
*displays not properly functioning&lt;br /&gt;
*coils not turning on&lt;br /&gt;
*coils locking on&lt;br /&gt;
*CPU boards not booting, booting sporadically, or randomly resetting&lt;br /&gt;
*driver boards not functioning or functioning sporadically&lt;br /&gt;
&lt;br /&gt;
So, it is very important that the connector contacts are shiny, have proper spring tension, and are properly crimped for the over all reliability of the game.  Random, flaky issues which happen either sporadically or all the time are attributed to poor connector contacts in nearly every case.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=450px heights=100px perrow=2 caption=&amp;quot;System 80 Connector (J6), The Good, The Bad, and The Ugly&amp;quot;&amp;gt;&lt;br /&gt;
File:System80ConnectorBadPins.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;An example of pins in desperate need of rehab.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80ConnectorGoodPins.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Ahhh...Much nicer after repinning.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SandedGottliebEdgeConnector.jpg|300px|thumb|left|Sanded (or possibly bare from the factory) card edge contacts will corrode and degrade the electrical connection.]]&lt;br /&gt;
[[File: GottliebEdgeConnectorRehab.jpg|300px|thumb|right|The two connector pads on the left have been lightly scratched with the fiberglass pencil. Even the small bit of oxidation or corrosion shown on the remaining pins is enough to prevent a connection.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A common (poor) practice is to sand the card edge contacts to the bare copper as shown at left. While this may alleviate issues in the short term, longer term the copper will oxidize and cause more problems. All copper oxidizes. Copper is beautiful on building rooftops when first installed but oxidizes to a light green patina over time. Card edge contacts will do the same thing. &lt;br /&gt;
&lt;br /&gt;
If the card edge contacts aren&#039;t bright and shiny, they can be cleaned off with a pink rubber eraser or lightly scratched with a fiberglass pencil. This will remove oxidation and grime without harming or thinning the finger contacts. If the contacts are corroded (due to battery damage) or have divots in them, lightly sand them, then re-tin them with a thin coat of solder. Either suck the excess solder off with a solder sucker or when heated, wipe the solder off with a rag. Avoid heating the card edge contacts too much as they will detach from the PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Replacing (Repinning) System 80 Connectors====&lt;br /&gt;
Replacing connectors in a pinball machine somehow adopted the term repinning. Repinning a System 80 connector housing isn&#039;t too bad overall.  On a difficulty scale of 1 to 10 (1 being the easiest to do) compared to all other makes and platforms made, System 80 connector replacement is about a 3.  One benefit regarding the System 80 IDC housings is that they are reusable.  Below are the steps to remove the connector from its housing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*First, grasp the housing in one hand. .&lt;br /&gt;
*Next, use the Molex tool pictured below by sliding it behind the pin to release the &amp;quot;barb&amp;quot; holding the pin in.&lt;br /&gt;
*Finally, pull gently but firmly on the wire.&lt;br /&gt;
&lt;br /&gt;
Conversely, a small &amp;quot;pocket&amp;quot; flat blade screwdriver can be used to remove the Molex connector.  After pushing the connector tab down, pull the wire out and downward a bit.&lt;br /&gt;
&lt;br /&gt;
Sometimes the connector comes out, and sometimes the wire pops out of the connector.  If the latter, use a small jeweler&#039;s screwdriver to gently pry the very end of the connector against the rectangular opening in the connector housing. You&#039;re trying to get the IDC &amp;quot;ears&amp;quot; of the connector to clear the housing. Sometimes the connector will easily come right out. If it doesn&#039;t, use small needle nose pliers with serrated jaws, to grab the &amp;quot;ear&amp;quot; of the connector, and pull it out.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Molex11-03-0016.jpg|300px|thumb|left|A Molex Contact Extraction Tool, Molex part number 11-03-0016]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some system 80 connector housings are &amp;quot;double sided&amp;quot; edge connectors. All of the connector housings that are double sided are black from the factory (blue colored housings are typically Jamma connectors used as replacements, and do not apply to this section of this guide).  To remove pins from these connector housings, you need a pricey yet effective tool called a Molex contact extraction tool, (commonly referred to as a Molex extractor). The Molex part number for the extractor is 11-03-0016, and can be purchased from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=11-03-0016&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= Great Plains Electronics] or other electronics vendors.  Slide the extractor behind the pin to release the &amp;quot;tang&amp;quot; that holds the pin in. Firmly grip the wire and pull the pin out of the connector.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of the repinning process can be found [https://www.youtube.com/watch?v=hErTlsFOMw4&amp;amp;t=5s here].&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] Another YouTube video of the repinning process, along with a &amp;quot;home made&amp;quot; tool, can be found [https://youtu.be/T_uj5F1fBgU here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Alternate Method of Replacing (Repinning) System 80 Connectors====&lt;br /&gt;
[[File:AlternateRepin1.jpg|300px|thumb|left|The repinning on a single sided connector]]&lt;br /&gt;
[[File:AlternateRepin2.jpg|300px|thumb|right|The repinning on a double sided connector]]&lt;br /&gt;
Some System 80 (and most System 1) connectors do not have the slot for depressing the pin ear. Most guides (as in the previous section) recommend purchasing a somewhat pricey tool to insert into the connector and depress the ear. This procedure is tedious and takes a bit of practice. If you have a decently equipped shop which includes a drill press, repinning these connectors using the following steps might be easier for you. Using this procedure, you can expect to replace each pin in less then a minute. I repinned an entire A1-J4 / A3-J1 harness in about 40 mins.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The procedure is to drill out the depression ear and pull out the pin:&lt;br /&gt;
&lt;br /&gt;
* Install a 1/16&amp;quot; bit in your drill.&lt;br /&gt;
* Set up a jig by clamping a straight edge to your drill press table. Set the jig so the hole will be 1/4&amp;quot; from the edge of the connector.&lt;br /&gt;
* Drill through the plastic housing on the back/bottom side.&lt;br /&gt;
* When you feel resistance from the metal pin, gently continue to drill until you feel and hear it destroy the pin ear.&lt;br /&gt;
* Repeat for the remaining pins.&lt;br /&gt;
* Gently pull wire by hand and it will come out very easily. Pliers shouldn&#039;t be required.&lt;br /&gt;
&lt;br /&gt;
The newly installed pins ears will correctly lock in place regardless of the holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The CPU / Driver Board Interconnect Harness===&lt;br /&gt;
[[File:Gtb sys80 harn2.JPG|300px|thumb|left|The A1-J4 / A3-J1 Interconnect Harness]]&lt;br /&gt;
[[File:Gtb sys80 harn1.JPG|300px|thumb|right|The A1-J4 / A3-J1 Interconnect Harness]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are 33 discrete signals which pass from the CPU board to the driver board via this connection.  Two of the connectors pass ground and +5v logic to the driver board [http://pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Adding_Ground_and_5V_Connections_to_Interconnect_Harness (two more can be added)].  The remaining signals are for lamp, solenoid, relay and sound control.  It is &#039;&#039;&#039;extremely important&#039;&#039;&#039; to have solid connectors installed in the CPU / driver board interconnect harness.  Without decent connections, lamps, coils, relays, and sound can either lock on or not turn on at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Adding Ground and 5V Connections to Interconnect Harness====&lt;br /&gt;
Yet one more power/ground update to make is to &amp;quot;double up&amp;quot; the 5VDC and ground connections between the MPU and the driver board. The OEM harness contains only one connection between the MPU and driver board for 5VDC and one connection for logic ground. This is an easy upgrade since spare connection positions are available in the connectors that lead to the correct edge contacts on each board.  Approximately 8 inches of wire and four bifurcated crimp on pins (bifurcated style, Molex 4366 series, Product Family KK, product ID: 08-03-0304 at [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=4366&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= Great Plains Electronics]) are needed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Crimp a pin to each end of each wire. The connectors at each end should face opposite directions. Doing this will avoid twisting the wire as you insert the pins into the connector housing. In the picture below, the red wire carries 5VDC, blue wire carries logic ground. These colors were chosen for illustrative purposes only. Any color wire will do, of course.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=3 caption=&amp;quot;MPU-to-Driver Board Harness Upgrade&amp;quot;&amp;gt;&lt;br /&gt;
File:S80HarnessUpgradeWires.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pins crimped to extra wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80HarnessSlots.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Spare pin positions in harness.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80HarnessUpgraded.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5VDC and ground upgraded.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ground updates===&lt;br /&gt;
&lt;br /&gt;
==== Recommended Ground Improvements for System 80/80A/80B Boards ====&lt;br /&gt;
&lt;br /&gt;
When the Gottlieb® System 80 board set was designed, for whatever reason, the designers did not physically attach each board to a common ground plane via a conductive back panel, standoffs and screws as Bally and Williams did. Instead, Gottlieb® relied on connectors and wires between each board to create a common ground. A poor connection due to dirty/damaged/fatigued connector pins will sever or introduce resistance into the ground between system components resulting in all sorts of odd behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To address this problem, it is important to examine each connector to ensure each pin is clean, and making solid contact (zero electrical resistance, 0 ohms) with the card edge conductor. The ultimate (and recommended) insurance is to add an additional wire from each board&#039;s ground to a common ground point. Historically, the recommended location to join separate board grounds is at the power supply. That ground is then connected to the ground strip (System 80/80A) or transformer assembly (System 80B) in the cabinet bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These ground upgrades were initially recommended and published on the Internet by [http://flippers.com/gottlieb_ground_cures.html#System80 John Robertson of John&#039;s Jukes].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=4 caption=&amp;quot;Recommended Board Ground Wire Locations&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB_Sys80_PSU_Ground.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80/80A Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80bPowerSupplyGroundMod.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B 5V Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80BAuxiliaryPowerSupplyCardEdge.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Auxiliary Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80a cpu brd grd.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;MPU Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80ab drvr brd grd.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Driver Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80 sound added ground.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80 Sound Only Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sound Speech ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Sound and Speech Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sound Speech power sup ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Sound and Speech Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb piggyback sound ground add.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80A/80B Sound Only Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GottliebSoundBoardGroundMod.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Sound Board (edge connector)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80SoundBoardHeaderGrounds.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Sound Board (header connector)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Aux Board Ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Chaser Lamp Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another design decision was to provide separate ground wires for groups of lamps and coils on the driver board. There are several variations used to tie the driver board lamp and solenoid discrete ground wires to the ground plane.  The most common method Gottlieb® used was passing the ground wires through a large, inline Molex connector. If a group of lamps and/or coils are not working, there is a significant probability that a ground is missing.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80GroundsTiedTogether.jpg|left|thumb|300px|Tying all board ground together at a single point, on a System 80 or 80A game.]]&lt;br /&gt;
[[File:Sys80B_BoardGrounds_Added.jpg|right|thumb|300px|Using the 5VDC power supply heatsink as a tie point to add ground mods to a &amp;quot;non-foil&amp;quot; back panel game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Once all of the board grounds have been installed, tie them all together to a single point, as shown at left on a Gottlieb System 80 or 80A game. Here, one of the screws on the power supply is a handy attach point. Note that the coating on the cold plate at that screw point should be sanded bare, as discussed in step 9 of this [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Recommended_Updates_and_Repairs_for_the_System_80.2F80A_Power_Supply_Board procedure].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For 80B games with &amp;quot;non-foil&amp;quot; back panels, one method is to use the +5V power supply heatsink as a tie point. Run a lead from the heatsink to the lower right bolt in the backbox. This bolt will have the factory ground straps secured to it. Make sure to sand or use a Dremel to remove the anodized coating from the heatsink where the grounds will be connected. This implementation eases subsequent board removal as fewer &amp;quot;eyelets&amp;quot; are involved to remove a specific board.&lt;br /&gt;
&lt;br /&gt;
The other method, and a good alternative for 80B games with the &amp;quot;foil&amp;quot; back panel where the heat sink is isolated from the back panel with nylon dual sided washers, is to use wires long enough to tie each board to the lower right bolt in the backbox.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80GroundTiedToCabinetGround.jpg|left|thumb|300px|Connecting all the grounds to cabinet ground (green/yellow wire).]]&amp;lt;br&amp;gt;&lt;br /&gt;
With the grounds all tied together at the power supply, tie that ground to the ground strip in the cabinet bottom. In the picture at left, the wire joined to all other grounds at the power supply is tied to a cabinet ground point (in this case the speaker housing). Cabinet ground points generally have a green wire with yellow tracer attached.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80GroundStrap.jpg|left|thumb|300px|System 80 Cabinet Bottom Ground Strip]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bottom board ground strap is where all grounds should come together for System 80 games.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Grounds Improvements for System 80A at Transformer Panel=====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|System 80A Grounds Cabinet Bottom Ground Strip]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Grounds Alien Star After.jpg|300px|thumb|left|Grounds at Transformer Panel (Alien Star)]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® did secure the grounds correctly on one particular game.  As seen in the adjacent pic, the grounds on Alien Star were attached discretely on the transformer panel.  These ground lines did not pass through a Molex connector like games before or games after.  Why Gottlieb® did not continue this practice is unknown.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Recommended Ground Improvements for System 80B====&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80A / 80B at the Transformer Panel - &amp;quot;The Games&amp;quot; to &amp;quot;Chicago Cubs Triple Play&amp;quot;=====&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*The Games&lt;br /&gt;
*El Dorado City of Gold&lt;br /&gt;
*Touchdown&lt;br /&gt;
*Ice Fever&lt;br /&gt;
*Bounty Hunter&lt;br /&gt;
*Chicago Cubs Triple Play&lt;br /&gt;
&lt;br /&gt;
After Alien Star, Gottlieb® either soldered wire leads directly to the male spade connector board on the transformer panel (games like Chicago Cubs), or used female spade connectors (games like The Games, Touchdown, and Ice Fever), and used square, inline 9-pin Molex connectors to connect to the wiring harness. These connections, if the pins in the connectors are in good shape, are solid and do not require upgrade or modification.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px&amp;gt;&lt;br /&gt;
File:Gottlieb-touchdown-transformer-panel.jpg|Grounds at Transformer Panel (Touchdown)&lt;br /&gt;
File:GTB Grounds Cubs.jpg|Grounds at Transformer Panel (Chicago Cubs Triple Play)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80B at the Transformer Panel - &amp;quot;Tag Team Pinball&amp;quot; to &amp;quot;Spring Break&amp;quot;=====&lt;br /&gt;
&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*Tag-Team Pinball&lt;br /&gt;
*Rock&lt;br /&gt;
*Raven&lt;br /&gt;
*Rock Encore&lt;br /&gt;
*Hollywood Heat&lt;br /&gt;
*Genesis&lt;br /&gt;
*Gold Wings&lt;br /&gt;
*Monte Carlo&lt;br /&gt;
*Spring Break&lt;br /&gt;
&lt;br /&gt;
Ground connections used on System 80B games from Rock to Spring Break are the most unreliable style of ground connections Gottlieb® ever used.  These connections consist of two (sometimes three) small boards each with two gangs of 9-pin male connections. The boards are fastened to the left side of the transformer panel&#039;s metal chassis.  One problem with this is that the 9-pin female connection becomes loose, and in turn, ground connections become intermittent.  Another problem is the male pins on the boards suffer from cracked solder connections.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One common symptom of poor ground connections is multiple solenoids not functioning.  If removing the 9-pin Molex plug from the ground board, rotating it 90 degrees, and reconnecting it causes non-working solenoids to function, the ground connections are bad. Whether or not this test proves that the ground connections are bad, it is highly recommended to improve the ground connections for future reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The purpose of these changes is to remove one potentially failed connection out of the equation.  The grounds will then be secured directly to the transformer chassis via solderless eyelet crimp connectors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These ground upgrades were initially recommended and published on the Internet by [http://www.flippers.com/gottlieb_ground_cures.html#System3 John Robertson of John&#039;s Jukes].  Below are the steps to properly upgrade the grounds.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=100px perrow=3 caption=&amp;quot;Gottlieb® System 80B Ground Upgrades (Tag Team Pinball to Spring Break)&amp;quot;&amp;gt;&lt;br /&gt;
File:Gtb_sys80b_trans_ground_01.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The stock ground connections plugged into the ground connection boards on the left side of the transformer panel.  This pic is a view from the left side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 02.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Remove all connections from the transformer panel.  Then, unscrew the four 5/16&amp;quot; hex head screws which secure the transformer panel from the bottom of the cabinet.  Turn the transformer panel on its side.  This will allow better access to secure the ring terminals to the side of the chassis.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 03.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut all of the ground wires as close as possible to the 9-pin connection.  Remove the two boards with the 9-pin male wafer connections.  As can be seen in the pic, Gottlieb® did actually secure the discrete transformer panel grounds to the panel&#039;s chassis with a single, soldered eyelet connector.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 04.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All the ground wires are to have their insulation stripped back longer than usual - approximately 3/4&amp;quot;.  Solderless ring terminals are crimped onto the ground wires.  The connections used in this particular application are Motormite #85443.  Motormite brand does not have to be used.  This particular brand and part number are mentioned due to the difficulty in finding the correct connectors to use. Most common ring terminals have a #10 or larger screw eyelet, which will not work effectively, if the eyelets are fastened to the side of the transformer panel chassis.  The ring terminals shown here are made for #12-#10 gauge wire with an eyelet for a #8 screw.  &amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 02.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The ground Molex plugs and connection boards which were formerly fastened to the transformer panel&#039;s metal chassis. The four ground connector plugs (some games only use three total) were cut off from the incoming ground wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 06.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Keep wires which were common to one connector together (driver board ground wires, playfield ground wires, and backbox ground wires).  In doing this, future disassembly will be possible, should any of the individual wiring harnesses need attention or the playfield removed from the game.  The ground wires are then twisted together and crimped.  From experience, a maximum of 4 larger gauge wires can be crimped in one connection.  Lighter gauge wires can be paired with or without heavier gauge wires.  When doing this, the maximum effective grouping of wires increases slightly.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 01.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The screws which were removed from the ground bus board should be reused to secure the eyelets to the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 03.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The transformer is fastened to the bottom of the cabinet with the ground upgrades in place.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground last.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pay close attention when securing the transformer panel to the cabinet.  All four mounting screws typically have flat ground straps with an eyelet.  These eyelet connections *must* be secured to the transformer panel.  Otherwise, the earth grounds will not all be tied together anymore.  Two of these ground connections are circled in the pic.  There are two more located on the backside of the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although somewhat equally difficult to locate, an alternate to the Motormite # 85443 connectors are Tyco / AMP 408-2049-4 connectors. Again, any brand can be used, but make certain the eyelet hole is for a #8 screw (not a #10 or larger), and the crimp connector can accommodate #10 / #12 gauge wires (typically yellow insulation on crimp).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80B at the Transformer Panel - &amp;quot;Arena&amp;quot; to &amp;quot;Amazon Hunt III&amp;quot; =====&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*Arena&lt;br /&gt;
*Victory&lt;br /&gt;
*Diamond Lady&lt;br /&gt;
*TX-Sector&lt;br /&gt;
*Robo-War&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Excalibur&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bone Busters Inc.&lt;br /&gt;
*Night Moves&lt;br /&gt;
*Amazon Hunt III&lt;br /&gt;
&lt;br /&gt;
Ground connections used on System 80B games from Arena to Amazon Hunt III are the not as bad as the previous design, however, they are still unreliable at times.  These connections consist of two small boards with three 10-pin .156&amp;quot; inline male header connections. The boards are fastened to the left side (or back side on newer games like Hot Shots) of the transformer panel&#039;s metal chassis.  One problem with this is that the header pins get cracked solder joints, and in turn, ground connections become intermittent. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One common symptom of poor ground connections is multiple solenoids not functioning.  If removing the 10-pin Molex plug from the ground board, and reconnecting it at a different header causes non-working solenoids to function, the ground connections are bad. Whether or not this test proves that the ground connections are bad, it is highly recommended to improve the ground connections for future reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The purpose of these changes is to remove one potentially failed connection out of the equation.  The grounds will then be secured directly to the transformer chassis via solderless eyelet crimp connectors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like the previous section, these ground upgrades were initially recommended and published on the Internet by [http://www.flippers.com/gottlieb_ground_cures.html#System3 John Robertson of John&#039;s Jukes].  Below are the steps to properly upgrade the grounds.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=100px perrow=3 caption=&amp;quot;Gottlieb® System 80B Ground Upgrades (Arena to Bone Busters)&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB 80B Victory Grounds 01.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The stock ground connections plugged into the ground connection boards on the left side of the transformer panel.  This pic is a view from the left side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 02.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Remove all connections from the transformer panel.  Then, unscrew the four 5/16&amp;quot; hex head screws which secure the transformer panel from the bottom of the cabinet.  Turn the transformer panel on its side.  This will allow better access to secure the ring terminals to the side of the chassis.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 03.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut all of the ground wires as close as possible to the 10-pin housing.  Remove the two boards with the three .156&amp;quot; 10-pin male header connections.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 04.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All of the ground wires are to have their insulation stripped back longer than usual - approximately 3/4&amp;quot;.  Solderless ring terminals are crimped onto the ground wires.  The connections used in this particular application are Motormite #85443.  Motormite brand does not have to be used.  This particular brand and part number are mentioned due to the difficulty in finding the correct connectors to use. Most common ring terminals have a #10 or larger screw eyelet, which will not work effectively, if the eyelets are fastened to the side of the transformer panel chassis.  The ring terminals shown here are made for #12-#10 gauge wire with an eyelet for a #8 screw.  &amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 05.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The ground Molex plugs and connection boards which were formerly fastened to the transformer panel&#039;s metal chassis. The five ground connector plugs were cut off from the incoming ground wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 06.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Keep wires which were common to one connector together (driver board ground wires, playfield ground wires, and backbox ground wires).  In doing this, future disassembly will be possible, should any of the individual wiring harnesses need attention or the playfield removed from the game.  The ground wires are then twisted together and crimped.  From experience, a maximum of 4 larger gauge wires can be crimped in one connection.  Lighter gauge wires can be paired with or without heavier gauge wires.  When doing this, the maximum effective grouping of wires increases slightly.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 07.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The screws which were removed from the ground bus board should be reused to secure the eyelets to the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 08.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The transformer is fastened to the bottom of the cabinet with the ground upgrades in place.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 09.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pay close attention when securing the transformer panel to the cabinet.  The four mounting screws may have flat ground straps with an eyelet.  These eyelet connections *must* be secured to the transformer panel.  Otherwise, the earth grounds will not all be tied together anymore.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although somewhat equally difficult to locate, an alternate to the Motormite # 85443 connectors are Tyco / AMP 408-2049-4 connectors. Again, any brand can be used, but make certain the eyelet hole is for a #8 screw (not a #10 or larger), and the crimp connector can accommodate #10 / #12 gauge wires (typically yellow insulation on crimp).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Problems===&lt;br /&gt;
====Replacing the Orange Filtering Capacitor====&lt;br /&gt;
[[File:AgedOrangeCap.jpg|300px|thumb|left|A worn out original 6800uf/25V Gottlieb® filter capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
If your System 80 or early System 80A game still has the original, orange 12VDC filtering capacitor in the cabinet bottom, it should be replaced. It&#039;s 30+ years old, has served the game well for a long time, and deserves a rest. Replace it with a new capacitor, valued from 6800uf to 12,000uf and at least 25V. Don&#039;t forget to acquire the right sized bracket to secure the cap to the bottom board.&lt;br /&gt;
&lt;br /&gt;
A very nice replacement for this capacitor, specified at 12,000uf, can be found [https://www.bigdaddy-enterprises.com/repairkits/gottlieb_kits.htm#g-80filters here] or [https://www.marcospecialties.com/pinball-parts/C12KM40VR here].&lt;br /&gt;
&lt;br /&gt;
This capacitor filters the rectified 12VDC which is supplied to the power supply board for regulation down to 5VDC which is used by every board in the game, including the MPU. Solid 5VDC power is critical for the game to operate properly, hence the need for a properly working cap.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sporadic / Inconsistent / Missing Voltages====&lt;br /&gt;
[[File:GTB Sys80 PS Cold Joints.jpg|300px|thumb|left|This header pin was removed from the board by wiggling it loose!]]&amp;lt;br&amp;gt;&lt;br /&gt;
One problem with the System 80 power supply sporadic, inconsistent, or missing voltages.  The game may be fine one minute, while the next minute, it loses voltage(s) completely.  One of the main culprits for this is cracked header joints.  Between vibration and the heat dissipated by the heat sink, header joints have a fairly high failure rate on System 80 power supplies.  The fix is to disassemble the power supply (as seen in the next section), and replace the stock round header pins with square headers. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Low 60v and All Displays Dim or at Half Brightness===&lt;br /&gt;
See the display section: [[#All Displays Dim or at Half Brightness|All Displays Dim or at Half Brightness]]&lt;br /&gt;
&lt;br /&gt;
====Recommended Updates and Repairs for the System 80/80A Power Supply Board====&lt;br /&gt;
[[File:GottliebSystem80PSBurnedCR7.jpg|300px|thumb|right|If CR7 on the Gottlieb power supply looks like this, the board should be rehabbed immediately.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 Power Supply board is a pretty tough bugger. Still, after years of steady operation, they do fail, and they require refurbishment / rebuild.&amp;lt;br&amp;gt;&lt;br /&gt;
The test point values are silk screened on the System 80 power supply board. They are +5VDC, +8VDC, +42VDC, and +60VDC. Ground, or &amp;quot;common&amp;quot; is also labeled.&amp;lt;br&amp;gt;&lt;br /&gt;
Given that the parts to refurbish the power supply are cheap and readily available, and that taking the power supply apart is a bit of a pain, a good strategy is to replace all failure prone parts, whether the parts have failed or not, to avoid disassembling the power supply more than once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mandatory parts list:&amp;lt;/b&amp;gt;&lt;br /&gt;
#.156 male header pins without friction lock, 9-pin, 7-pin, 6-pin, or break to size.&lt;br /&gt;
#500 ohm resistor cermet trimmer potentiometer. A quality sealed one like the one pictured is advised.&lt;br /&gt;
#3 inches of 18 gauge wire&lt;br /&gt;
#680 ohm 1/2 watt resistor (470, 510, 560, or 620 works also) replacement for R10, originally a 30 ohm 2W resistor and &amp;lt;b&amp;gt;must be replaced&amp;lt;/b&amp;gt; if CR7 is replaced with a 1N4738 (below)&lt;br /&gt;
#1N4738 8.2V 1 watt zener diode (CR7, originally a 1N3445 8.2V 2W zener)&lt;br /&gt;
#12K ohm, 1/2 watt resistor (R3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Optional parts list:&amp;lt;/b&amp;gt;&lt;br /&gt;
#1N4746 18V 1 watt zener diode (CR6, optional)&lt;br /&gt;
#47uf, 100V axial capacitor (C2, optional)&lt;br /&gt;
#LM723 voltage regulator and 14-pin socket (IC1, optional if the 5V section is operational)&lt;br /&gt;
#2N6057, 2N6059, or 2N6284 Darlington transistor (Q3, optional if the 5V section is operational)&lt;br /&gt;
#heat sink compound (optional as required)&lt;br /&gt;
#TO-3 mica insulator or heat sink gasket (optional as required)&lt;br /&gt;
#TO-3 transistor spacer (optional as required) Keystone 4616 or Mouser Electronics 534-4616&lt;br /&gt;
#2N5550 or 2N5551 transistor (Q2, optional)&lt;br /&gt;
#470uf/100V axial capacitor (C1, optional if the 42v/60v section is operational, this cap is often the cause of the 1/4A HV fuse blowing)&lt;br /&gt;
#TIP31C TO-220 NPN transistor (Q1, optional if the 42v/60v section is operational)&lt;br /&gt;
#TO-220 mica insulator (optional as required)&lt;br /&gt;
#TO-220 Passive Heatsink - Aavid Thermalloy 563002B00000G (only necessary if the existing heatsink is damaged or missing the PCB mounting tabs)&lt;br /&gt;
#TO-220 Nylon Bushing Insulator (only necessary if missing or damaged)&lt;br /&gt;
#Green LEDs (optional...use to identify that the board has been rebuilt)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&lt;br /&gt;
#Remove the 4 screws that fasten the PCB to the cold plate (heat sink).&lt;br /&gt;
#Remove the 2 screws that fasten the back mounted transistor Q3 to the PCB and cold plate.&lt;br /&gt;
#Use a solder removal tool to remove the solder from the legs of Q3 that extend through the PCB. This is the toughest part of the job. If the board had been really hacked, two irons and a friend may be needed to accomplish this.&lt;br /&gt;
#Once the cold plate and Q3 have been removed, set those parts to the side.&lt;br /&gt;
#Replace parts on the PCB as recommended and advised by the particular failure.&lt;br /&gt;
#On the solder side of the PCB, solder a 3&amp;quot; wire from the ground trace to the screw mount, as shown in the picture below.&lt;br /&gt;
#When replacing the original round header pins with new square header pins, the through holes may require slight enlargement using a pick as shown in the picture below. Alternatively, the holes can be drilled with a small bit from the solder side of the board. Pressing the pins into the through holes without enlarging them might cause the solder pad to pop off the board. Key pins must be removed prior to installation as the PCB has no holes at the key pin position.&lt;br /&gt;
#Recheck all of the work performed.&lt;br /&gt;
#Sand the black insulating coating from the top/right screw hole on the front of the cold plate, as shown in the picture below. The insulating coating is very tough. A drum sander attachment on a Dremel works very well for this.  To ensure enough has been sanded, use a meter to &amp;quot;buzz&amp;quot; between screw holes. The screw hole will be used later to tie the ground from each PCB together.&lt;br /&gt;
#Install Q3 (note that it will only install one way) onto the cold plate using the transistor spacer, mica insulator, and heat sink compound.&lt;br /&gt;
#Mate the two halves of the power supply together and reinstall the two screws which secure Q3.&lt;br /&gt;
#Solder the leads of Q3 to it&#039;s through-holes.&lt;br /&gt;
#To ensure continuity at each leg&#039;s solder joint, &amp;quot;buzz&amp;quot; the connection between the left leg of Q3 and the top leg of R9.&lt;br /&gt;
#Also &amp;quot;buzz&amp;quot; the connection between the right leg of Q3 and the bottom leg of R11.&lt;br /&gt;
#Install the remaining 4 screws around the perimeter of the power supply board. &lt;br /&gt;
#Lastly, ensure there is NO continuity between Q3 and the cold plate, as shown in the picture below. This is an essential step to ensure proper operation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=170px heights=100px perrow=3 caption=&amp;quot;System 80/80A Power Supply Repair&amp;quot;&amp;gt;&lt;br /&gt;
File:Parts.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Required&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsRemoved.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front Side, Parts Removed and Board Cleaned Up&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsRemovedBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Back Side, Parts Removed&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:EnlargingHoles.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Enlarging Header Pin Holes&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsReplaced.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Replaced, Front Side&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsReplacedBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Replaced and Ground Updated, Back Side&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:R10ThermalStrainRelief.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Strain Relief for R10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Sys80PSAllDone.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All Done&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Transistor-to-ColdPlateContinuityTest.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Ensuring no continuity between Q3 and the cold plate&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once fully assembled, reinstall the power supply into the game. Connect ONLY J1 (the lower 9-pin connector) at this time. Power the game on, looking for the two LEDs to light. If they do not light, there will be rework to perform. Assuming that they do light, test each of the voltages that the power supply creates to ensure the correct power is being generated/regulated. Since the power is not &amp;quot;under load&amp;quot;, each of the voltages may read 10% or so high. While measuring the 5V test point, adjust the 5V trim pot to about 5.1VDC.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
That&#039;s it! Done.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: once the other boards are connected to the power supply, the 5V may sag some. Measure the 5V across the electrolytic cap just to the right of the MPU power connector. Using the 5V trim pot, adjust the 5V power to between 5.0 and 5.1VDC.&lt;br /&gt;
&lt;br /&gt;
====Recommended Repairs for the System 80B Power Supply Board====&lt;br /&gt;
[[File:Gtb sys80b psu.JPG|300px|thumb|left|System 80B +5 VDC Power Supply. The adjustment POT is at the top of the PCB.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Step one to improving power supply reliability is to replace the original 500 ohm 1 watt adjustment pot.  This procedure can be done easily without removing the large heat sink.  A replacement sealed pot is recommended, but not completely necessary.&lt;br /&gt;
&lt;br /&gt;
Next, remove all the old solder from the all of the .156&amp;quot; header pins, and reflow new solder onto the joints. The top header pins (J2) supply +5VDC to the majority of the associated circuit boards in the back box.  Provided that the power supply is delivering acceptable voltages in the +5VDC range, these two relatively simple repairs are the only things needed for this board.&lt;br /&gt;
&lt;br /&gt;
However, if you&#039;ve adjusted the pot as much as possible in the appropriate direction, and the power supply is still delivering voltages higher or lower than around +5VDC, it&#039;s probably time to look at replacing the LM338K voltage regulator.  While not a frequent occurrence, the voltage regulator will sometimes fail. &lt;br /&gt;
&lt;br /&gt;
If the voltages measured are less than 1VDC, the grounds for the power supply (located at the transformer panel) will more than likely need attention.  Once the grounds at the transformer panel are better secured, recheck the voltage at the power supply.&lt;br /&gt;
&lt;br /&gt;
Note: When measuring the +5VDC provided by the power supply, first disconnect J2 on the power supply. Measure power at the J2 male headers first. Once within an acceptable range, turn power off and reconnect J2. Measure power across C1, the 100uf/10V capacitor that is next to J1 (power connector) on the MPU. The MPU may drag the +5VDC supply down a bit. If you find this to be the case, adjust the trim pot on the power supply until a steady +5VDC is seen at the MPU. Poor connections between the +5VDC power supply and the MPU board may also reduce the voltage measured at the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Optional Bling...Adding Power Indicating LED&#039;s to Boards====&lt;br /&gt;
=====CPU Board LED=====&lt;br /&gt;
How to add a &amp;quot;+5 volt&amp;quot; indicator for the Gottlieb System 80 Generation 1 CPU board (the D102 board). This will light up when + 5 volts are present on the CPU board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; diameter holes spaced about 3mm apart in the spot indicated just below power connector J1. This area has no traces to interfere with drilling.&lt;br /&gt;
#Install LED into board with flat side facing toward the power connector J1.&lt;br /&gt;
#Bend the flat side&#039;s lead to the negative (ground) point shown in the picture and solder it.&lt;br /&gt;
#The other lead of the LED will connect to one side of the 330 ohm resistor. The other end of the resistor will be soldered to the positive trace shown in the picture. You&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is powered on, this LED will indicate that the CPU board is receiving +5 volts from the power supply.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDholesfront.JPG|300px|thumb|left|Holes drilled on front of board]]&lt;br /&gt;
[[File:Sys80CPULEDholesrear.JPG|300px|thumb|right|Holes drilled on rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Circled areas are where to drill the two holes for the LED. Any color of LED can be used, but red or green are preferred.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDwiring.JPG|300px|thumb|left|Wiring on solder side of board]]&lt;br /&gt;
[[File:Sys80CPULEDfront.JPG|300px|thumb|right|LED installed on board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED. Note the location of the flat side of the LED.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDlitup.JPG|300px|thumb|left|Finished installation of LED]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Completed installation with LED lit up indicating the +5 volts is present on the CPU board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Driver Board LED=====&lt;br /&gt;
Adding a &amp;quot;+5 volt&amp;quot; indicator to the System 80 Driver Board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohm quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; holes spaced about 3mm apart in the board at the location shown in the pictures to the left of the electrolytic capacitor near chip Z1. There should be no traces at that area.&lt;br /&gt;
#Install the red LED with the flat side facing the trace going to the negative side of the electrolytic capacitor. Bend the LED&#039;s flat side lead down to that trace and scrape away some of the green paint at the point you will be soldering it. Now solder that lead to the trace.&lt;br /&gt;
#Solder one end of the 330 ohm resistor to the other lead of the LED.&lt;br /&gt;
#The other end of the resistor will now get soldered to the trace that goes to the positive side of the electrolytic capacitor. Again, be sure to scrape some of the green paint off of the trace where the resistor lead will be soldered. You are done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is on, the LED will be lit indicating that the driver board is receiving +5 volts from the CPU board.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LED_holesfront.JPG|300px|thumb|left|Drilled holes on front of board]]&lt;br /&gt;
[[File:Sys80LEDholesrear.JPG|300px|thumb|right|Drilled holes on the rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Views of the holes drilled for the LED looking from the front and rear of the System 80 driver board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LEDrear.JPG|300px|thumb|left|Wiring of the LED and resistor]]&lt;br /&gt;
[[File:Sys80LEDflat.JPG|300px|thumb|right|Finished installation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED. Notice the location of the flat side of the LED. Any color of LED can be used, but red or green is prefered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LEDlitup.JPG|300px|thumb|left|Finished installation with LED lit]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Completed installation showing the LED lit up indicating +5v power is present on the driver board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pop Bumper Driver Board LED=====&lt;br /&gt;
How to add a &amp;quot;+5 volt&amp;quot; indicator for the Gottlieb System 80 Pop Bumper Driver Board. This will light up when + 5 volts are present on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#From the solder side, mark and drill four 1/16&amp;quot; diameter holes spaced as shown in the spot indicated. &lt;br /&gt;
#Install LED into board with flat side facing toward the power connector J1.&lt;br /&gt;
#Bend the flat side&#039;s lead to the negative (ground) point shown in the picture and solder it.&lt;br /&gt;
#The other lead of the LED will connect to one side of the 330 ohm resistor.&lt;br /&gt;
#The other end of the resistor will be soldered to the positive trace shown in the picture.&lt;br /&gt;
#You&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is powered on, this LED will indicate that the CPU board is receiving +5 volts from the power supply.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px perrow=3&amp;gt;&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-supplies.jpg|Supplies needed.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-1.jpg|Mark holes on solder side as shown.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-2.jpg|Drill holes.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-3.jpg|Stuff parts shown. Note the polarity of the LED.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-4.jpg|Bend component legs as shown.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-5.jpg|Solder all 3 connections as shown.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Repeat for each Pop Bumper Driver Board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary Lamp Driver Board LED=====&lt;br /&gt;
Adding a &amp;quot;+5 volt&amp;quot; LED indicator for the auxiliary lamp driver board used to create &amp;quot;chase lamps&amp;quot; in many System 80/80A/80B games.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red or green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, 1/4 watt&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; diameter holes about 3mm apart in the locations indicated in the pictures.&lt;br /&gt;
#Mount LED with the flat side toward the edge of the board.&lt;br /&gt;
#The lead from the LED&#039;s flat side will be soldered to pin 2 (ground) of connector A11P1. Be sure to slide a piece of heat shrink tubing over this lead so it does not accidently short to the other connector pins.&lt;br /&gt;
#The other lead of the LED will be soldered to one end of the 330 ohm resistor.&lt;br /&gt;
#The other end of the resistor will be soldered to pin 4 (+5 volts) of connector A11P1.&lt;br /&gt;
&lt;br /&gt;
Whenever the machine is on, the LED should be lit, indicating the auxiliary lamp driver board is receiving power. &lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDfrontholes.JPG|300px|thumb|left|Drilled holes on front of board]]&lt;br /&gt;
[[File:ALDLEDrearholes.JPG|300px|thumb|right|Drilled holes on rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
View of the holes drilled for the LED as viewed from the front and rear of the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDfront.JPG|300px|thumb|left|LED installed on board]]&lt;br /&gt;
[[File:ALDLEDrear.JPG|300px|thumb|right|Resistor and LED wiring]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED on the rear of the board. Notice the location of the flat side of the LED.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDlitup.JPG|300px|thumb|left|LED is lit up]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Finished installation with LED lit up indicating presence of +5 volts power on the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound/Speech Power Supply Board LED&#039;s=====&lt;br /&gt;
The Sound/Speech power supply board will get a total of four LED&#039;s! These are to indicate the presence of -12 volts, +12 volts, and +30 volts going out to the actual sound/speech board and also to indicate +24 volts coming in to the power supply board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*4 Red or green LED&#039;s&lt;br /&gt;
*2 Resistors, 1 k, 1/4 watt&lt;br /&gt;
*1 Resistor, 2.2k, 1/4 watt&lt;br /&gt;
*1 Resistor, 3.0 k, 1/4 watt&lt;br /&gt;
&lt;br /&gt;
#Drill a total of eight 1/16&amp;quot; holes at the points shown in the pictures near connector A7P1. Lead spacing per LED is about 3mm. Be sure the LED&#039;s are not too close to each other to interfere with sitting flat against the board. The +12 and +30 volt LED&#039;s will mount with the flat side facing diagonally (7 o&#039;clock) toward the lower left board mounting hole.&lt;br /&gt;
#The -12 volt LED will have the lead of the round side (anode) soldered to the heavy ground trace of the board. You&#039;ll need to scrape some of the green paint off the trace first. The other lead of this LED will be soldered to one end of a 1k resistor. The other end of this resistor will be soldered to the junction point of resistor R2 and the anode of zener diode CR2.&lt;br /&gt;
#The +24 volt LED will have the lead from the flat side (cathode) of the LED soldered to the heavy ground trace on the board. You&#039;ll need to scrape a bit of the green paint off the trace first. The other lead of the LED will be soldered to one end of a 2.2k resistor. The other end of the resistor will be soldered to the trace going to connector A7P1 pin 6 (+24 volts). Again, you&#039;ll need to scrape some of the green paint from the trace first.&lt;br /&gt;
#The +12 volt LED will have the lead from the flat side (cathode) of the LED soldered to the heavy ground trace. You will need to scrape some of the green paint off the trace first. The other lead of the LED will be soldered to one end of a 1k resistor. The other end of this resistor will be soldered to to the trace going to connector A7P1 pin 1 (+12 volts). You will need to scrape some of the green paint off of the trace first.&lt;br /&gt;
#The +30 volt LED will have the lead of the flat side (cathode) soldered to the heavy ground trace. You will need to scrape off some of the green paint from the trace first. The other lead of the LED will be soldered to one end of a 3 k resistor. The other end of this resistor will be soldered to the trace going to connector A7P1 pin 2 (+30 volts). You will need to scrape some of the green paint from the trace first.&lt;br /&gt;
#These LED&#039;s above are all optional. The board never originally came with anything to indicate presence of voltages. If you only want to install one, that&#039;s fine. I chose to install all four so I can see at a glance that all four voltages are present. You don&#039;t have to install all four if you don&#039;t want to.&lt;br /&gt;
&lt;br /&gt;
In the picture of the finished front of the board the LED&#039;s from top to bottom are:&lt;br /&gt;
&lt;br /&gt;
*-12v&lt;br /&gt;
*+24v&lt;br /&gt;
*+12v&lt;br /&gt;
*+30v&lt;br /&gt;
&lt;br /&gt;
In the picture of the wiring on the back (foil) side of the board, the resistors top to bottom are:&lt;br /&gt;
&lt;br /&gt;
*1K&lt;br /&gt;
*2.2K&lt;br /&gt;
*1K&lt;br /&gt;
*3K &lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDfrontholes.JPG|300px|thumb|left|Drilled holes for the LED&#039;s on the front of board]]&lt;br /&gt;
[[File:SSPSLEDrearholes.JPG|300px|thumb|right|Drilled holes for the LED&#039;s on the rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Views of the drilled holes for the LED&#039;s looking from the front and rear of the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDlower.JPG|300px|thumb|left|+12 and +30 LED&#039;s installed on front]]&lt;br /&gt;
[[File:SSPSLEDupper.JPG|300px|thumb|right|-12 and +24 LED&#039;s installed on front]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All four LED&#039;s installed on the front of the board. Notice the location of the flat sides of all the LED&#039;s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLED_wiring.JPG|300px|thumb|left|Wiring of the resistors on the rear of board]]&lt;br /&gt;
[[File:SSPSLEDfinished.JPG|300px|thumb|right|All four LED&#039;s installed on front of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistors and LED&#039;s on the rear of the board. All four LED&#039;s installed on front of board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDlitup.JPG|300px|thumb|left|Finished and all LED&#039;s lit]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All four LED&#039;s installed and lit up indicating the presence of the four different voltages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80/80A Power Supply Board LED=====&lt;br /&gt;
The System 80 and System 80A power supply board already has LED&#039;s installed to indicate the +5 volts and +12 volts. This project will add an LED to indicate the presence of the +60 volts which is used to operate the score displays. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 LED, any color&lt;br /&gt;
*1 Resistor, 10k, 2 watts&lt;br /&gt;
&lt;br /&gt;
#Drill a total of four 1/16&amp;quot; diameter holes at the points indicated between the foil traces in the pictures. Try to keep the holes in a straight line.The LED installs in the top two holes and with the flat (cathode) side facing downward toward the bottom end of the board. The resistor will install in the other remaining two holes which are the also the farthest spaced. Be sure to scrape the paint off of the foil traces at the points shown in the pictures.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_holes_front.JPG|300px|thumb|left|Holes drilled viewed from front of board]]&lt;br /&gt;
[[File:SYS80PS_holes_rear.JPG|300px|thumb|right|Holes drilled as viewed from rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wiring it all up:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The flat (cathode) side of the LED will be soldered to the top end of the 10k 2 watt resistor. Be sure to keep all component leads pressed down as close to the foil traces as possible to prevent shorting to the metal frame when the board is re-assembled to the metal frame. There is very little clearance between the board and the metal frame when everything is re-assembled. The lower end of the resistor will be soldered to the foil trace that goes to connector J3, pins 4 and 5 (ground). The round (anode) side of the LED will be soldered to the foil trace that goes to connector J3 pin 1 (the +60 volts). Put a short piece of heat shrink tubing or sleeving over that lead to prevent it from shorting to the trace it crosses over. Now carefully bend that lead of the LED down onto the correct foil trace as shown in the pictures and solder it. Be sure to label the new LED on the parts side of the board as &amp;quot;+60V&amp;quot;. This completes the wiring.&lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_parts.JPG|300px|thumb|left|Resistor and LED mounted on board]]&lt;br /&gt;
[[File:SYS80PS_soldered.JPG|300px|thumb|right|Parts soldered to foil traces]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new LED should be lit at all times the machine is turned on. It indicates that +60 volts DC is present to operate the score displays. The other display voltage, +42 volts, is derived from the +60 volts. &lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_finished.JPG|300px|thumb|left|Finished installation with +60v marking]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80 First Generation &amp;quot;Sounds Only&amp;quot; Sound Board LED&#039;s=====&lt;br /&gt;
This board was used in early System 80 games such as Panthera. It operates on three power sources, -12 volts, +12 volts, and +5 volts. The +12 volts is obtained from the bottom panel in the machine. The +5 volts is obtained from the game&#039;s power supply board. The -12 volts is generated on this sounds only board by receiving ac power input on J1 pins 3 and 4. You can measure the -12 volts by connecting your volt meter across zener diode CR5 (1N4742A).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MATERIALS NEEDED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*2 LED&#039;s, any color&lt;br /&gt;
*1 Resistor, 1k @ 1/4 watt&lt;br /&gt;
*1 Resistor, 330 ohm @ 1/4 watt&lt;br /&gt;
*1 Short piece of small diameter heat shrink tubing&lt;br /&gt;
&lt;br /&gt;
#Drill two pairs of holes 1/16&amp;quot; diameter and about 3mm apart at the locations as shown in the pictures. Be sure not to drill through any foil traces.&lt;br /&gt;
#The +12 volt LED will have the flat side (cathode) of the LED soldered to the ground trace coming from pin 6 of connector J1. You&#039;ll need to scrape a bit of green paint off of the trace first in order to solder it. The other lead of the LED will be soldered to one end of a 1k @ 1/4 watt resistor. The other end of the resistor will be soldered to pin 1 of connector J1 (the +12 volt source). Be sure to slide a short piece of heat shrink tubing over this end of the resistor before soldering since this lead will pass over a couple of traces. This will prevent the resistor lead from shorting to those traces and causing damage.&lt;br /&gt;
#The +5 volt LED will have the flat side (cathode) of the LED soldered to the ground trace coming from pin 6 of connector J1. You&#039;ll need to scrape a bit of the green paint off of the trace first in order to solder it. The other end of the LED will be soldered to one end of a 330 ohm @ 1/4 watt resistor. The other end of the resistor will be soldered to pin 5 of connector J1 (the +5 volt source).&lt;br /&gt;
#When finished, be sure to note that the flat sides of both LED&#039;s will be facing each other on the front side of the board. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80so_holes_front.JPG|300px|thumb|left|Holes drilled in front of board]]&lt;br /&gt;
[[File:Sys80so_holes_rear.JPG|300px|thumb|right|Holes drill in rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80so_LEDS.JPG|300px|thumb|left|LED&#039;s installed on board with flat sides facing each other]]&lt;br /&gt;
[[File:Sys80so_resistors.JPG|300px|thumb|right|Wiring on solder side of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====F2 Fuse Blows At Power Up on 80A games====&lt;br /&gt;
If the F2 fuse blows at power up, there is one overlooked problem that is good to check. This could also apply to 80B games, but a different fuse may blow.&lt;br /&gt;
&lt;br /&gt;
On the transformer panel, there is a pair of cement resistors are soldered to a solder tab, which is screwed down to a small square plastic post. Check to make sure that this has not been moved to another screw hole in the metal of the transformer panel. Screwing this line to the metal of the transformer panel ties one of the AC lines to ground. Since this line is shorted/tied to ground, it also has the side effect of making the bridge rectifier test bad, since there is a tab tied to ground when there shouldn&#039;t be one. It is likely that the bridge rectifier will test good as soon as the solder tab is moved to the correct place.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300&amp;gt;&lt;br /&gt;
File:sys80-f2-fuse-blows-issue-2.jpg|Correct place to screw the solder tab (on the square plastic post)&lt;br /&gt;
File:sys80-f2-fuse-blows-issue-1.jpg|Incorrect place to screw the solder tab. This causes a short.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MPU boot issues===&lt;br /&gt;
&lt;br /&gt;
There are a large and varied number of reasons that a System 80 MPU will fail to boot. Unfortunately, as has been said before, &amp;quot;this is not a Bally world&amp;quot;. That is, unlike &amp;quot;classic&amp;quot; Bally and Stern MPUs the System 80 MPU provides absolutely no indication as to why it may have failed to boot.&lt;br /&gt;
&lt;br /&gt;
Debugging a non-booting MPU is somewhat of an art. A few basic steps are listed below.&lt;br /&gt;
&lt;br /&gt;
#Ensure the power supply is providing a solid 5VDC power source&lt;br /&gt;
#Replace the orange electrolytic cap in the cabinet bottom if still original&lt;br /&gt;
#Take the board to the bench&lt;br /&gt;
#Examine the board for alkaline damage. Abate all alkaline corrosion.&lt;br /&gt;
#Ensure the reset section of the board is working. Pin 40 of the 6502 should begin &amp;quot;low&amp;quot;, then after about 1/2 second, transition to &amp;quot;high&amp;quot;. Note that the reset transition will be slightly longer if using a modern reset generator (ala DS1811) as outlined in subsequent sections&lt;br /&gt;
#Check the clock signals at the 6502. A logic probe will show a rhythmic pulse. An Oscilloscope should show the 3.58Mhz pulse. If the clock signal is not pulsing, work backwards through the 74xx logic all the way to the crystal if necessary&lt;br /&gt;
#Check the IRQ signal at the 6502. Ensure it isn&#039;t &amp;quot;stuck&amp;quot;. Only the 6532 RIOTs can pull the IRQ signal low. Once the 6502 software processes the IRQ, the 6502 will release the IRQ signal&lt;br /&gt;
#Check the R/W (read/write) signal at the 6502. Again, ensure it isn&#039;t stuck&lt;br /&gt;
#Check the address and data lines to ensure that they are pulsing&lt;br /&gt;
#Feel each of the masked ROM chips at U2 and U3 as well as the 6532 RIOT chips at U4, U5, and U6. If the IC is too hot to touch, it has probably failed and should be replaced. Note that the 6532 RIOTs run hot normally. If one is noticeably hotter than the other, that may be an indication of failure.&lt;br /&gt;
#Test each of the 74XX chips in the switch matrix (Z11 - Z15) using this [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit procedure].&lt;br /&gt;
#If the board has the original masked game ROM(s), replacement of those ROM(s) is advised. System 80 and 80A games used a 2716 originally at the PROM1 position (early games used dual 2708s at PROM1 and PROM2). System 80B games used a 2764 for the game ROM (which also replaces U2 and U3) and generally a 2716 at the PROM1 position. Of course, the ROM image can be doubled or even quadrupled so that it fits snugly into a larger capacitor ROM as long as that ROM footprint matches the OEM ROM footprint (number of pins)&lt;br /&gt;
#System 80B MPUs employ a &amp;quot;daughter card&amp;quot;. Fractured solder joints where the &amp;quot;riser pins&amp;quot; connect to the daughter card are often an issue. These joints can&#039;t be examined without removing the daughter card. And removing the daughter card is not trivial. If flexing the daughter card causes the board to boot or to crash, fractured solder joints are a solid suspect.&lt;br /&gt;
&lt;br /&gt;
====Power on &amp;quot;Thunk&amp;quot;====&lt;br /&gt;
Some System 80 games exhibit a &amp;quot;thunk&amp;quot; upon power up. The manifestation of this is the unpredictable lighting of lamps, running of motors, and actuation of coils / relays.  The symptom is unpredictable in that swapping either the driver or the MPU board might change the behavior. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;thunk&amp;quot; can be suppressed via a process detailed [http://www.flippers.com/gott-system80.html#thunk here] by John Robertson.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80 Driver Reset Front.JPG|thumb|left|300px|The addition of an MCP130-460HI/TO reset generator on the driver board.]]&lt;br /&gt;
[[File:Sys80 Driver Reset Back.JPG|thumb|right|300px|The addition of an MCP130-460HI/TO reset generator on the driver board w/ traces cut and jumpers run.]]&amp;lt;br&amp;gt;&lt;br /&gt;
As an alternative to John&#039;s approach, another method has been developed. The method employs the use of a reset generator tied to the &#039;&#039;&#039;CLR&#039;&#039;&#039; leg (pin 1) of the appropriate 74175 flip-flops (those that control devices that &amp;quot;thunk&amp;quot;). The reset generator is added to the front of the driver board in the upper right hand corner. There is a &amp;quot;star via&amp;quot; in this location. Solder should be removed from the star via exposing a through hole. Next, two very small holes should be drilled into the board on either side of the via. Make certain not to drill through traces on the solder side of the board, and that neither hole touches the &amp;quot;star via&amp;quot;. Next, scrape the solder mask from the two thick traces on the solder side which pass closest to the star via. These traces terminate at capacitor C1 on the driver board.  The closest trace is ground and the other trace is +5v. Next, place a MCP130-460HI/TO reset generator through the driver board. The center leg (&#039;&#039;&#039;RESET&#039;&#039;&#039;) will pass through the star via, while the outer legs will go through the newly drilled holes. The flat side of the reset generator should be facing the components on the driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
Next, bend the GND and 5V legs of the reset generator onto the appropriate traces where the masking was scraped.  Next, the traces on Z3, Z4, and Z5 should be cut between pin 1 and pin 16. This is the wide trace at the very top of the chip. Additionally, there is a thick trace to the right of pin 1 on Z4 which must be severed. After cutting this trace, pin 16 and the isolated trace must be tied together with a jumper.  This connects 5VDC to pin 16 of Z4. Now that pin 1 is isolated from 5VDC on chips Z3, Z4, and Z5, trace wire must be routed from the center leg (&#039;&#039;&#039;RESET&#039;&#039;&#039;) of the reset generator to pin 1 of each of these chips. Once this modification is completed, the coils associated with these chips will no longer be pulsed when the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Like the modification which John Robertson lays out, it may not be necessary to isolate pin 1 of Z3, Z4, and Z5 for every game. However, isolating these 3 chips accommodates most System 80/A/B games that use lamp transistors to pre-drive coils / relays. The game over and tilt relays will still pulse briefly upon turning the game on but that behavior is generally acceptable. Isolating pin 1 of Z1 and tying pin 1 to the reset line of the reset generator will resolve this residual behavior.&lt;br /&gt;
&lt;br /&gt;
Note that the trace wire shown in the pic on the right could have been routed more elegantly.  This was in part due to an afterthought in having Z3 tied to the reset generator.&lt;br /&gt;
&lt;br /&gt;
Since the &amp;quot;thunk&amp;quot; is really just a minor irritation, most owners do not think that the resolution is worth the effort. However, on some games, the thunk can be very annoying by pulsing the ball release coil under the lower apron. The result is a ball being served into the shooter lane, before the MPU board even boots up. Most System 80B Genesis games run the &amp;quot;Reveal Motor&amp;quot; as a result of the &amp;quot;thunk&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ResetGeneratorPinExplanation.jpg|thumb|left|300px|Part number explanation and pin configuration for various reset generators.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Other reset generators may be used as long as the pinout of the legs is observed. Shown at left is a snippet of the datasheet that explains reset generator part numbers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AlternateDethunkFront.jpg|thumb|left|300px|Using an MCP130-460DI/TO reset generator. Take care to drill the holes so that only one reset generator leg touches the star.]]&lt;br /&gt;
[[File:DethunkAlternateBack.jpg|thumb|right|300px|Jumpers are still connected to the &amp;quot;star via&amp;quot; but the new holes are drilled in different locations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One alternate reset generator to use is the MCP130-460DI/TO which is also used in the section that discusses System 80 MPU alkaline corrosion abatement. The installation is a bit different as is shown in the adjacent pictures. The (&#039;&#039;&#039;RESET&#039;&#039;&#039;) signal is on the left leg of the reset generator while Vdd (5VDC) is in the center and Vss (Ground) is on the right leg.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Erratic Boot Issues with Later 80B Games (Hot Shots, Bad Girls, and Big House)====&lt;br /&gt;
Some erratic boot issues have been observed with the following games: Hot Shots, Bad Girls, Big House, and Excalibur, however, the list of games may be more extensive.  The issues included are a locked on display with garbage characters shown, no display illuminating at all, sound board not booting (LED stuck on), locked on lamps, no controlled lamps, locked on coils, etc.  The source of the problem seems to stem from the fluorescent tube starter located in the backbox.  It is unknown why exactly this anomaly occurs.  Removal of the starter should resolve the booting issues.  Worst case scenario, remove the 110v panel fuse on the transformer panel use for the fluorescent light circuit.  Unfortunately, this is the only resolution known at this time.&lt;br /&gt;
&lt;br /&gt;
====Battery Leakage and Corrosion====&lt;br /&gt;
Like most any other pinball machine manufactured, Gottlieb® uses batteries to supply power to the non-volatile RAM memory.  Certain game settings, high score thresholds (including high score to date), audit information, and bookkeeping information are all options which are saved when the game is powered off.  And unless some kind soul, who worked on your machine before, either removed the battery and mounted it remotely away from circuit boards, or just plain removed the battery, there will be some variety of a 3.6v Nickel Cadmium (NiCad) rechargeable battery soldered onto your CPU board.  &lt;br /&gt;
&lt;br /&gt;
So, what&#039;s so bad about having a battery on the CPU board?  Well, nothing really, unless it&#039;s forgotten, and in most cases, it is.  While you let your pinball machine sit unplayed for weeks, months, or even years at a time, the battery remains perched on the circuit board like a ticking time bomb.  I&#039;m not saying the battery is going to blow up, although some replacement non-rechargeable batteries could overheat and / or explode if not correctly installed.  The battery is like a ticking time bomb, because it is a threat to the overall health of the electronic components, traces, and connectors attached to your CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now that I have your attention regarding the whole battery thing, let&#039;s talk about the battery, and what happens. . .&#039;&#039;&#039;WHEN GOOD BATTERIES GO BAD&#039;&#039;&#039;.  It&#039;s not that some batteries were born on the wrong side of the tracks or anything. Any good battery can go bad without much warning.  It takes time, but eventually you will find that your battery has crossed over to the &amp;quot;dark side&amp;quot;.  That particular time is typically when you turn your game on, the lights come on, and that&#039;s it.  The displays don&#039;t light up. The start up sounds don&#039;t resonant. And, the silver ball stays in its comfy little home.  Nada...nothing...no signs of anything resembling a fun game of pinball.  &#039;&#039;&#039;UH-OH!&#039;&#039;&#039; So what happened?  The pinball machine worked fine the last time you played it.  &lt;br /&gt;
&lt;br /&gt;
Well, while you were out having a good time and enjoying life, the poor, aged, neglected battery decided to wreak havoc all over the reset section, clock section, or possibly more regions on your CPU board.  The CPU battery spewing its guts all over the place is akin to the batteries in the flashlight you haven&#039;t turned on since the last power outage a year or two ago.  You go to turn on the flashlight when you need it most, and find out there&#039;s something wrong.  So being the curious type, you open the flashlight&#039;s battery compartment only to find some kind of blue-green funk leaking all over, or the batteries now look like they need a shave.  The resolution to the flashlight scenario is pretty simple. Throw it away, and buy a new one. Your CPU board problem can be resolved the same way, except it will be a lot more costly, and is not recommended to just pitch it in the trash. If the battery damage to the CPU board is not overly extensive, attempt to repair it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80A bat damage01.JPG|300px|thumb|left|Typical Battery Found on a System 80 CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s unfortunate, but every battery has a life expectancy.  The only silver lining is that some of the Ni-Cad batteries installed on Gottlieb® CPU boards can last longer than others.  Probably the worst culprit of board destruction is the &#039;&#039;&#039;Data Sentry&#039;&#039;&#039; pack, and its associated knock-offs.  This battery comes in a black rectangular plastic package.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB sys80A battery.jpg|300px|thumb|left|Typical Battery Found on a System 80A / 80B CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another battery pack style which looks very similar to the NiCad battery packs found in &amp;quot;old school&amp;quot; cordless phones.  It is actually three small NiCad cells wrapped separately in an orange poly material, which is wrapped in a outer white poly material.  These don&#039;t leak nearly as badly, but they still have the potential to fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Replacement nicad.jpg|300px|thumb|left|Typical NiCad Battery Which was Replaced]]&amp;lt;br&amp;gt;&lt;br /&gt;
The final common battery style is a what looks like an AA battery on steroids.  This style is a fraction longer and fatter than an AA battery&#039;s physical form, and has two soldered leads on either end.  If you find one of these, it means the battery was previously replaced.  The good news is that this battery is newer than the original. However, the same results of battery seepage can occur.  The only benefit of this type of battery is that it can be carefully cut (in most cases) from the board without removing the board from your game.  This is a plus if no battery damage has occurred.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80A bat damage03.JPG|300px|thumb|left|NiCad Battery Damage to a System 80A CPU Board&amp;lt;br&amp;gt;(Note:  This is considered very mild damage!)]]&lt;br /&gt;
[[File:Gtb sys80A bat damage04.JPG|300px|thumb|right|Damage from the battery may also occur on the back side of the board, especially on the edge connection fingers]]&amp;lt;br&amp;gt;&lt;br /&gt;
So what happens if you don&#039;t heed the above warnings, and the battery is allowed to remain on the board?  Plain and simple - &#039;&#039;&#039;THE BATTERY WILL LEAK!&#039;&#039;&#039;  It&#039;s only a matter of time.  Equally, the path of destruction is uncertain.  Batteries don&#039;t just leak - they release caustic, alkaline fumes.  These fumes attack wherever there is copper, even tinned or soldered copper.  The end results are:&lt;br /&gt;
&lt;br /&gt;
*solder joints which become green or gray and crusty as opposed to a shiny silver&lt;br /&gt;
*connectors which are also now green / gray or potentially broken&lt;br /&gt;
*solder mask, the green covering the electronic traces, on the circuit board has either flaked off or is partially delaminating (lifting)&lt;br /&gt;
*insulated wire becomes less flexible and brittle&lt;br /&gt;
*sometimes the alkaline &amp;quot;cloud&amp;quot; in the game&#039;s backbox causes every board in the head to be affected.&lt;br /&gt;
&lt;br /&gt;
Electronic components, related solder joints, circuit board traces, connectors, and even insulated wire will become unreliable and/or fail.  In all cases, the affected components are less conductive.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If battery damage has occurred, the related parts must now be replaced.  Attempting to remove soldered through components on the circuit board is now even more of a task.  The green / gray dull solder does not transfer heat well.  Battery damaged solder does not flow like clean solder.  Also, crimped connectors are more difficult to remove from their housings, and have a tendency to break before they can be successfully pulled out.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After all the effected electronic components are removed, the board must be treated.  This process starts by sanding the traces and solder pads until shiny copper is exposed.  It is worth mentioning that a battery damaged board can be treated by bead blasting instead of sanding, however, most people do not have access to such a machine.  After the copper areas of the board have been either sanded or bead blasted, an acidic bath of 50% vinegar and 50% (preferably distilled) water is applied to the board.  A small brush like a toothbrush can be used to scrub the board&#039;s area. The purpose of introducing an acid to the effected area is to neutralize what the battery has left behind.   The liquid and fumes from the battery are actually a base, not an acid.  Next, rinse the area of the board with water.  Once the board is clean, isopropyl alcohol (the higher the alcohol percentage the better) is applied to the same area to rinse away the acid bath, and hopefully dissipate any remaining water.  Finally, the board is either blown dry or air dried.  This may be a given, but &#039;&#039;&#039;DO NOT ATTEMPT TO APPLY POWER TO THE BOARD IF IT IS STILL WET!&#039;&#039;&#039;  Most liquids are conductive to some extent. After the previous steps are performed, the task of installing the new components begins.  If any traces or solder pads were damaged, see the [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 Repairing Traces] portion of this Wiki guide on to to fix them.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The point I&#039;m trying to ultimately make is this...regardless of age, shape, or form, &#039;&#039;&#039;remove the battery from the CPU board&#039;&#039;&#039;, as soon as it realized that there is a battery on the board.  If not, the board can be damaged, nonfunctional, and become more difficult or even impossible to repair.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
The first thing that should be done to any System 80 MPU is remove the rechargeable NiCad battery from the MPU board. All batteries leak. They are like ticking bombs. It is merely a matter of when they will leak and possibly damage (sometimes irreplaceable) boards.  &lt;br /&gt;
&lt;br /&gt;
There are at least &amp;lt;b&amp;gt;five&amp;lt;/b&amp;gt; methods of relocating and/or replacing the battery on a System 80/80A/80B MPU.&lt;br /&gt;
&lt;br /&gt;
*Remove the battery completely without replacing it. The 5101 memory will not store information from power-on to power-on and therefore, high scores, replay levels, and credits will be lost.&lt;br /&gt;
[[File:System80battery.jpg‎|300px|thumb|right|Remote Battery]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Mount a remote battery pack that uses standard AA batteries (x3) to protect your board.  A blocking diode must be installed (1N4004, although a 1N4001 will work just as well) to prevent the game circuitry from attempting to charge the batteries. Install the blocking diode in series with the positive lead of the battery pack, with the band oriented toward the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:MemorySuperCap.jpg‎|300px|thumb|right|Here a 5.5V, 1F Super Cap is used to retain 5101 memory for up to 30 days]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the battery with a 1F 5.5V &amp;quot;SuperCap&amp;quot;. The capacitor will never leak, will charge during power-on cycles, and will retain 5101 memory for about 30 days. If you&#039;ve sanded traces as was done in the picture, use a non-conductive material to cover the trace under the cap to ensure that the negative side of the cap doesn&#039;t short a trace (such as clear nail polish, green overcoat pen, electrical tape, or fishpaper). Cut the tape in a circular shape and poke the capacitor leads through it so it can&#039;t fall off in the future. (Electric tape is notorious for slipping.)  An alternate solution would be get a piece of fishpaper insulator, cut that into a circle and poke holes in it for the capacitor leads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:GTB Sys80 H Mem Cap.JPG|300px|left|thumb|Alternate method for installing a memory cap]]&lt;br /&gt;
[[File:GTB Sys80 H Mem Cap Back.JPG|300px|right|thumb|Tying the negative lead of the memory cap to the negative pad on the MPU board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The memory cap can also be installed in the two leftmost holes, where the Ni-Cad battery formerly resided.  The negative lead of the memory cap will then have to be tied to the negative (ground) through hole of the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Remotely mount a replacement NiCad battery in a location that, should it leak, won&#039;t damage valuable circuit boards.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:GottliebCR2032.jpg‎|300px|thumb|left|a CR2032 Lithium &amp;quot;Button Cell&amp;quot; Battery Installed]]&lt;br /&gt;
[[File:GottliebBlockingDiode.jpg‎|300px|thumb|right|A 1N4004 Blocking Diode Installed &amp;quot;inline&amp;quot; with the Positive Connection]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the original NiCad battery with a Lithium button cell CR2032 battery and holder. The holes for the original battery can be repurposed to connect the button cell holder and to add the &amp;lt;b&amp;gt;necessary&amp;lt;/b&amp;gt; blocking diode in the positive side of the circuit.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Using a Reset Generator for the CPU Reset Section ====&lt;br /&gt;
If you find that the battery has leaked, alkaline damage can be cleaned up, traces repaired, and new components installed with kits available from several sources, including Great Plains Electronics.&lt;br /&gt;
&lt;br /&gt;
An alternative to replacing a great many of the components is to use the Dallis/Maxim DS1811 reset generator. The DS1811-10 has a typical trip point of 4.35VDC. You may also use the Microchip Technology equivalent, part number [http://www.greatplainselectronics.com/proddetail.asp?prod=MCP130-460DI%2FTO MCP130-460DI/TO], available from Great Plains Electronics. Remove all reset section components, clean up residual alkaline damage, add four jumpers, and install the reset generator as pictured below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After jumpers and the reset generator are added, make certain there is continuity between the three legs of the reset generator and the appropriate locations on the circuit board.  Below is a list of the reset generator legs and the board locations.  Pin 1 of the reset generator is the left leg, when the flat side of the unit is facing towards the user.&lt;br /&gt;
&lt;br /&gt;
*Pin 1 of reset generator to pin 2 of Z4&lt;br /&gt;
*Pin 2 of reset generator to +5VDC line (lower leg of C2)&lt;br /&gt;
*Pin 3 of reset generator to ground (upper leg of C2)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=500px heights=500px perrow=2 caption=&amp;quot;Using the Dallas Maxim 1811 Reset Generator&amp;quot;&amp;gt;&lt;br /&gt;
File:Dallas_Maxim_Reset_scaled.JPG|A System 80 MPU with alkaline damage repaired/cleaned. Reset circuitry replaced with the much simpler Dallas Maxim 1811&lt;br /&gt;
File:Gtb sys80 reset gen jumpers updated.png|Illustrated picture of components to remove, keep, and jumpers to add.&lt;br /&gt;
File:Dallas_Maxim_Reset_scaled_with_markup.JPG|The same image, but with indications of jumper locations (yellow dots) and where to install the Dallas Maxim 1811, flat side facing the bottom of the board. &amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Note: View at full resolution&amp;lt;/b&amp;gt;&lt;br /&gt;
File:S80ResetCircuitDS1811Mine.png | Schematic, updated to reflect DS1811 implementation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80 Corrosion Area Parts Identification&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:System80CorrosionAreaPartsIdentification.jpg|1000px|center|System 80 Corrosion Area Parts Identification]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys80 MCP120 Reset Gen.JPG|300px|left|thumb|MCP120 reset generator installed with 4.7K pullup resistor]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a reset generator with an internal pullup resistor (MCP130 series) is not available, an MCP120 reset generator can be installed.  However, an external resistor must be installed between the reset and +5v.  The easiest location to install the resistor is between the through hole where the top leg of Q4 was, and through hole where the bottom leg of Q2 was.  In the adjacent image, an MCP120-460DI/TO is installed with the 4.7K 1/4 watt external pullup resistor highlighted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When installing this type of reset generator, remove all of the components, and add all of the jumpers related to the installation of an MCP130-460DI/TO reset generator.  Adding the external pullup resistor is the only additional step.  Failure to add the pullup resistor will result in the reset signal not going high, and the board will not boot.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TC1 Test Connector Connectivity Table====&lt;br /&gt;
[[File:TC1ContinuityTestChart.png|300px|thumb|left|TC1 Connectivity Table. Click for slightly larger image.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The table at left indicates connections between the 6502 microprocessor and the TC1 test connector. This may be useful when debugging corroded MPU boards.&lt;br /&gt;
&lt;br /&gt;
The signal at each TC1 pin is also shown.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slam Switch Modification ====&lt;br /&gt;
In order to test the CPU board on the test bench, a modification must be made to the CPU board to make the CPU think that the slam switch is closed. If the CPU thinks that the slam switch is not closed, the CPU will not complete the boot process, instead booting into a mode where the displays flicker all zeros at a very rapid rate (System 80 and 80A). See the image [[Gottlieb_System_80#Open_Slam_Switch | here]] for a depiction of what you&#039;ll see.  When the slam switch is open on a System 80B game, (the appropriate games where the slam switch is supposed to be closed), an &amp;quot;OPEN SLAM SWITCH&amp;quot; message will be shown on the display.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gottlieb® designed the slam switch as a normally closed switch. That is, the switch must be closed for the machine to operate normally. When a brute kicks the machine, the slam switch will open from the inertial force on the weight attached to the switch, and the slam switch will open. Since the CPU is on the bench, we need a way to have this switch closed at all times to properly test the board.&lt;br /&gt;
&lt;br /&gt;
Additionally, slam switches themselves fail. It&#039;s a good idea to implement this change as a preemptive fix for slam switch failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Slammod.png|300px|thumb|left|Slam Switch Mod]]&amp;lt;br&amp;gt;&lt;br /&gt;
The slam switch can effectively be permanently closed by making a small solder bridge across two traces to the right of Z26 (which is on the lower right side of the CPU board). To permanently close the switch, remove the solder mask by scraping with a sharp knife or screwdriver. Create the solder bridge between the two now bare traces. This change will connect pin 13 of Z26 to ground, permanently closing the switch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DefeatSlamSwitch.jpg|300px|thumb|left|Alternative Slam Switch Mod]]&lt;br /&gt;
[[File:Z26RemovedSlamSwitch.jpg|300px|thumb|right|Z26 removed. One can easily see that the two methods of defeating the Slam switch are equivalent.]]&amp;lt;br&amp;gt;&lt;br /&gt;
An alternate method of achieving the same results is to solder a clipped resistor leg across the bottom of capacitor (C30) and resistor (R20), both immediately to the left of Z26.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Ni-WumpfSlamMod.jpeg|300px|thumb|left|Slam Switch Mod for Ni-Wumpf CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
To permanently close the slam switch on a Ni-Wumpf CPU board, you need to connect pin A1J5-10 to ground on the board.  This picture shows how to do this from the back of the board by soldering a jumper wire.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the last 4 Gottlieb® System 80B games were released with normally open slam switches.  Do not perform the slam switch modification on these games.  This includes the following games:&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bonebusters, Inc.&lt;br /&gt;
*Night Moves (made by International Concepts using the 80B board set)&lt;br /&gt;
&lt;br /&gt;
Regardless of what platform the game is based on, there is only one slam switch used in a System 80/80A/80B game.  It is the weighted switch located on the coin door.  There is some confusion that the ball roll tilt and weighted tilt switch on the playfield are slam switches.  They are not.  These switches along with the pendulum tilt are all tilt switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== System 80B Daughter Board Solder Joints ====&lt;br /&gt;
[[File:GTB sys80B CPU.JPG|300px|thumb|left|A typical System 80B MPU Board, showing the location of the &amp;quot;daughter board&amp;quot;.]]&lt;br /&gt;
[[File:System80BFracturedJointsDaughterCard.jpg|thumb|right|300px|A closeup of Gottlieb® System 80B Daughter Board Male Header Pins with fractured solder joints. This board was cleanly removed from the CPU with great care.]]&lt;br /&gt;
Games with System 80B MPUs feature a &amp;quot;daughter board&amp;quot; to accommodate the 2764 game ROM as shown in the picture on the left. The daughter board connects to the MPU board at the location occupied by U3 in System 80/80A MPUs, via a 24-pin male header. That connection is a two-sided solder joint that can fail. As can be seen in the picture at right, these same header pins connect to the daughter board via a single sided solder joint. Since the daughter board is cantilevered over both the former location of U2 and U3, pressing on this board over time commonly results in fractured solder joints (as seen, right) at the single sided joint and sometimes at the two-sided joint.&lt;br /&gt;
&lt;br /&gt;
Typical symptoms of fractured solder joints at this location are failure to boot, random resets, and random lockups. Sometimes pressing on the daughter board will &amp;quot;fix&amp;quot; the issue temporarily. This is a sure indication of cracked solder joints.&lt;br /&gt;
&lt;br /&gt;
Correction of this issue is easier said than done. And, if you do not possess the tools, skills, and experience to desolder the daughter board, this task is best left to a professional pinball circuit board repair technician. Desoldering the 24 male header pins from the delicate solder pads without damaging the pads or pulling traces is non-trivial.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Continuity Chart of Pinouts for Damaged U2 / U3 Area=====&lt;br /&gt;
It is far too easy for inexperienced technicians to tear up the traces or eyelets at positions U2 and U3 when attempting to remove the daughter board from the System 80B MPU.  If the traces or through holes are damaged, clearly they must be repaired.  Nearly all of the signals which pass from U2 and U3 continue on to the 3 RIOTs at U4, U5, and U6 and also to the PROM 1 position. Below is a handy chart which can be used to ensure continuity between critical parts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U2 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U3 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U4, U5 &amp;amp; U6 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U1&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Signal&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A7&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A6&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A5&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A4&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A3&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A2&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A1&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A0&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D0&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;32&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;32&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D1&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;31&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;31&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D2&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1,21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;GND&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D3&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D4&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;28&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;28&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D5&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;27&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;27&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D6&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;26&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;26&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D7&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;19&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;19&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z12 Pin 10&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 12&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;/BAB12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z7 Pin 10&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;22&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;22&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A9&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;23&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;23&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A8&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;24&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;24&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;+5V&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====System 80B Daughter Board Replacement Options=====&lt;br /&gt;
[[File:U2U3AdapterGPE.jpg|300px|thumb|left|Replacement daughter board engineered by Great Plains Electronics. &#039;&#039;Image used with permission from Great Plains Electronics.&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Great Plains Electronics produced a better replacement daughter board. This board is designed to be installed in both the U2 and U3 sockets, eliminating the problem of board flex and cracked solder joints with the daughter board. Unfortunately, it is no longer available. If it needs to be installed on an MPU (especially where the U2/U3 chips are not socketed for easy removal), it is recommended to desolder the chips, fit the replacement board into quality machine pin sockets, then fit the entire assembly into the MPU board for soldering. The board is also designed with redundant traces for all but a few of the signals, as almost all signals are present at both the U2 and the U3 sockets.&lt;br /&gt;
&lt;br /&gt;
Pinitech has another replacement option called [https://www.pinitech.com/products/gottlieb_piggydeux.php Piggy Deux], but at the time of writing, it is not currently available. This module fits into the TC1 test socket near top of the MPU, which saves a lot of trouble by not requiring removal or repair of the original daughter board. The 2764 EPROM chip simply needs to be removed from the original daughter board and installed into the Piggy Deux module.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====An Alternate to the Daughter Board on System 80B MPU Boards=====&lt;br /&gt;
[[File:GTB Sys80B Alt D-Board.jpg|thumb|left|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 (Genesis)]]&lt;br /&gt;
[[File:GTB Sys80B Raven No D-Board jecourie.jpg|thumb|right|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 (Raven)]]&lt;br /&gt;
[[File:GTB Sys80B Alt D-Board_Back.jpg|thumb|left|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 - Back Side (Genesis)]]&lt;br /&gt;
[[File:GTB Sys80B Raven No D-Board back jecourie.jpg|thumb|right|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 - Back Side (Raven)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:GTB_Sys80B_Alt_D-Board_Cut_Trace.jpg|thumb|left|300px|Trace cut on an 80B MPU Board with an MCM68766 PROM installed at U3 (Genesis)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Connecting a logic probe to the MPU ====&lt;br /&gt;
A great place to source power for your logic probe while diagnosing the board is across the filter capacitor in the vicinity of connector J1. Connect the black lead of your logic probe to the negative lead of the capacitor for ground. Connect the red lead of your logic probe to the positive lead of the capacitor for 5V. The red lead can also connect to E1, the vertically-aligned 5V jumper wire, below the 6502 chip. Take care to ensure that the clips don&#039;t short to adjacent components.&lt;br /&gt;
&lt;br /&gt;
==== Using a PC Power Supply For Bench Testing ====&lt;br /&gt;
The MPU board is much easier to work on if it is removed from the backbox and placed on the test bench. An AT-style PC power supply can be used to power the MPU board on the bench. &lt;br /&gt;
&lt;br /&gt;
Obtain an old PC power supply. If you don&#039;t have an old computer laying around, head on off to the thrift store and pick one up. Remove the power supply from the case by unscrewing the appropriate screws. Be careful not to unscrew the power supply case itself.&lt;br /&gt;
&lt;br /&gt;
[[File:PowerSupply.png|300px|thumb|left|Power Supply]] &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Clip one of the connectors from the power supply wire bundle and clearly mark on the power supply box the value of each of the colored wires from the power supply. Typically, the yellow wire is 12V, red is 5V, and the black is ground. Strip insulation from the end of the red wire and the black wire as the System 80 MPU requires only 5V and ground to boot. Use alligator clips to connect 5v and ground to the appropriate J1 connection. I use larger alligator clips to make the connection easier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:MPUPower.png|300px|thumb|left|J1 Connector]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mark connector J1 where the positive and negative (common) connection is for the five volts from the computer power supply. The ground connection is on the top of the connector, the 5V connection is on the bottom. The image shows A1J1 with the markings. I took the picture with the board still mounted in the machine. Connect the 5v supply with alligator clips to the positive connector on J1 and the black wire (ground) to the negative connector of J1.&lt;br /&gt;
That&#039;s it! you&#039;re good to go!&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====List of Acceptable TTL Chip Substitutes on a System 80 CPU Board====&lt;br /&gt;
Several years ago, Ed from GPE replied to a System 80 chip substitution question on rec.games.pinball [http://groups.google.com/group/rec.games.pinball/msg/86f37cb479ece4c4 here] and later on Pinside [https://pinside.com/pinball/forum/topic/gottlieb-system-80-chip-replacement#post-4139713 here]. The info from those responses are summarized below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Most of the parts can be freely substituted.  But many cannot.  The clock oscillator circuit (Z3) is one example of a part that cannot be subbed.  Also, some IC&#039;s have hefty loads and cannot be subbed (some of the 7404&#039;s and a 7432).  The 7474 in question on this board can be freely subbed with a 74LS74 or a 74HCT74.  I went through all the standard logic devices on the Gottlieb System 80 MPU.  Based on loading and output characteristics, this is what I get as valid subs for the System 80 MPU.  Of course, substituting some of the parts will ripple through and allow others to be substituted as well - but this can get quite convoluted.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Chip Designation&lt;br /&gt;
!Part #&lt;br /&gt;
!Substitute (Y/N)&lt;br /&gt;
!Acceptable Substitutes&lt;br /&gt;
|-&lt;br /&gt;
|Z1 || 4528 || N ||&lt;br /&gt;
|-&lt;br /&gt;
|Z2 || 7474 || Y || 74LS74 and 74HCT74&lt;br /&gt;
|-&lt;br /&gt;
|Z3&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; || 7404 || ? || Possibly 74LS04 and/or 74F04; See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z4 || 4081 || N ||&lt;br /&gt;
|-&lt;br /&gt;
|Z7 || 74LS04 || Y || 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
|Z8 || 7402 || Y || 74LS02 and 74HCT02&lt;br /&gt;
|-&lt;br /&gt;
|Z9 || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z10&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt;  || 74LS05 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z11&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z12&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z13&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z14&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z15 || 7432 || Y || 74F32 and 74S32&lt;br /&gt;
|-&lt;br /&gt;
|Z16&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt;  || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
||Z17 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z18 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z19 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z20 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z21 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z22 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z23 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z24 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z25 || 74154 || Y ||74LS154 and 74HCT154&lt;br /&gt;
|-&lt;br /&gt;
||Z26 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z27 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z28 || 74LS139 || Y ||74HCT139&lt;br /&gt;
|-&lt;br /&gt;
||Z29 || 7416 || Y ||7406&lt;br /&gt;
|-&lt;br /&gt;
||Z30 || 7416 || Y ||7406&lt;br /&gt;
|-&lt;br /&gt;
||Z31&amp;lt;sup&amp;gt;(6)&amp;lt;/sup&amp;gt; || 7408 || Y ||74LS08&lt;br /&gt;
|-&lt;br /&gt;
||Z32 || 7417 || Y ||7407&lt;br /&gt;
|-&lt;br /&gt;
||Z33 || 74154 || Y ||74LS154 and 74HCT154&lt;br /&gt;
|-&lt;br /&gt;
||Z34&amp;lt;sup&amp;gt;(7)(8)&amp;lt;/sup&amp;gt;  || 7404 || Y ||74LS04, see note below&lt;br /&gt;
|-&lt;br /&gt;
||Z35&amp;lt;sup&amp;gt;(7)&amp;lt;/sup&amp;gt;  || 7404 || Y ||74LS04&lt;br /&gt;
|-&lt;br /&gt;
||Z36 || 4069 || N ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Note: Z3 cannot use a 74HC04 or 74HCT04, since these have &amp;quot;high impedance inputs&amp;quot; and won&#039;t work properly in an oscillator circuit. A 74LS04 should work, and possibly 74F04, but the better candidate would be a 74LS04. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; Note: Untested, but it may be possible to use an 74LS00 or 74HCT00 at Z10 in place of 7405. However, this will defeat the ability to test the MPU using the [https://www.greatplainselectronics.com/proddetail.asp?prod=120-102 QuickScan80 tester].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; Note: Z11 &amp;amp; Z12 only have to sink ~2mA, so they might be able to be replaced with 74LS04, but this might result in noisy switching.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; Note: Z13 &amp;amp; Z14 are in the switch matrix. 74LS00 might a possible substitute, but substitutions can result in noisy switching, and isn&#039;t recommended here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt; Note: If Z18, 20, and 22 are 74175, do not substitute.  If Z18, 20, and 22 are 74LS175 or 74HCT175, acceptable subs are 74LS04 and 74HCT04.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(6)&amp;lt;/sup&amp;gt; Note: Z31 can use 74LS08. 74HCT08 can be used as well, but 74HCT08 is not a good board-to-board driver, and isn&#039;t the best option here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(7)&amp;lt;/sup&amp;gt; Note: 74HCT04 can be used at Z34 &amp;amp; Z35 as well as 74LS04, but 74HCT04 is not a good board-to-board driver, and isn&#039;t the best option here. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(8)&amp;lt;/sup&amp;gt; Note: Had issues with a 74LS04 installed at Z34 in a Haunted House. The side effects were the lower playfield VUK would fire and partially lock on when the lower playfield 5-bank drop target would reset.  Also, the 5-bank drop target would continuously tried to reset when the lower playfield VUK switch was closed. The issue acted as if there was a switch matrix issue, but there wasn&#039;t.&lt;br /&gt;
&lt;br /&gt;
====Replacing the quartz crystal with a TTL Oscillator====&lt;br /&gt;
&lt;br /&gt;
Alkaline corrosion may damage the board in such a way that it&#039;s advantageous to replace the original quartz crystal oscillator with a TTL oscillator.&lt;br /&gt;
&lt;br /&gt;
[[Image:Clock_logic_sys80.jpg|300px|thumb|left|Clock section of the system 80 MPU]]&lt;br /&gt;
[[Image:oscillator.jpg|300px|thumb|right|The original crystal, Z3, and a few resistors may be replaced with a 900 kHz TTL Oscillator that is packaged like this 16Mhz version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 clock signal is produced by a 3.57Mhz crystal, a few resistors, and Z3 (a 7404). Z2 divides the clock by 4, resulting in a clock signal of approximately 900 KHz, which is provided at pin 9 of Z2.&lt;br /&gt;
&lt;br /&gt;
[[Image:CrystalGuts.jpg ‎|300px|thumb|left|The &amp;quot;guts&amp;quot; of an original S80 crystal. The quartz crystal is the round &amp;quot;disk&amp;quot; like part. It is sandwiched between two electrodes]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a 900 KHz TTL oscillator can&#039;t be obtained, a 1MHz oscillator works perfectly fine and gives your pin a 10% speed bump. Game play shouldn&#039;t be impacted, as long as the game doesn&#039;t have a timer related feature that was implemented via software timing, like Timeline. Even games like Timeline are minimally impacted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Clock_system80_vorher.jpg|300px|thumb|left|The original clock section as found on every System 80, 80A and 80B MPU]]&lt;br /&gt;
[[Image:Clock_system80_nachher.jpg|300px|thumb|right|The clock section after installing a TTL oscillator. Note that pin 1 of the oscillator is upper left in this image.]]&amp;lt;br&amp;gt;&lt;br /&gt;
To accomplish this mod, remove the following parts&lt;br /&gt;
*Y1 (Crystal)&lt;br /&gt;
*Z2 (TTL 7474)&lt;br /&gt;
*R3, R4 and R5 (the three resistors above Z2). &lt;br /&gt;
&lt;br /&gt;
Z3 is still required for other functions. Leave it in place. Install the DIP-14 oscillator (4-pins) into position Z2, with the ‘dot’ (pin 1) in the upper left corner. Since the clock signal previously emanated from Z2 pin 9, install a jumper (or solder bridge) between pin 8 and pin 9 of the original Z2 position. This connects the oscillator output to pin 9.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Using a WDC 65C02 in a System 80/80A/80B MPU====&lt;br /&gt;
[[File:65C02.png ‎|300px|thumb|left|Gottlieb® System 80 MPU using a WDC 65C02, requiring a 3K resistor between pin 36 and 5V. In this case, 5V is picked up from pin 8 of the 65C02]]&amp;lt;br&amp;gt;&lt;br /&gt;
Western Design Center (WDC) has reproduced the 6502 in a CMOS version designated 65C02. It works perfectly in all System 80 MPUs with one modification. Pin 36 of the 65C02 must be pulled up to Vcc (5VDC) via a 3K (or 3.3K) pull-up resistor. Pin 36 (BE) is the &amp;quot;bus enable&amp;quot; input which allows external control of the 65C02 busses. Pin 36 is unused by original 6502s and not connected to anything on System 80 MPU boards. Simply tack soldering a 3 - 3.3K resistor between pin 36 and a 5VDC trace will do the trick. An easy place to pick up 5VDC is pin 8 of the 65C02, as pictured at left&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Aftermarket Test Devices====&lt;br /&gt;
=====Great Plains Electronics (GPE) QuikScan80=====&lt;br /&gt;
[[File:QS80.jpg|300px|thumb|left|The Great Plains Electronics QuickScan 80 (no longer available)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video demonstrating both the GPE QS80 tester (NLS) and the Marco Test ROM in a PiniTech Test Device can be found [https://youtu.be/M58CB1xar6s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
The venerable QuickScan80, developed by Ed Kryzicki of Great Plains Electronics many years ago, is an excellent tool for testing every aspect of System 80/80A/80B MPU system operation. Unfortunately, this test device is no longer being manufactured with little prospect of ever being produced again.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Marco&#039;s Test ROM=====&lt;br /&gt;
[[File:PiggyDeux.jpg|400px|thumb|right|The Pinitech &amp;quot;PiggyDeux&amp;quot;]]&lt;br /&gt;
The Marco test ROM was developed by Marco Albus. It is easily paired with a chip carrier called [https://www.pinitech.com/products/gottlieb-piggydeux.php the &amp;quot;PiggyDeux&amp;quot; (developed by Pinitech)], but is not often available.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marco test ROM blink indications:&#039;&#039;&#039;&lt;br /&gt;
* May barely blink once at power on. This is just an artifact.&lt;br /&gt;
* Blink one time to indicate software is running.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by one blink indicating 5101 CMOS memory tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by two blinks indicating U4 6532 RIOT tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by three blinks indicating U5 6532 RIOT tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by four blinks indicating U6 6532 RIOT tested good.&lt;br /&gt;
* LED will continue to blink at about 1Hz as long as power is applied.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Marco&#039;s Test ROM Download&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:Download.png|link=File:MarcoSystem80MPUTestROMv33.zip]] Marco&#039;s test ROM can be found [[Media:MarcoSystem80MPUTestROMv33.zip|&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]].&amp;lt;br&amp;gt;&lt;br /&gt;
Many thanks to Marco for making this test ROM available.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====GoRaT80 Test Device=====&lt;br /&gt;
[[File:GoRaT80.jpg|300px|thumb|left|The LISY Project&#039;s GoRaT80 Test Device and Daughter Card Substitute]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another recent (May, 2025) addition to the System 80 test arsenal is the GoRaT80 (Gottlieb ROM and Test for System 80) designed by the [https://lisy.dev/gorat80.html LISY project].&lt;br /&gt;
&lt;br /&gt;
This handy board can carry Leon&#039;s Test ROM or Marco&#039;s Test ROM as well as replace original game ROMs in the same manner as the (no longer available) Pinitech &amp;quot;PiggyDeux&amp;quot;. The ROM image to execute is selected via DIP switches 3 and 4 on the device.&lt;br /&gt;
&lt;br /&gt;
Documentation in the manual indicates that DIPSW 4 ON maps test ROM software into the address space.&amp;lt;br&amp;gt;&lt;br /&gt;
Turning DIPSW 3 and 4 on maps game ROM software into the address space.&lt;br /&gt;
&lt;br /&gt;
This method is quite flexible as any two 64K images can be mapped into the normal address space occupied by U2/U3 (System 80/80A) or the daughter card (System 80B).&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating Marco&#039;s TEST ROM as well as TX Sector game ROMs in the GoRaT80 Test Device can be found [https://youtu.be/01MrEt6DLq8 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Resets===&lt;br /&gt;
System 80 games sometimes exhibit &amp;quot;resets&amp;quot;, especially when high power coils fire. Assuming you&#039;ve updated the power supply grounds and reflowed or replaced the header pins on the Power Supply, there are a few typical causes for System 80 resets.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 bad caps.JPG|300px|thumb|right|Gottlieb® System 80A Filtering Capacitors]]&amp;lt;br&amp;gt;&lt;br /&gt;
#The 12VDC filter capacitor in the cabinet bottom which, if still original, should always be replaced. Originally, this was a 6800uf/25V capacitor. Replace with a 6800uf to 12,000uf/25V cap such as [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=RCT123M025V3550B&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat=| this one] from Great Plains Electronics. The filtered 12VDC is regulated down to 5VDC on the power supply board.  Note that some games have two of these capacitors (as shown). Note: purchase a [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=VR3A&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= VR3A capacitor clamp] from Great Plains Electronics when replacing the large capacitor for a clean looking job.&lt;br /&gt;
#The bridge rectifier that originates the 12VDC&lt;br /&gt;
#Missing, broken, or failed coil diodes&lt;br /&gt;
#Poor 5VDC power connections between the power supply and the MPU. The female connector on the MPU connects 5VDC to the MPU via molex crimp-on pins and a &amp;quot;double-wide&amp;quot; edge connector pad. Ground is connected in the same way. But you&#039;ve done the ground mods, right?&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A / 80B Resets====&lt;br /&gt;
A failed or failing reset board can &#039;&#039;cause&#039;&#039; resets.  The reset board may cause problems all of the time, or just when the game is under stress, like multiball.&lt;br /&gt;
&lt;br /&gt;
To see if the reset board is the problem, disconnect it.  If disconnecting the reset board resolves the issue, there are two fixes:&lt;br /&gt;
&lt;br /&gt;
* Replace the large caps (C3 and C4).  These have dried out over the years and screw up the timing of these boards.&lt;br /&gt;
* Leave the reset board disconnected&amp;amp;mdash;if someone will always be in the general vicinity of the game to turn it off should the CPU lock up.&lt;br /&gt;
&lt;br /&gt;
When first trying to get a System 80A or System 80B game to boot properly, it is best to disconnect the reset board until the game is working.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Electrolytic capacitors C3 and C4 are both 470 uf @ 16 volts. C1 is a 47 uf @ 16 volts. Be careful when unsoldering these capacitors as the foil traces are very delicate. The connector pins also develop bad solder joints so it is wise to resolder it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Updating a dual game PROM MPU (1st generation) to a single game PROM configuration (2nd generation)===&lt;br /&gt;
&lt;br /&gt;
As noted earlier, the first five system 80 games used both sockets at PROM1 and PROM2, populating them with 512 byte masked ROMs. Should one of these ROMs fail, replacements might be obtainable, but they are becoming more pricey, more difficult to find, and are still prone to failure as they age.&lt;br /&gt;
&lt;br /&gt;
A more flexible solution would be to update the MPU to use a single 2716 UVEPROM at the PROM1 socket. &lt;br /&gt;
&lt;br /&gt;
Modifications must be made to both the solder side and the component side of the board. See the pictures below.&lt;br /&gt;
&lt;br /&gt;
Component side modification:&lt;br /&gt;
#Cut the trace that extends from the left of Z10 between pins 6 and 7. A Dremel with a &amp;quot;ball shaped&amp;quot; cutter bit works beautifully for this. In the second picture below, the cut has already been made. I&#039;ve filled the cut hole with black Sharpie! to better show the location of the cut.&lt;br /&gt;
&lt;br /&gt;
Solder side modifications:&lt;br /&gt;
#Cut the traces leading to PROM1 socket, pins 19 and 21. Again, the cuts have been highlighted with black Sharpie!&lt;br /&gt;
#Jumper from the PROM1 socket, pin 19, to the PROM2 socket, pin 21 (connects A10)&lt;br /&gt;
#Jumper from the PROM1 socket, pin 21, to the PROM1 socket, pin 24 (connects +5V to Vpp)&lt;br /&gt;
#Jumper from the PROM1 socket, pin 22, to the PROM2 socket, pin 18 (connects A9)&lt;br /&gt;
#Jumper from Z10, pin 13 to the via just below and to the right of Z9 (when viewing the back of the board)&lt;br /&gt;
&lt;br /&gt;
The MPU board is now configured for any System 80 game. All that remains is to acquire a 2716 EPROM containing the game&#039;s code. When using the original ROM images, which are 512 bytes, the DOS command to combine them is shown below. Note that in addition to combining the ROM images, this command also &amp;quot;doubles&amp;quot; the image so that it fills the 2716 EPROM. Modify as appropriate to match the file names.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;&lt;br /&gt;
copy /b prom1.bin + prom2.bin prom1.bin + prom2.bin combined.716&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This should result in a 2K image as shown by the computer&#039;s file manager&lt;br /&gt;
&lt;br /&gt;
A 2732 EPROM may also be used, even if the game doesn&#039;t require a 2732. This is possible because a 2732 has the same number of pins as a 2716. Build the EPROM image for a 2732 in much the same way, by doubling the 2716 image.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;&lt;br /&gt;
copy /b combined.716 + combined.716 combined.732&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This should result in a 4K image as shown by the computer&#039;s file manager&lt;br /&gt;
&lt;br /&gt;
The MPU may also be used in a System 80A game if U2/U3 are updated, and in a System 80B game if considerably more mods are made which frankly, just aren&#039;t worth it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px perrow=2 caption=&amp;quot;System 80 1st Generation to 2nd Generation Board Updates&amp;quot;&amp;gt;&lt;br /&gt;
File:DremelBallCutter.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Dremel Tool with &amp;quot;Ball Cutter&amp;quot;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Z10TraceCut.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut in trace extending Left from Z10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PROM2-to-PROM1JumpersAndTraceCuts.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;PROM2-to-PROM1 Socket Cuts and Jumpers&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Z10-Pin13-to-ViaJumper.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper connecting Z10, pin 13 to a &amp;quot;via&amp;quot;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Using a 2732 at the PROM2 position in a System 80B MPU===&lt;br /&gt;
====...in games that &amp;quot;normally&amp;quot; use a 2716====&lt;br /&gt;
It is easy to use a 2732 at position PROM2 with an MPU jumpered to use a 2732 for a game that normally populates that position with a 2716. Simply &amp;quot;double-up&amp;quot; the 2716 ROM image, and burn it into a 2732.&lt;br /&gt;
&lt;br /&gt;
The DOS command to accomplish this is ... &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;copy /b image.2716 + image.2716 image.2732&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====...using an MA-1133 or MA-774 MPU in games that REQUIRE a 2732====&lt;br /&gt;
Some System 80B games require 4K of code space at PROM 2, which dictates a 2732 EPROM. An MPU built to use a 2716 EPROM at PROM2 can be modified to work, as is discussed below. &lt;br /&gt;
&lt;br /&gt;
The CPU schematics of game manuals, such as &amp;quot;Bad Girls&amp;quot; and &amp;quot;Big House&amp;quot;, state that E3 is directly connected to AB15 (address bus 15).  However, there is no mention of the factory modification (outlined below) performed on CPU boards stamped MA-1133.  Equally, should the user have an MA-774 CPU board, (used in games starting with Chicago Cubs Triple Play and ending with Robo-War), this modification can be performed to use the board in the following games.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Excalibur&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bone Busters, Inc.&lt;br /&gt;
*Night Moves (made by International Concepts using the 80B board set)&lt;br /&gt;
&lt;br /&gt;
PROM2 is actually located at the socket marked &amp;quot;PROM 1&amp;quot; on the PCB. The area on the board marked &amp;quot;PROM 2&amp;quot;, which has solder pads but no socket, is a legacy carried over from the first generation System 80 CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following information was taken from a service bulletin located in the back of the 1992 Gottlieb® parts catalog.  This modification makes AB15 available to PROM 2, allowing the use of a 2732 EPROM at this position. &lt;br /&gt;
&lt;br /&gt;
This procedure can be used in reverse if you have an MA-1133 board and you need to use a 2716 at position PROM2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Procedure:&lt;br /&gt;
#If jumper E4 is installed, remove it. You will find the top of the E4 jumper located immediately to the right of the socket marked &amp;quot;PROM 1&amp;quot;.&lt;br /&gt;
#Install a jumper at E3. This connects the pad marked E3 to the dual pad marked E4.&lt;br /&gt;
#On the solder side of the board, follow the trace from the pad marked E3 Southeast 1/8 inch, then South about 1/2 inch to a via. &lt;br /&gt;
#Find this via on the component side of the board. It will extend to the left to another via.&lt;br /&gt;
#Cut the trace between the two vias.&lt;br /&gt;
#On the solder side of the board, install a jumper from TC1, pin 35 to the right solder pad of the via which was just cut.&lt;br /&gt;
#All other jumpers should remain installed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px perrow=2 caption=&amp;quot;System 80B PROM 2 2732 Update&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB_sysS80b_2732_prom2_front.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;E4 removed, E3 installed, and trace cut below E3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB sysS80b 2732 prom2 back.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper from TC1 pin 35 to E3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Alternate Method&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an easier and cleaner method that allows the use of a 2732 ROM at the PROM2 position. This method is also easier to revert back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&lt;br /&gt;
#Remove jumpers E3 and E4 which are located to the right of the socket marked &amp;quot;PROM1&amp;quot;. &lt;br /&gt;
#On the solder side of the board, install a jumper wire from TC1, pin 35, to either the upper pad marked E3 or the lower pad marked E4. These two pads are connected together on the component side of the board.&lt;br /&gt;
#All other jumpers should remain installed.&lt;br /&gt;
#Leave all traces intact. No cuts!&lt;br /&gt;
#That&#039;s it! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px perrow=2 caption=&amp;quot;System 80B PROM 2 2732 Update (Alternate Method)&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB Sys80B Alt Jump2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Both jumpers E3 and E4 are removed.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sys80B Alt Jump.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper from TC1 pin 35 to either upper E3 pad or lower E4 pad.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid problems===&lt;br /&gt;
&lt;br /&gt;
====The Driver Board====&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 drvr pw.png|300px|thumb|left|The System 80A / 80B Driver Board]]&lt;br /&gt;
The System 80 Driver board is responsible for all controlled lamps, relays, and &amp;lt;b&amp;gt;all solenoids&amp;lt;/b&amp;gt; in the game. The CPU controls the driver board operation via a simple interface between A1J4 on the CPU and A3J1 on the driver board.  Although the driver board went through some minor changes over the years, the same board can be adapted for all of the System 80 platforms.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
To control the games&#039; total of 52 &#039;&#039;&#039;lamp circuits&#039;&#039;&#039;, the interface provides &amp;quot;device select&amp;quot; signals for each of the 74175s (Quad-D Flip-Flops) on the driver board, and 4 &amp;quot;bits&amp;quot; of data that is loaded (or &amp;quot;clocked&amp;quot;) into a particular 74175 via the aforementioned device selects. Each lamp is driven discretely by a particular output of a particular 74175, which in turn drives an MPS-A13 or MPS-U45 transistor, (NDS-U45 transistors were used in place of MPS-U45s in some cases). &amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It is noteworthy that there are some dedicated transistors, which control specific game relay coils across the System 80 / 80A platforms.  Relays such as the game over, tilt, and coin lockout relays are controlled by Q1, Q2, and Q3 respectively.  The tilt and game over relays use the same designation for the System 80B platform, however, the use of a coin lockout relay was abandoned by this time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_drvr_board_coin_ctrs.JPG|300px|thumb|left|Driver Board with Coin Counter Transistors Highlighted ]]&amp;lt;br&amp;gt;&lt;br /&gt;
To control the games&#039; &#039;&#039;&#039;solenoids circuits&#039;&#039;&#039;, the driver board uses signals directly from the CPU to enable transistors on the driver board which turn on up to 9 solenoids.  For solenoid control, the driver board uses MPS-U45, 2N3055, and 2N6043 transistors.  Starting and ending with the System 80 platform, (games from Spiderman to Haunted House), three transistors were reserved to drive optional mechanical coin counters. These mechanical coin counter solenoids and associated transistors are: solenoid 3 (Q54), 4 (Q55), and 7 (Q56). Starting with the System 80A platform, (Devil&#039;s Dare), these transistors were no longer reserved for coin counters, and were used for other functions. Equally, the 3 diodes associated with these 3 transistors were changed to 3 zero ohm jumpers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The games&#039; &#039;&#039;&#039;sound&#039;&#039;&#039; signals (S1, S2, S4, S8) also pass through the driver board at Z13, a 7404 Hex Inverter. See below for S16 and S32.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Repurposed Driver Board Circuits====&lt;br /&gt;
[[File:Gtb under pf transistor.JPG‎|300px|thumb|left| A Typical Remote Transistor Mounted Under the Playfield]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since quite a few System 80 games employ more than 9 solenoids, and since the original driver board design will drive a maximum of 9 solenoids, Gottlieb® repurposed some lamp outputs to drive &amp;quot;under-playfield transistors&amp;quot; which drive additional solenoids.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb ma1011 trans board.JPG‎|300px|thumb|left| A Typical Transistor Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once playfields became littered with numerous &amp;quot;under-playfield transistors&amp;quot;, Gottlieb® opted to merge some of these transistors into a transistor driver board.  The transistor driver board started to appear on Gottlieb® games nearly midway through the System 80B platform, with the game Victory.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sound S16 and S32 signals are also repurposed lamp outputs. For instance, Haunted House and Black Hole both repurpose L9 to S16. Robo-War repurposes lamp 4 to S16. Note that S16 is not consistently implemented across the System 80 family. Note also that references to the usage of S32 are difficult to find.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:Sys80 driver screws.JPG|300px|thumb|left|Nuts / Screws Which Secure the 2N3055s Collector to Drive Line]]&lt;br /&gt;
[[File:System80-2N3055.jpg ‎|300px|thumb|right|If the metal casing of the transistor is not &amp;quot;making&amp;quot; with the trace it is connected to, the solenoid will not fire.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Make certain to inspect and tighten the screws which secure the 2N3055 TO-3 transistors to the driver board.  Specifically, the screws / nuts as marked in the pic.  They tie the transistor cases (collector) to the respective solenoid drive lines.  If these cases are not secured, the transistors will not function as intended.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Remote Mounted Transistors==== &lt;br /&gt;
[[File:UnderPFTransistor.jpg|300px|thumb|left|Under Playfield Transistor, with Emitter, Base, and Collector Labeled]]System 80 games have nine dedicated solenoid circuits on the driver board. To overcome this limitation, Gottlieb® added remote, high current transistors, mounted to brackets under the playfield. A lamp drive transistor is generally used to &amp;quot;pre-drive&amp;quot; the larger solenoid drive transistor. However, there are instances where a solenoid drive transistor is used to pre-drive a remotely mounted transistor. In later games, Gottlieb® Premier began to add (up to) three transistors on PCBs. These PCBs were mounted behind the game&#039;s lamp insert panel or on the side wall of the lower cabinet. While other games, such as Monte Carlo, have a large metal bracket installed under the playfield with 6 transistors installed, and a common ground on the collector of the metal bracket.  With 80B games, the game&#039;s diagnostics will drive these transistors during solenoid test, otherwise, they are typically driven during lamp test.&lt;br /&gt;
&lt;br /&gt;
On System 80 games, under playfield transistors were originally 2N5875s or 2N5879s. The failure rate of the original transistors tends to be rather high. Thirty years is a long time for a transistor of that technology. Should one fail, it can be replaced with one of its beefier siblings, a &amp;lt;b&amp;gt;2N5880, 2N5883 or 2N5884. An MJ2955&amp;lt;/b&amp;gt; can also be used.&lt;br /&gt;
&lt;br /&gt;
System 80B games used a mix of 2N5879 transistors and MJ2955 transistors to drive flash lamps and coils.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:RemoteTransistors.jpg|300px|thumb|left|An image/schematic/explanation (click)]]&amp;lt;br&amp;gt;&lt;br /&gt;
A ground wire is always connected to the tip of the transistor (collector) and leads to ground. On System 80 games, this wire is green/yellow (Gottlieb® wire color code 54).  On 80B games, ground wires are plain white with no trace (Gottlieb® wire color code 9).&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;emitter&amp;quot; should be connected to the lug of the coil that has the non-banded side of the diode facing it (black-blue-blue in this picture).&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;base&amp;quot; should be connected to the drive wire from the driver board (brown-red-red in this picture).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; Solenoids which use a remote mounted transistor can be enabled by temporarily connecting the associated driver board pre-drive transistor&#039;s tab to ground. This test is typically performed to test the integrity of the wiring and edge connectors from the drive transistor to the remotely mounted transistor and to the solenoid. This test does not prove that the pre-drive transistor is good since grounding a transistor tab bypasses the transistor&#039;s internal switch.&amp;lt;br clear=all&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
[[File:GottliebUnderPFTransistors.jpg|500px|thumb|left|Another image/schematic/explanation (click). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another diagram detailing remote mounted transistor connections, etc.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Remote Mounted Transistor Update=====&lt;br /&gt;
[[File:Remote transistor circuitry.png|left|thumb|300px|Gottlieb® Remote Transistor Circuit]]&lt;br /&gt;
During the run of Black Hole, Gottlieb® released a service bulletin recommending that the existing 10Kohm pullup resistor be changed to a 4.7Kohm resistor when changing from a 2N5875 to a 2N5879 or equivalent.  Affected Black Hole games were marked serial number 6271 to 9160.  However, there were several games prior to and after Black Hole, where a pullup resistor was never installed.  And, don&#039;t always bank on the playfields installed in a game being original to the cabinet&#039;s serial number.  Case in point is a recently acquired Black Hole where the main playfield had a factory pull up resistor for the ball release coil transistor, but the 3 coils on the [http://www.pinwiki.com/wiki/index.php?title=Black_Hole#Pull_Up_Resistors_Added_to_Remote_Transistors_.28Centrally_Located.29_on_Lower_Playfield lower playfield which use remote transistors] did not have the pull resistors added.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Pullup circuitry.png|left|thumb|300px|Gottlieb® Remote Transistor Circuit w/ Pull Up Resistor Upgrade]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is highly recommended to add this resistor.  This upgrade will decrease the chances of particular solenoids, which use a remote mounted transistor, from locking on when the game is powered up. The 4.7K resistor is soldered to the base of the remote mounted transistor, and then tied to the 24vdc solenoid bus.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Power On &amp;quot;Thunk&amp;quot;====&lt;br /&gt;
Due to the driver board design, certain solenoids and / or relays can pulse briefly as soon as a game is turned on.  To rectify the issue, please refer to the [[#Power_on_.22Thunk.22|Power on Thunk]] section above.  This applies to potentially all System 80/80A/80B games, where the solenoid / relay signal passes through one of the 74175 chips on the driver board.  &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Correcting Solenoid Problems====&lt;br /&gt;
Gottlieb&#039;s implementation to control solenoids was, at a top level, identical to every other game manufacturer. Power is present at the coil, sometimes routed through the &amp;quot;Game Over&amp;quot; relay. A path to ground is switched on by a transistor which is enabled by upstream TTL logic. For the System 80 platform, this TTL logic is located on the MPU board. Signals are conveyed from the MPU to the driver board via the A1J4-to-A3J1 wire harness. These signals directly switch a path to ground on for one of the 9 designed-in solenoid circuits.&lt;br /&gt;
&lt;br /&gt;
As noted above, to accommodate game implementations needing more than 9 solenoids, Gottlieb repurposed some of the lamp driver circuits, driving 2N5875 (generally) transistors either screwed to the bottom of the playfield, or located on dedicated transistor boards. &lt;br /&gt;
&lt;br /&gt;
Solenoid problems can be divided into two simple categories, solenoids that do not engage and solenoids that are &amp;quot;locked on&amp;quot;. Correcting these two situations is discussed below.&lt;br /&gt;
&lt;br /&gt;
=====Solenoid Doesn&#039;t Turn On=====&lt;br /&gt;
&lt;br /&gt;
First, note that not all solenoids are always tested by the built in solenoid diagnostics. The first example of this is the coin counter solenoids (numbered 3, 4, and 7). To avoid artificially incrementing the coin drop counters, these coils are not pulsed. Other coils may be pulsed during lamp test. This is most often the case with System 80B games, using repurposed lamp driver circuits.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;b&amp;gt;Problem Determination Procedure&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
With the game turned on and a game started, use a DMM to measure for coil power at the coil lug (generally either 24 or 38VDC). Power should be present at both lugs of the coil. If present on the coil lug attached to the banded side of the diode and not present at the coil lug attached to the non-banded side of the diode, then the coil winding or it&#039;s attachment to one of the coil lugs is open.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Next, test paths to ground for the coil. Attach a wire with clip leads to game ground. Any green wire with yellow stripe will work fine. First, &amp;lt;b&amp;gt;BRIEFLY&amp;lt;/b&amp;gt; touch the other end of the wire to the &amp;lt;b&amp;gt;non-banded&amp;lt;/b&amp;gt; side of the coil lug. The coil should pull in. If it does not, then either the coil winding is open or the coil wire is not securely attached to the coil lug. Next, identify the driver board transistor that switches ground for the solenoid in question. &amp;lt;b&amp;gt;BRIEFLY&amp;lt;/b&amp;gt; touch the other end of the wire to the tab (MPS-U45 or 2N6043) or case (2N3055) of that transistor. The solenoid should pull in. If it does, this proves the path from the coil to the transistor, but doesn&#039;t prove anything about the transistor. If it doesn&#039;t pull in, then there is a break in continuity between the transistor and the coil. Likely suspects are the connector pins, the IDC connection of the wire to the connector, and the actual wire itself.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
At this point in the process, we know that the coil has power, and the path to ground via the transistor is valid. The next step is to test the actual transistor. &lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::Testing an MPS-U45 (or NDS-U45) or an MPS-A13 transistor&lt;br /&gt;
:::*Set the DMM to diode check&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for one of the flanking legs.&lt;br /&gt;
:::*A measurement between 1.2 and 1.4 should be displayed for the other flanking leg.&lt;br /&gt;
:::*Readings outside of these ranges (generally dead shorts, sometimes opens) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
:::Testing a 2N6043 transistor&lt;br /&gt;
:::*Set the DMM to diode check&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for each flanking leg&lt;br /&gt;
:::*Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
[[File:TO-3Case2N3055.jpg|300px|thumb|right|Emitter, Base, and Collector parts of a TO-3 form transistor, like the 2N3055. Note that the emitter and the base pins are closer to one end of the TO-3 case.]]&lt;br /&gt;
:::Testing a 2N3055 transistor&lt;br /&gt;
:::*Set the DMM to diode check.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the metal casing of the transistor.&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the legs in turn.&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for one of the legs.&lt;br /&gt;
:::*A measurement of &amp;quot;null&amp;quot; (no reading) should be displayed for the other leg.&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the &amp;quot;base&amp;quot; lead of the transistor.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the other lead of the transistor (the &amp;quot;emitter&amp;quot;).&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the case of the transistor (the &amp;quot;collector&amp;quot;).&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed.&lt;br /&gt;
:::*Readings outside of these ranges (generally dead shorts, sometimes opens) indicate the part has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video demonstrating each of these transistors being tested can be found [https://youtu.be/CcDe95uUVvo?si=ILbopV5R9Oct6POR &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;ol start =4&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Test the output signal from the MPU at the driver board. This test completes the test of the driver board circuitry. If this test doesn&#039;t identify a problem, then the problem must lie upstream with the inter-board harness or on the MPU board itself. With a logic probe, and the game in solenoid test, probe the following points for solenoids 1 through 9. 1 - non-banded side of CR6, 2 - R53, 3 - non-banded side of CR2, 4 - non-banded side of CR4, 5 - R56, 6 - R59, 7 - non-banded side of CR4, 8 non-banded side of CR1, 9 - non-banded side of CR5. With the game in Solenoid test, each solenoid should be pulsed in order, with the pulse easily detectable with a logic probe on the appropriate spot. Note that the coin counter solenoids will not be pulsed in test, and games that don&#039;t use every solenoid won&#039;t pulse unused solenoid circuits. Consult the manual for solenoid numbering for a particular game.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Test the output signal of the TTL circuitry on the MPU. Solenoids 1 through 9 are all enabled via signals from Z29 and Z30 on the MPU board. Both ICs are 7416s. Z29 pins 2, 4, 10, and 12 drive solenoids 1 through 4 respectively. Z30 pins 2, 4, 6, 10 and 12 drive solenoids 5, 6, 8, 9, and 7 respectively (note the order is not strictly ascending). If the output signal on the MPU is present, but the signal is not present on the driver board, then the problem is probably the inter-board connector.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Solenoid Locked On=====&lt;br /&gt;
&lt;br /&gt;
A solenoid (or flasher) that is &amp;quot;locked on&amp;quot; is caused by coil power having a continuous path to ground. Remember, coil power is always present at the coil when a game is started and the game over relay is powered (for System 80/80A/80B games). 99.9% of the time, this continuous path to ground is caused by a shorted drive transistor; either an under-playfield transistor, a transistor on a transistor board, or a transistor on the driver board itself.&lt;br /&gt;
&lt;br /&gt;
Generally, a locked on coil will heat up, burn through the insulation on the coil windings, and cause direct shorts between windings. This effectively reduces the length of the wire and hence, the resistance. Once the resistance is reduced to less than 2 ohms or so, the continuous current through the transistor and the coil cause both to be irreparably damaged. For this reason, if you find a transistor shorted, check the associated coil. Likewise, if you find a coil shorted, or with significantly reduced resistance (ohms), check the associated transistor.&lt;br /&gt;
&lt;br /&gt;
Some solenoid driver circuits, like solenoid 8 that uses a 2N3055, are &amp;quot;pre-driven&amp;quot; by an MPS-U45 (or NDS-U45). Be sure to test the associated pre-driver transistor too.&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
Lamp problems are common with most any pinball machine, and Gottlieb® System 80/A/B games are no exception.&lt;br /&gt;
&lt;br /&gt;
For controlled and GI lamps, Gottlieb® System 80/A/B games use either a #44 or #47 lamp.  The choice of which lamp to use is the preference of the game owner.&lt;br /&gt;
&lt;br /&gt;
For games with flash lamps, a #67 bulb is used.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended &#039;&#039;&#039;not&#039;&#039;&#039; to replace or remove lamps with the power to the game on.  There are primarily two reasons for this.&lt;br /&gt;
#Some lamp sockets must have their mounting brackets bent back to access the bulb for replacement.  In turn, the potential of inadvertently shorting one lamp socket to another is possible.&lt;br /&gt;
#Lamps are constructed of an equal balance of glass and conductive metal.  If a bulb slips out of one&#039;s grasp when trying to remove or install with the power on, there are many areas in the bottom of the cabinet, where the metal of the bulb can short across.  A short across other circuits could potentially lead to other unplanned or otherwise unnecessary repairs needed to perform.&amp;lt;br&amp;gt;&lt;br /&gt;
So in short, change or remove bulbs with the game&#039;s power off, just to be safe.&amp;lt;br&amp;gt;&lt;br /&gt;
All System 80 games have three separate lamp circuits, and some have a fourth.  The circuits are comprised of:&lt;br /&gt;
*General illumination for the backbox&lt;br /&gt;
*General illumination for the playfield&lt;br /&gt;
*Controlled lamps for primarily the playfield, although, there can be four controlled lamps located in the backbox (shoot again, high score game to date, tilt, and game over), depending on the era of the game.&lt;br /&gt;
*Auxiliary lamps used for effect, such as chaser lamps used around the backglass border of Mars God of War and Black Hole.  Auxiliary lamps are not used on all games.  Jump to the [[#Auxiliary_Lamp_Driver_Boards | Auxiliary Lamp Board section]] to see what games use auxiliary lamps.&lt;br /&gt;
&lt;br /&gt;
Below are several approaches used to determine the source of a lamp problem, and how it can be resolved.&amp;lt;br&amp;gt;  &lt;br /&gt;
      &lt;br /&gt;
====Bad Bulbs====&lt;br /&gt;
The first thing when troubleshooting lamp problems, and this may seem blatantly obvious, but determine whether the lamp is good or not.  The bulk of all lamp problems are simply burned out light bulbs.  Always try a known good bulb as the solution first. Don&#039;t rely on the bulb being brand new either.  The ratio of brand new, bad bulbs is slim, but there is that chance a new bulb is not good.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Dying battery.JPG|thumb|left|300px|Making certain an old 9v battery is putting out an acceptable lower voltage]]&lt;br /&gt;
[[File:Testing bulb.JPG|thumb|right|300px|Testing a 6v bulb with a dying 9v battery]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bulbs used in a System 80/A/B game are powered by ~6 volts, (the exception is the bulbs powered for the lower [[#Replacing_Black_Hole_Lower_Playfield_Illumination_Lamps_with_.2344_Lamps | playfield illumination on Black Hole and Haunted House]]).  A great way to quickly test a bulb is to use a dying 9v battery.  Don&#039;t use a fresh 9v battery, or you will shorten the life of the bulb.  Find a battery that is roughly putting out 7v - 8.25v.  An old battery from a smoke detector works pretty well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place the tip of the bulb on one of the battery terminals, and cock the outer metal casing of the bulb to touch the other terminal.  Orientation of the bulb with regards to the positive and negative terminals does not make a difference in this case.  Do not hold the bulb across the battery terminals for very long.  Just long enough to determine if the bulb&#039;s filament is lighting or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may also use a known working socket to test bulbs in...but that requires the game to be on while testing...which always presents some risk and is not recommended.  However, if there is no other option but to use a known good socket for testing bulbs, the preferred method is to use a socket located in the backbox lamp insert panel.  This unfortunately does not pertain to 65% of the System 80B games, because a fluorescent lamp was used for backbox illumination for them.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Games that have not been played in a long time develop a film of corrosion between the lamp &amp;quot;nipple&amp;quot; and the lamp socket which prevents conductivity. Simply removing the lamp and scratching the nipple with something abrasive (like rubbing it on the lockdown bar receiver) may fix many &amp;quot;lamp out&amp;quot; problems. In some cases, a light socket cleaning stick (available from the Pinball Resource [http://www.pbresource.com/tools.html here]) may be useful for cleaning the lamp socket. Gottlieb® lamp sockets are comparatively beefy and do not fail often.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Lamp Power Issues====&lt;br /&gt;
Next, make certain there is power at the lamp socket.  The game will have to be turned on for the following procedures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====General Illumination Lamp Power Issues=====&lt;br /&gt;
GI lamps are powered by ~6VAC.  When testing a GI lamp socket for power, each lead of the DMM (now set in AC mode) will be placed on the two leads of the lamp socket.  If there isn&#039;t power at the lamp socket, suspect a bad fuse first.  Keep in mind that the playfield GI and backbox GI for System 80, 80A, and a few 80B games (the first 3 80B games and the last 2), have two separate fuses located on the transformer board in the bottom of the cabinet.  These are typically higher amperage rated fast-blo fuses. The backbox GI on a System 80 game is always on when the game is turned on.  If the backbox GI fuse is good, and no backbox lights are lit, the inline connection which feeds the GI could possibly be bad.  Unfortunately, this connection is not standard from game to game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80TiltRelayAnnotated.jpg|thumb|left|300px|Gottlieb® System 80 Tilt Relay with GI Lamps/Tilt Lamp Make-Break Switch Highlighted. This tilt relay is from a Gottlieb® Spiderman]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The playfield GI is always powered on too, except when the game is in tilt mode.  If the game was not tilted and /or the tilt switches are not stuck closed, check the switch stack on the tilt relay.  These switches can sometimes get bent or misaligned.  If the playfield GI fuse is good and the tilt relay switches are good, the inline connections may be suspect.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the fuse to a particular GI circuit is bad, and continues to blow every time a new fuse is installed, a short is probably causing the issue. A shorted lamp GI circuit is probably the worst and most difficult lamp related issue to resolve.  In most cases, the GI power lines are uninsulated wiring, which make them susceptible to shorted circuits.  First, determine if the GI short originates on the backbox lamp insert or on the playfield.  GI shorts on the playfield are typically more common than backbox lamp insert shorts.  Pop bumper lamps are generally not CPU controlled, and are included in the playfield GI string (some System 80B games are the exception, [http://www.ipdb.org/machine.cgi?id=1975 RoboWar] being an example).  Also, depending on the game, star rollover lamps and kickout hole lamps are sometimes part of the playfield GI circuit.  Consult the game manual for these particulars.&lt;br /&gt;
&lt;br /&gt;
Although it can be a pain and time consuming, the best approach is to remove all of the bulbs in the associated shorted GI string.  In removing all of the bulbs, we are trying to isolate whether the problem is a bad, defective bulb, or one of the GI power lines is shorting.&lt;br /&gt;
&lt;br /&gt;
=====Controlled Lamp Power Issues===== &lt;br /&gt;
Controlled lamps are powered by ~6VDC.  When testing a controlled lamp socket, the red lead of the DMM (now set in DC mode) will be placed on the lamp socket mounting bracket.  The bare wire soldered to the lamp socket&#039;s mounting bracket is the power bus not the ground bus, so be careful.  The black lead of the DMM will be placed on ground. If working under the playfield, the ground plate in the bottom of the cabinet is a good place to connect to ground.  If working in the backbox, find where one of the green wires with a yellow trace is screwed to the metalwork, and place the lead on it.  Depending on the game, System 80 side rails, lockdown bar assemblies, and other associated trim metalwork, except the coin door, were not grounded from the factory like Bally, Williams, and Stern.  Therefore, using any of these as a ground reference is not recommended.  Gottlieb® did start grounding the metalwork at the start of the System 80A platform.&lt;br /&gt;
&lt;br /&gt;
If there isn&#039;t any power at the lamp socket, suspect a bad fuse first.  The controlled lamp circuit has a separate fuse on the transformer board, and is normally a 5 amp slo-blo fuse.  If the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_fuses fuse tests fine], there is a separate set of switch leaves on the tilt relay, which pass the controlled lamp power to the playfield lamps.  Inspect and adjust these switches if necessary. If the controlled lamp fuse and the switches on the tilt relay both test good, there may be an issue with the source power connection to the rectified DC circuit on the game transformer board. Unfortunately, System 80/80A/80B used different connector designations for controlled lamp source power for different games. Consult the game manual / schematics to find the source of 6VDC on the transformer board power supply.&lt;br /&gt;
&lt;br /&gt;
If the fuse for the controlled lamps is bad, and continues to blow after a new fuse is installed, suspect a bad controlled lamp bridge rectifier.  The lamp bridge rectifier is located on the transformer board.  Please see the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier Testing a Bridge Rectifier] portion of the PinWiki guides. Before testing the bridge rectifier, try to isolate it as much as possible.  By isolating it, this will minimize the possibly skewed readings caused by attached devices (lamps and the power transformer).  Two key things to do would be to remove the lines which connect the bridge to the playfield and backbox lights, and remove the controlled lamp fuse. Keep in mind that a bridge rectifier can fail in such a way where it may not blow the controlled lamp fuse.  Although, a failed bridge blowing a fuse is a tad more common than not.&lt;br /&gt;
&lt;br /&gt;
If all of the above tests good, there may be a short on the controlled lamp bus line.  This is not a very common occurrence, but it can happen.  Inspect the underside of the playfield for any wires or brackets touching the controlled lamp bus line, which shouldn&#039;t be touching.&lt;br /&gt;
&lt;br /&gt;
====Bad Lamp Sockets====&lt;br /&gt;
Third, determine if the lamp socket is good.  Some games have been through the wringer, and the sockets didn&#039;t hold up too well due to abuse, a damp environment, or other various reasons.  Start by turning the &#039;&#039;&#039;power to the game off&#039;&#039;&#039;.  If the socket has some corrosion, try using a lamp socket cleaning tool first.  If a lamp socket cleaning tool is not available, a small wire brush used for cleaning copper fittings, a rolled up piece of 220 grit sandpaper, or a Dremel tool with a small wire brush attachment can all be used.  After the socket has been cleaned, place the bulb in the socket for the following procedures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If testing a &#039;&#039;&#039;GI lamp&#039;&#039;&#039; socket, use the dying 9v battery trick again. Remove the fuse of the particular GI circuit which the lamp socket being tested is located.  Connect the terminals of the 9v battery to the bulb socket with alligator clip leads.  Be careful not to short the alligator clips to each other at the battery&#039;s terminals.  Equally be very careful not to short the clip leads to an adjacent switch on the pinball machine, or anything else for that matter.   One clip will connect to one side of the socket, and the other lead will go to the other side of the socket.  &#039;&#039;&#039;DO NOT ALLOW THE BATTERY TO STAY CONNECTED VERY LONG&#039;&#039;&#039;.  Since this is a GI lamp circuit, other lamps in the string will be powered by the battery.  If the battery is connected to the string for too long, the battery will start to get hot.  The battery does not have enough power to light a string of bulbs for very long.  The lamp may only glow dimly, but that is enough to determine if the socket is good or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If testing a &#039;&#039;&#039;controlled lamp&#039;&#039;&#039; socket, remove all of the connector housings from the bottom of the driver board first (A3-J2/J3/J4).  Then remove the fuse for the controlled lamp circuit.  Clip one lead of the battery to the lamp socket mounting bracket and the other to the solder tab.  The orientation of the negative and positive leads of the battery terminals makes no difference.  Again, keep the battery connected just long enough to see if the lamp lights to determine whether the lamp socket is good or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Issues====&lt;br /&gt;
=====Lamp(s) Will Not Turn On=====&lt;br /&gt;
So, the bulb is good; the socket is good; there&#039;s power at the socket; and the lamp still won&#039;t light.  Well, this occurrence can only really happen if there is a controlled lamp involved.  If all three of the above things apply, it can only mean one thing - the bulb is not getting properly grounded, and will not turn on.  The source of this problem may be due to several different issues.  But, it is best to start at the bulb socket, and work backward towards the CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Determine if the connector and wiring from the output of the driver board to the lamp socket is good.  While the wires are usually solid, the single sided edge connectors are a frequent cause for loss of conductivity. Simply &amp;quot;buzzing&amp;quot; the connection from the lamp socket back to and onto the driver board may uncover the issue.  With the power off, check the continuity between the solder tab of the lamp socket and the collector (right leg) of the associated lamp transistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is continuity, it’s time to test the transistor. Transistors fail &amp;quot;open&amp;quot; (lamp never lights) and &amp;quot;shorted&amp;quot; (lamp is constantly on). A simple comparison of &amp;quot;diode check&amp;quot; readings between &amp;quot;same type&amp;quot; transistors on the driver board can identify failed transistors. &lt;br /&gt;
&lt;br /&gt;
Testing an &#039;&#039;&#039;MPS-A13&#039;&#039;&#039; transistor.&lt;br /&gt;
#Set your DMM to diode test&lt;br /&gt;
#Place the &amp;lt;font color=Red&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/font&amp;gt; lead of your DMM on the center leg&lt;br /&gt;
#Place the &#039;&#039;&#039;black&#039;&#039;&#039; probe on left leg (viewing the component side of the board). That leg should read about 1.3&lt;br /&gt;
#Move the &#039;&#039;&#039;black&#039;&#039;&#039; probe to the right leg. That leg should read about .7&lt;br /&gt;
#Readings close to these, or even similar to adjacent like components, indicate a good component. Failure to obtain these readings means the component has failed.&lt;br /&gt;
&lt;br /&gt;
Testing an &#039;&#039;&#039;MPS-U45&#039;&#039;&#039; transistor (or &#039;&#039;&#039;NDS-U45&#039;&#039;&#039; or &#039;&#039;&#039;CEN-U45&#039;&#039;&#039; which are equivalents).&lt;br /&gt;
#Set your DMM to diode test&lt;br /&gt;
#Measure on the solder side of the board, with J5 and J6 oriented toward you&lt;br /&gt;
#Place the &amp;lt;font color=Red&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/font&amp;gt; lead of your DMM on the center leg&lt;br /&gt;
#Place the &#039;&#039;&#039;black&#039;&#039;&#039; probe on left leg. That leg should read about 1.3&lt;br /&gt;
#Move the &#039;&#039;&#039;black&#039;&#039;&#039; probe to the right leg. That leg should read about .7&lt;br /&gt;
#Readings close to these, or even similar to adjacent like components, indicate a good component. Failure to obtain these readings means the component has failed.&lt;br /&gt;
&lt;br /&gt;
[[File:ReplacingMPS-U45WithMPS-A13.jpg|300px|left|thumb|An NDS-U45 replaced by the less expensive MPS-A13. This replacement is advised ONLY if the transistor drives a single lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80/80A/80B architecture does not utilize a lamp matrix. Controlled lamps are driven by individual transistors on the driver board, exactly like Gottlieb® System 1 games and Bally/Stern 6800 games. Driver board operation is pretty simple. The CPU places a signal on Logical Device lines 1 through 4 (LD1...LD4) and &amp;quot;strobes&amp;quot; the appropriate 74175 device select pin to latch the LDx values into the 74175 Quad FlipFlop&#039;s outputs. These outputs then drive the associated transistor(s) on, providing a path to ground for the lamp. That&#039;s all there is to it.&lt;br /&gt;
&lt;br /&gt;
The transistors on the driver board are a mix of 2N6043s, MPS-U45s (or NDS-U45s), 2N3055s, and MPS-A13s. 2N6043s drive coils. Generally, the MPS-U45 transistors drive coils, pre-drive coils via remote mounted transistors and 2N3055s, or drive more than one lamp. The 2N3055s drive coils (in some cases, not all 3 of these are used in a game). The MPS-A13s generally drive a single lamp.&lt;br /&gt;
&lt;br /&gt;
MPS-A13 transistors are still widely available and cheap. MPS-U45s are obsolete but may be replaced with CEN-U45 transistors [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=cen-u45&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= available from Great Plains Electronics] and Mouser.  A much cheaper MPS-A13 may sometimes be substituted for the less common and more expensive MPS-U45, as shown in the pic at left for Q22. Although this will work, you must ensure that the transistor is driving only a single lamp. This obviously limits the &amp;quot;portability&amp;quot; of the driver board. If Q22 were used to switch anything other than a single lamp on, it will be destroyed. Substitute with caution. &lt;br /&gt;
&lt;br /&gt;
2N6043 transistors used on the driver board are still available but becoming pricey. 2N6043s can be replaced by a TIP-102.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A nice convention Gottlieb® used with System 80 games is that lamp &amp;quot;n&amp;quot; is driven by transistor &amp;quot;n+1&amp;quot; on the driver board. This is always true.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the transistor tests fine, a gate on the 74175 may be bad, which is rare but does happen. Use a logic probe on the input and output of the associated lamp gate to check definitively.  Again, comparing the signal between different drive pins can help identify a failed driver circuit. 74175s can easily and reliably be tested using the procedure in the &amp;quot;General for all games&amp;quot; section, [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit here].  &lt;br /&gt;
&lt;br /&gt;
If more than one controlled lamp is not lighting, check the game’s manual / schematics to see if the bulbs are related in some way. &lt;br /&gt;
*When four lamps are not lighting, it may appear that the 74175 which controls the lamp transistors is at fault. This can happen, but the more commonly related issue is that the device select signal for a particular 74175 is lost between the CPU and driver board.  This can be due to a bad connection at A1J4 or A3J1.  See the chart below for the lamp device select signal path. &lt;br /&gt;
*When a whole group of lamps fail to light, review the schematics to see if the lamp transistors share a common ground path. Again, poor connections at the driver board, or the path to ground (generally green with yellow tracer or solid white wire) on the bottom board ground strap may be the root cause.&lt;br /&gt;
&lt;br /&gt;
If the connections, associated 74175, and lamp transistors are all correct, the circuitry on the CPU board is probably at fault.  Again, using a logic probe to determine which component on the CPU board has failed is the best course of action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Device Select&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;CPU Connector&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Driver Input&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Driver Quad Flip-Flop (74175)&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Transistor #s&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Lamp #s&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS1 || &amp;lt;center&amp;gt;A1J4-C&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-C&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q1-Q4&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Game Over relay, Tilt relay, coin lockout, L3&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS2 || &amp;lt;center&amp;gt;A1J4-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q5-Q8&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L4-L7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS3 || &amp;lt;center&amp;gt;A1J4-E&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-E&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q9-Q12&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L8, sound 16, L10, L11&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS4 || &amp;lt;center&amp;gt;A1J4-D&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-D&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q13-Q16&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L12-L15&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS5 || &amp;lt;center&amp;gt;A1J4-H&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-H&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q17-Q20&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L16-L19&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS6 || &amp;lt;center&amp;gt;A1J4-F&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-F&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q21-Q24&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L20-L23&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS7 || &amp;lt;center&amp;gt;A1J4-K&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-K&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q33-Q36&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L24-L27&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS8 || &amp;lt;center&amp;gt;A1J4-J&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-J&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q37-Q40&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L28-L31&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS9 || &amp;lt;center&amp;gt;A1J4-M&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-M&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L32-L35&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS10 || &amp;lt;center&amp;gt;A1J4-L&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-L&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z10&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L36-L39&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS11 || &amp;lt;center&amp;gt;A1J4-N&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-N&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L40-L43&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS12 || &amp;lt;center&amp;gt;A1J4-P&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-P&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z12*&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&amp;amp;nbsp;Q45-Q48 &amp;amp; Q49-Q52&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L44-L47 &amp;amp; L48-L51 (inverse of L44-L47)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;*Z12 not only outputs four lamp signals like all the other 11 74175s, but it also outputs four inverted lamp signals.  These signals are typically used for lamps located on opposite sides of the playfield which alternate on / off between each other.&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Lamp(s) Will Not Turn Off=====&lt;br /&gt;
If a single lamp is involved, or only a handful of lamps with different lamp device select signals, suspect the lamps&#039; associated drive transistors.  If a group of four lamps will not turn off, and they are all controlled by the same 74175, suspect the associated 74175 or the device select for that 74175 (&amp;quot;DS&amp;quot; on the schematics). If numerous groups of four lamps will not turn off, suspect the associated 7404 on the CPU board.&lt;br /&gt;
*Z17 for DS1-DS5 device select signals or,&lt;br /&gt;
*Z24 for DS6-DS11 device select signals or,&lt;br /&gt;
*Z26 for DS12-DS16 device select signals.  &lt;br /&gt;
If the lamps involved originate from more than one group of device select signals, suspect the 74154 at Z25 or, backing up one more step, the 6532 RIOT at U5.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flash Lamps===&lt;br /&gt;
Flash lamps are #67 powered by the 24VDC solenoid bus.  They are controlled like any of the coils that have a under-playfield transistor.  To step down 24V to a more lamp-friendly 13V, the power is routed through a single 4 ohm 7 watt resistor for powering paired flash lamps wired in parallel.  An 8 ohm 5 watt resistor is used for powering single flash lamps. &lt;br /&gt;
&lt;br /&gt;
On early 80B games, the power resistors are mounted to a small bakelite board under the playfield (up to 4), and the transistors are mounted to a bracket (up to 6).  On later games, starting with Arena, new PCBs were introduced that had the transistor, power resistor, and 4.7K pullup resistor all on the same board (up to 3).&lt;br /&gt;
&lt;br /&gt;
If lamps are locked on, or won&#039;t work, the remote mounted transistors associated with them have failed.  Generally, the pre-drive transistor on the driver board has also failed.&lt;br /&gt;
&lt;br /&gt;
Under-playfield flash lamp transistors are 2N5879s or MJ2955s.&lt;br /&gt;
&lt;br /&gt;
===Auxiliary Lamp Problems===&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Aux Board Headers.JPG|thumb|left|300px|Reflowed Header Pins on Auxiliary Lamp Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
For issues with lamps controlled by the auxiliary lamp driver board, follow the troubleshooting section for controlled lamps [[Gottlieb_System_80#Controlled_Lamp_Issues | above]].  Additionally, make certain that +5vdc and ground are present on the auxiliary driver board.  If either are missing, the potential for cracked header connections is possible.  Remove the existing solder from the header connections, and resolder the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Unconventional Lamps====&lt;br /&gt;
System 80B games added quite a few special lighting effects.  Gottlieb® never used software when hardware would do.  This is probably harkens back to their electromechanical days.  So, there are usually some creative, different ways used to control lamps.  For instance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Monte Carlo and Spring Break have Auxiliary Lamp Driver boards where power to a bunch of #44 lamps is switched by a relay.&lt;br /&gt;
&amp;lt;li&amp;gt; Genesis drives #67 lamps with an auxiliary power board.  Power to this board is controlled via a relay that turns itself to activate the &amp;quot;reveal&amp;quot;; this relay is activated by a lamp driver, but the relay will keep itself on until one revolution of the reveal gimmick is done.&lt;br /&gt;
&amp;lt;li&amp;gt; Spring Break has eight #44 lamps controlled by one relay; the relay is controlled with a lamp driver.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Diagnosing these is generally the same as other lamps, but first, understand the peculiar arrangement for the game in question.&lt;br /&gt;
&lt;br /&gt;
===Switch problems===&lt;br /&gt;
&lt;br /&gt;
==== Switch Matrix Operation ====&lt;br /&gt;
&lt;br /&gt;
The Gottlieb System 80 switch matrix is implemented via the 6532 RIOT (RAM, I/O, Timer) at U4, strobe ICs at Z11 and Z12 (7404), return ICs at Z13 and Z14 (7400), and DIP switch &amp;quot;read enables&amp;quot; at Z15. The switch matrix simply provides a TTL &amp;quot;low&amp;quot; pulse on a single switch matrix column, then listens for a &amp;quot;low&amp;quot; return on the switch rows. Closed switches complete the circuit and enable a switch matrix return. Switch returns are processed then the next column is strobed. The game software &amp;quot;debounces&amp;quot; all switches to accommodate less than electrically and mechanically perfect switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Scoring&amp;quot; Switches for Pop Bumpers and Slingshots are not part of the switch matrix====&lt;br /&gt;
[[File:GottliebPopBumper.jpg ‎|400px|thumb|left|Typical Gottlieb System 80/80A/80B pop bumper hardware and switches. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GottliebSlingShot.jpg ‎|400px|thumb|right|Typical Gottlieb System 80/80A/80B slingshot hardware and switches. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb System 80 Pop Bumpers and Slingshots are designed with two switches on each device. One switch connects the associated coil to coil power (two switches for slingshots). Another switch, mechanically connected to the device, acts as a &amp;quot;scoring switch&amp;quot;. Only the scoring switch is part of the switch matrix. &lt;br /&gt;
&lt;br /&gt;
During switch test, the scoring switch will register only if the associated slingshot coil plunger is pulled in, or if the associated pop bumper &amp;quot;rod and ring&amp;quot; assembly is manually pushed down. Since pop bumper spoon switches and slingshot standup switches are not on the switch matrix, they will not be reported during switch test.&lt;br /&gt;
&lt;br /&gt;
Pictured left and right are representative pop bumper and slingshot switches, annotated to show the function of each switch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Common Switch Matrix Faults ====&lt;br /&gt;
&lt;br /&gt;
===== Isolating Switch Problems to the MPU or the Game Wiring =====&lt;br /&gt;
&lt;br /&gt;
Since Gottlieb uniquely used edge connectors instead of more common header pins, isolating switch matrix issues to either the MPU or to the game wiring is not quite as easy. However, &amp;quot;jumping&amp;quot; from a switch column to a switch row is possible using the same technique. &lt;br /&gt;
&lt;br /&gt;
*Place the game into switch test&lt;br /&gt;
*Using a short length of wire, short each column drive to each row return, one at a time&lt;br /&gt;
*A single switch closure should be shown as each connection is made.&lt;br /&gt;
&lt;br /&gt;
If a single switch closure is shown for each and every connection made, then the MPU circuitry is probably undamaged, and the playfield wiring, switches, and diodes should be examined. If a switch closure isn&#039;t registered, or more than one switch closure is reported, then the MPU circuitry is damaged.&lt;br /&gt;
&lt;br /&gt;
===== MPU Switch Matrix Issues =====&lt;br /&gt;
&lt;br /&gt;
====== Blown Switch Matrix ICs ======&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebStackedSwitch.jpg|thumb|left|300px|The thin strip of &amp;quot;fish paper&amp;quot; physically isolating the flipper EOS switch and the &amp;quot;lane change&amp;quot; switch is all that prevents certain destruction of switch matric chips. &amp;lt;i&amp;gt;Image courtesy of Russell McIntyre.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:System80SwitchMatrixICs.jpg|thumb|right|400px|Identifying the System 80 MPU switch matrix ICs. Z15 is just below Z11/Z12.]]&lt;br /&gt;
[[File:System80MPUBlownZ13.jpg|thumb|left|300px|Diode testing Z13 uncovers a shorted IC caused by shorting HV to the switch matrix wiring.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The most prevalent reason for switch matrix failures is shorting high voltage (i.e. coil voltage) to the switch matrix. As always, it&#039;s inadvisable to work on the game with the power on. Sometimes, &amp;quot;fish paper&amp;quot; designed to isolate switch blades from higher voltage conductors becomes displaced, shorting high voltage to the switch matrix, and damaging some/all of the switch matrix ICs. Examples of such a switch are the kicking target under the upper playfield in Haunted House and the &amp;quot;lane change&amp;quot; stacked switch on the right flipper of games like Mars God of War, Rock, Genesis, Gold Wings, and Spring Break.&lt;br /&gt;
&lt;br /&gt;
A quick check of Z11 through Z15 using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test] will reveal failed ICs easily. An example is pictured at right.&lt;br /&gt;
&lt;br /&gt;
Using this same diode test on U4, comparing the results to U5 and U6, may help to identify a failed RIOT.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Alkaline Damaged Connectors ======&lt;br /&gt;
&lt;br /&gt;
Playfield switch wiring is connected to MPU edge connector J6, which is sometimes directly below, but at the very least in close proximity, of the OEM NiCad battery. These batteries frequently leak their corrosive contents onto the board, affecting nearby connectors, including the switch matrix connectors at J6 (playfield) and J5 (cabinet). Close examination of the friction pins in the connector as well as the copper traces at the edge connector may reveal alkaline corrosion impacting proper switch matrix operation.&lt;br /&gt;
&lt;br /&gt;
===== Playfield Switch Matrix Issues =====&lt;br /&gt;
&lt;br /&gt;
Once the switch matrix issue has been isolated to the playfield, follow the tips listed in the [http://www.pinwiki.com/wiki/index.php?title=General#The_Switch_Matrix Switch Matrix Diagnosis] section.&lt;br /&gt;
&lt;br /&gt;
One additional item to note is that Gottlieb did not attach isolation diodes directly to switches. Instead, isolation diodes are collected on &amp;quot;diode boards&amp;quot; which are screwed to the playfield underside or the cabinet bottom.&lt;br /&gt;
&lt;br /&gt;
===Display Problems===&lt;br /&gt;
The blue Futaba display glasses used by Gottlieb® System 1 and 80 machines are a fairly reliable, long-lasting display.  Although, they can and do still fail.  It&#039;s just a matter of diagnosing the symptoms of a failed display.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Display problems can primarily be classified into the following categories:&amp;lt;br&amp;gt;&lt;br /&gt;
#Power problems&lt;br /&gt;
#Display glass failure&lt;br /&gt;
#Data problems&lt;br /&gt;
#Tired displays&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 displays.png‎|thumb|550px|left|Gottlieb® System 80 Display Diagram]]&lt;br /&gt;
[[File:Gtb sys80A displays.png‎|thumb|550px|left|Gottlieb® System 80A Display Diagram]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Display Power Problems====&lt;br /&gt;
&lt;br /&gt;
Before even attempting to work on System 80/80A/80B displays, there are two caveats to heed.  First and foremost, the displays function due to the necessity of several voltages, including high voltage.  &#039;&#039;&#039;IF YOU ARE UNCOMFORTABLE WORKING ON HIGH VOLTAGE CIRCUITS, THEN DO NOT WORK ON THESE DISPLAYS!&#039;&#039;&#039;  High voltage can hurt or even kill you.  If you don&#039;t feel comfortable working around this type of scenario, then hire a professional to do the work.  Secondly, any time a display connector needs to be disconnected, &#039;&#039;&#039;DO NOT REMOVE ANY DISPLAY RELATED CONNECTOR WITH THE POWER ON!&#039;&#039;&#039;  This goes for the connectors located directly at the display, connectors A1J2 and A1J3 on the CPU board, A2J3 on the power supply board, and A7J3 / A7P3 (early System 80 up to Mars God of War), A10J1 / A10P1 (when used), A12J4 / A12P4 (Black Hole and after), or A10J7 / A10P7 (when used) from the transformer.  Removing connectors with the power on can damage the display, the CPU board, and / or you.  Sorry to &amp;quot;yell&amp;quot;, but it is extremely important to stress the above two statements.  Now that this is out of the way, let&#039;s move on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As stated above, the displays need several sources of voltage to function properly. The display voltages used are broken down by the type of display: +60VDC and 5VAC with a positive 8VDC offset are used for the 6-digit displays; +42VDC, +5VDC logic (for the 7432 chip - Z1), and 3VAC with a positive 4VDC offset are used for the 4-digit status display. When using a 6 digit display with DI513 Dionics chips, +5VDC is necessary for RP1 and RP2, both 8.2K resistor networks. Likewise, 7 digit displays also have a 7432 chip on them, and +5VDC is needed for them too. If any of the above voltages are missing, the display will never light.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prior to plugging in and turning the game on for the very first time, it is a good practice to check all of the fuse values located on the transformer board first. There is a 1/4 amp slo-blo fuse used for the display voltage, which is located on the transformer board in the bottom of the cabinet.  With the game unplugged from the wall outlet, remove the fuse from its fuse holder.  When checking fuses, never &amp;quot;eyeball&amp;quot; a fuse.  Your eyes may tell you that the fuse is good, but your eyes can fool you.  Use a digital multi-meter (DMM) or a continuity tester to check fuses. Put each lead of DMM on opposite ends of the fuse.  A tone should be heard.  If not, the fuse is bad, and should be replaced with the same value.  Fuses are used to protect equipment, the surroundings, and you.  Installing fuse values with higher ratings is very dangerous. &#039;&#039;&#039;DO NOT USE A FUSE RATED AT A HIGHER RECOMMENDED VALUE!&#039;&#039;&#039;  If the existing fuse is blown, it may not necessarily mean there is a problem.  Fuses do get stressed, and sometimes just fail.  However, there is more than likely a problem somewhere in the display power train.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the game still unplugged, the next course of action is to place connector A2J1 on the power supply.  A2P1 is the bottom connection on the power supply, and receives all voltages directly from the transformers and a single ground from the ground strip.  Once A2J1 is connected, remove any other connections from the power supply (A2J2 and A2J3).  All voltages should be tested before any boards or displays are connected to them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_psu_A2J3_highli.JPG|left|thumb|300px|System 80 Power Supply with A2J3 highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
At this point, plug the game in, and turn it on.  Using a DMM or volt meter, check all of the voltages at A2P3.  For the +60VDC (A2P3-1) and +42VDC (A2P3-3), any ground connection can be used as a reference. The +42VDC is derived from the +60VDC.  If there is +60VDC, but not +42VDC, The 18v CR6 zener diode or the R5 resistor may have failed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the two high voltages test all right, it&#039;s time to check the offset voltages.  The offset voltages are +5VDC (A2P1-6) and +8VDC (A2P1-9).  Use any ground connection as a ground reference to test these voltages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If displays are not lighting, but either the +42VDC is present on the display (status display) or the +60VDC is present on the 6 digit or 7 digit displays, check for the presence of AC voltage used to power the display filament.  Do not use ground as a reference when measuring these voltages, as they are AC.  Measurements must be taken from the send and return lines.  If the AC voltage is missing, check the in-line connection at A7J3 / A7P3 (early System 80 up to Mars God of War) or A12J4 / A12P4 (Black Hole and after).  Also, some games have more connectors which pass the AC voltages.  These additional connectors are A10J7 / A10P7 or A10J1 / A10P1. Check the voltages on the input and output of the connector to see if fatigued connectors are the source of the voltage loss.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
If all the display voltages are satisfactory, it is time to move onto the next step of visually inspecting the display boards for obvious defects.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====What is the DC Offset Voltage?=====&lt;br /&gt;
[[File:ACSineWave.jpg|left|thumb|300px|Representation of AC voltage with and without a DC offset component. Note the red sine wave is shifted &amp;quot;up&amp;quot; by the DC component.]]&lt;br /&gt;
[[File:DCOffsetClip.jpg|right|thumb|300px|A snippet from a typical System 80 schematic showing &amp;quot;DC offset&amp;quot; voltages connected to the center tap of the transformer secondary where AC filament voltages originate.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Futaba displays as used in Gottlieb System 1 and System 80 games require AC power that is &amp;quot;offset&amp;quot; by a specific DC voltage; 8VDC for the 6/7 digit displays, 5VDC for the 4-digit credit/match display. The DC component of the AC voltage raises the AC sine wave by that DC voltage. If the offset voltage is missing, inconsistent or wavy displays will result.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Glass Failure====&lt;br /&gt;
[[File:Good display.JPG|300px|thumb|left|Display with a good display glass]]&lt;br /&gt;
[[File:NippleGuard.jpg|300px|thumb|right|A cheap and easy way to protect your nipples]]&amp;lt;br&amp;gt;&lt;br /&gt;
The simplest and easiest problem to identify is display glass failure.  All of the 6 digit displays used by Gottlieb® System 80, and 7 digit displays used by System 80A games will have a black &amp;quot;blotch&amp;quot;, for lack of a better term, in the upper left and lower right corner of the glass.  The 4-digit status display typically has only one black blotch.  The evidence of a black blotch or blotches is good.&lt;br /&gt;
&lt;br /&gt;
[[File:Bad sys1 display1.JPG|300px|thumb|left|Display with Broken Nipple on Back]]&amp;lt;br&amp;gt;&lt;br /&gt;
However, if there is a muted white blotch visible at the corners of the display, it means the display&#039;s &amp;quot;vacuum&amp;quot; has been compromised, either due to a cracked glass or broken nipple. If this is the case, the display glass can not be repaired and is useless.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A simple, cheap, and effective way to &amp;lt;b&amp;gt;protect the glass nipple&amp;lt;/b&amp;gt; is to cut a ring of hose (garden hose was used in the picture at right), place it around the nipple, and then fill the ring with silicon caulk (preferred) or hot glue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Broken top filament1.JPG|300px|thumb|left|Display with Broken Top Filament. Note that this is the Dionics chipset version of the display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The display filaments within the glass can also break.  The end result will be segments with missing sections or &amp;quot;hot spots&amp;quot; when the display is powered.  The &amp;quot;hot spots&amp;quot; are caused by the &amp;quot;dangling&amp;quot;, broken filament shorting to other good filaments.  If a display filament breaks, do not use the display as shorted displays can damage other game components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=3 caption=&amp;quot;Example Display with Failed Filament&amp;quot;&amp;gt;&lt;br /&gt;
File:OpenCenterFilamentOFFAnnotated.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Another example of a broken filament. This one has broken and shorted to another part of the display.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:OpenCenterFilamentScoreOverall.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The same display, showing a dark line across the center where the filament has failed.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:OpenCenterFilament.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Closeup of same display.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even though the glass itself is bad, the chips on the display board may still be good.  So don&#039;t necessarily discount the display as being all bad.  UDN6118A and 7432, (chip used on status display only), chips are getting more costly, and Dionics DI513s are very scarce.  Since the display board is single sided, removal of the chips is quite easy.  Plus, the display PCBs are no longer being made.  The display board and / or chips may come in handy some time in the future.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====UDN6118 and Other Display Logic Chip Failures====&lt;br /&gt;
The majority of 4 and 6 digit displays utilize two UDN6118 &amp;quot;Vacuum Fluorescent Display Drivers&amp;quot;. These ICs do not fail often. However, when they do fail shorted, they can affect the performance of the rest of the display set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingUDN6118AndUDN7180.jpg|300px|thumb|left|Test method for a UDN6118 or UDN7180 display driver. Colored dots represent DMM probe locations (red lead, black lead)]]&amp;lt;br&amp;gt;&lt;br /&gt;
UDN6118 driver ICs can be tested using a DMM. Click on the image at left for the procedure.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video demonstrating the procedure on a failed UDN6118 can be found [https://youtu.be/PrIde9U4ios &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;A Blown UDN6118 Display Driver&amp;quot;&amp;gt;&lt;br /&gt;
File:UDN6118BlownTopSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Damage is hard to photograph, but the outline of the overheated chip core can be seen.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:UDN6118BlownBottomSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A much more visible image of the heat damage.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Credit Display Segment Locked On=====&lt;br /&gt;
[[File:Gottlieb4DigitGlassSegmentCLockedOn.jpg|300px|thumb|left|A 4 digit display with segment &amp;quot;c&amp;quot; locked on, caused by a failed 7432 on the board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Gottlieb 4 digit displays use two UDN6118s and a single 7432. The 7432 can fail in such a way as to cause segments to lock on, as shown in the picture at left showing segment &amp;quot;c&amp;quot; locked on. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Data Problems==== &lt;br /&gt;
When there are display issues, one first has to determine whether there is a problem with the display itself, the connectors involved, or the chips on the CPU board that control it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=red&amp;gt;NOTE: Do not connect or disconnect the display connectors or connectors A1J2 and A1J3 on the MPU (right hand side) with the power on! Doing so WILL damage the MPU board display logic ICs.&#039;&#039;&#039; &amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following applies to System 80 and 80A displays.  For information regarding the System 80B display board, scroll down to the end of this section.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebDisplaySegmentDigitOutAnnotated.jpg|340px|thumb|left|An excellent image to show both digit and segment problems. Note the red circles showing the same digit out on for players 1 and 3. Also note the yellow circles showing segment &amp;quot;g&amp;quot; out for players 1 and 2. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Display Issue Isolated to a Single Display&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If the problem is only showing up one display, suspect that the connector at the display itself is problematic, or there is an issue on the display board.  Problems on the display board can consist of a bad solder joint, a broken display lead from the display glass, or faults with the driver chips on the board (Sprague UDN6118 or Dionics DI513, if an old System 1 display is used).  The exception is if only 4 displays and a status display are used, which is common to most System 80/80A games.  In this display configuration, if there is a &#039;&#039;&#039;segment issue&#039;&#039;&#039; with the status display, there may be an issue with the segment drive chip on the CPU board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80LockedHSegment.jpg|340px|thumb|left|An example of a display showing segment &amp;quot;h&amp;quot; locked on. The segment was locked on for both the player 3 and player 4 displays. This was caused by a failure of the 7404 at Z16. This picture was snapped right after pressing the diagnostic button on the coin door. The display should be blank. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Display Issue With Multiple Displays&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If the problem shows up on two or more displays, suspect one of the two connectors on the CPU board (A1J2 or A1J3), one of the two connectors on the two displays (they are daisy-chained with an IDC connector), or the chips which control the display data on the CPU board.  If there is a &#039;&#039;&#039;digit issue&#039;&#039;&#039;, the issue will be present on &#039;&#039;&#039;player 1 and 3&#039;&#039;&#039; or &#039;&#039;&#039;player 2 and 4&#039;&#039;&#039; displays.  If there is a &#039;&#039;&#039;segment issue&#039;&#039;&#039;, the issue will be present on &#039;&#039;&#039;player 1 and 2&#039;&#039;&#039; or &#039;&#039;&#039;player 3 and 4&#039;&#039;&#039; displays, and the &#039;&#039;&#039;status display&#039;&#039;&#039;.  If more than 4 scoring displays are used, on games such as Pink Panther, Black Hole, Haunted House, Devil&#039;s Dare, etc., consult the game manual for display digit and segment mapping.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:Gtb sys80 displays.png‎|550px|left|Gottlieb® System 80 Display Diagram]]&lt;br /&gt;
[[File:Gtb sys80A displays.png‎|550px|right|Gottlieb® System 80A Display Diagram]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The charts listed below, map out each signal to each specific display.  The first chart maps the display digit information, while the second and third charts map the display segment information.  This information only applies to games where 4 scoring displays and 1 status display are used, although digit group names have been added, if more displays are used.  All of the charts apply to System 80 and 80A, but not 80B.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Display Digit Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Digit Number&lt;br /&gt;
!Display(s)&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| D16 (80A only) || Players 1 &amp;amp; 3 (Group F) || A1J3-16 || Z26-8 &lt;br /&gt;
|-&lt;br /&gt;
| D1 || Players 1 &amp;amp; 3 (Group D) || A1J3-1 || Z17-4&lt;br /&gt;
|-&lt;br /&gt;
| D2 || Players 1 &amp;amp; 3 (Group D) || A1J3-2 || Z17-6&lt;br /&gt;
|-&lt;br /&gt;
| D3 || Players 1 &amp;amp; 3 (Group D) || A1J3-3 || Z17-12&lt;br /&gt;
|-&lt;br /&gt;
| D4 || Players 1 &amp;amp; 3 (Group D) || A1J3-4 || Z17-10 &lt;br /&gt;
|-&lt;br /&gt;
| D5 || Players 1 &amp;amp; 3 (Group D) || A1J3-5 || Z17-8 &lt;br /&gt;
|-&lt;br /&gt;
| D6 || Players 1 &amp;amp; 3 (Group D) || A1J3-6 || Z24-2 &lt;br /&gt;
|-&lt;br /&gt;
| D13 (80A only) || Players 2 &amp;amp; 4 (Group F) || A1J3-13 || Z26-4 &lt;br /&gt;
|-&lt;br /&gt;
| D7 || Players 2 &amp;amp; 4 (Group E) || A1J3-7 || Z24-4 &lt;br /&gt;
|-&lt;br /&gt;
| D8 || Players 2 &amp;amp; 4 (Group E) || A1J3-8 || Z24-6  &lt;br /&gt;
|-&lt;br /&gt;
| D9 || Players 2 &amp;amp; 4 (Group E) || A1J3-9 || Z24-12 &lt;br /&gt;
|-&lt;br /&gt;
| D10 || Players 2 &amp;amp; 4 (Group E) || A1J3-10 || Z24-10 &lt;br /&gt;
|-&lt;br /&gt;
| D11 || Players 2 &amp;amp; 4 (Group E) || A1J3-11 || Z24-8&lt;br /&gt;
|-&lt;br /&gt;
| D12 || Players 2 &amp;amp; 4 (Group E) || A1J3-12|| Z26-2 &lt;br /&gt;
|-&lt;br /&gt;
| D13 || Status (Group F) || A1J3-13 || Z26-4&lt;br /&gt;
|-&lt;br /&gt;
| D14 || Status (Group F) || A1J3-14 || Z26-6 &lt;br /&gt;
|-&lt;br /&gt;
| D15 || Status (Group F) || A1J3-15 || Z26-10 &lt;br /&gt;
|-&lt;br /&gt;
| D16 || Status (Group F) || A1J3-16 || Z26-8  &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group A Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group A || A1J2-1 || Z19-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group A || A1J2-2 || Z19-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group A || A1J2-3 || Z19-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group A || A1J2-4 || Z19-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group A || A1J2-5 || Z19-9&lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group A || A1J2-6 || Z19-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group A || A1J2-7 || Z19-14&lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group A || A1J2-8 || Z16-12 &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group B Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group B || A1J2-9 || Z21-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group B || A1J2-10 || Z21-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group B || A1J2-11 || Z21-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group B || A1J2-12 || Z21-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group B || A1J2-13 || Z21-9 &lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group B || A1J2-14 || Z21-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group B || A1J2-15 || Z21-14 &lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group B || A1J2-16 || Z16-10  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group C Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group C || A1J2-17 || Z23-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group C || A1J2-18 || Z23-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group C || A1J2-19 || Z23-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group C || A1J2-20 || Z23-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group C || A1J2-21 || Z23-9 &lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group C || A1J2-22 || Z23-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group C || A1J2-23 || Z23-14 &lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group C || A1J2-24 || Z17-2  &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Display Issues====&lt;br /&gt;
&lt;br /&gt;
[[File:System80BDisplayDivotAnnotated.jpg|300px|thumb|left|A System 80B Display edge connector. One data conductor to the display was not &amp;quot;making&amp;quot; across the connection due to a corrosion &amp;quot;divot&amp;quot;. This caused the entire display to remain blank. Reflowing the edge connector solder corrected the issue. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
[[File:GottliebEdgeConnectorDivots.jpg|300px|thumb|right|Another System 80B Display edge connector, this one with corrosion marks on it. The corrosion also caused the entire display to remain blank. Reflowing the edge connector solder corrected the issue. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
System 80Bs displays are completely different how the digits and segments are decoded and driven.  Unlike System 80 and 80A, where the decoder chips are located on the CPU board, the System 80B display has a single segment (U3) and two digit decoder chips (U1 &amp;amp; U2) located on the display board itself.  Unfortunately, both of these chips (10941 &amp;amp; 10939 respectively) were a product of Rockwell International, and are not that prevalent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has been observed that if any of the display data signals are missing between the CPU board and the 7417 inverters on the display board, the two displays will not illuminate at all.  If voltages on the display board are within spec, it may be advantageous to check all of the data signal edge connector pins on the CPU board and the display board. If both the edge connector and the female connectors look good, use a logic probe to ensure signals are getting to the input side of both 7417 (or later 74LS367) inverters on the board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the System 80B jumpers, that replace the 7448s at Z19 and Z21 on System 80 and 80A boards, can be a source of discontinuity due to cracked solder joints.&lt;br /&gt;
&lt;br /&gt;
It has been observed that some of the earlier System 80B games are more prone to the display randomly being blank upon turning on the machine. Rock and Raven are the most common with this issue, however, the first three 80Bs, Chicago Cubs, Tag Team, and Bounty Hunter, are susceptible too. The best recourse is to repin both A1-J2 and A4-J1 / 1A4-J1.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rejuvenating Tired Displays====&lt;br /&gt;
[[File:System1-80DisplayBrightUp.jpg|300px|thumb|left|Rejuvenating tired System 1/80 displays]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80 displays, especially those that haven&#039;t been turned on for a long time, sometimes fade. These displays can be rejuvenated by applying voltage to the outside pins of the display glass. Note that voltage should be applied to the display glass pins, NOT the card edge pins. This process &amp;quot;burns&amp;quot; the impurities that accumulate on the filaments off.&lt;br /&gt;
&lt;br /&gt;
In the picture at left, general illumination power (7VAC) from the lamp insert panel is being used to rejuvenate a display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. Turn the game off&amp;lt;br&amp;gt;&lt;br /&gt;
2. Remove the connector from the display&amp;lt;br&amp;gt;&lt;br /&gt;
3. Connect jumper clips from a voltage source to each of the outside pins of the display glass. Note that the lower the voltage applied, the longer the display can tolerate this &amp;quot;rejuvenation&amp;quot;.&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;That is why some techs choose to use the lower GI AC voltage for this purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Power the game on for 1 minute.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Disconnect the jumper wires and reconnect the display.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Power on to test the display.&amp;lt;br&amp;gt;&lt;br /&gt;
7. If the display still isn&#039;t bright enough, repeat this process for 1 minute each time, until the display is satisfactorily bright.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that if the display filaments, which run across the display horizontally begin to glow orange (or worse, white), too much voltage is being applied or the display has been connected too long. This risks burning one or more of the display filaments out and ruining the display. A cautious, 1 minute at a time, process is warranted.&lt;br /&gt;
&lt;br /&gt;
Note also that one particular System 80 tech (&amp;quot;System 80, not just a job, it&#039;s an adventure&amp;quot;) suggests that merely leaving the game powered on for 24 hours will accomplish the same rejuvenation.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Does Not Light====&lt;br /&gt;
[[file:gottlieb-display-broken-legs.jpg|right|thumb|300px|Broken legs on display glass]]&lt;br /&gt;
If the glass of a 6 or 7-digit display does not light, but there are no white spots in the corners (white spots indicate bad glass), the outer-most legs on the glass may be broken. A magnifying glass may be necessary to inspect the pins since the gap in the breaks may be extremely small. The outer-most legs are responsible for supplying power to the glass, which is why the glass would not light in this situation.&lt;br /&gt;
&lt;br /&gt;
These legs may be broken especially on displays that have a green or blue plastic filter covering them. These legs can get broken after someone presses down on the plastic cover of the display when pushing the display onto the PCB supports mounted on the light board in the backbox.&lt;br /&gt;
&lt;br /&gt;
To repair, line up the two broken halves of the leg with needle-nose pliers, heat, and solder. If the solder isn&#039;t sticking, lightly sand back some of the black tarnish with fine sandpaper or a fiberglass eraser.&lt;br /&gt;
&lt;br /&gt;
====System 80 Display Test 19 Never Starts====&lt;br /&gt;
System 80 games provide a display test (number 19). The test &amp;quot;walks&amp;quot; all digits, from 0 to 9, through all displays. &lt;br /&gt;
&lt;br /&gt;
A failed 6532 RIOT at U5 can cause the game to appear dead, as if awaiting an input. The display test will never commence.&lt;br /&gt;
&lt;br /&gt;
====Individual 6-digit Display Interferes With Other Displays==== &lt;br /&gt;
&lt;br /&gt;
Sometimes, a particular display can interfere with the operation of other 6-digit/4-digit displays no matter which game or player position it is plugged into. These symptoms can include:&lt;br /&gt;
* Causing digits to go missing on other displays&lt;br /&gt;
* Causing certain digits to dim significantly on other displays&lt;br /&gt;
* Causing certain digits to display garbage or non-numbers&lt;br /&gt;
&lt;br /&gt;
The cause of these symptoms is a bad R1 resistor. When powered off, the resistor will give the correct reading. However, the resistor may fail when power is applied. The R1 resistor (10k ohm, 1/2 Watt, 5% resistor) may need to be replaced if the above symptoms are present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Individual 7-digit Display Causes Other Displays To Go Blank====&lt;br /&gt;
Sometimes, a particular display can interfere with the operation of the other 7-digit/4-digit displays no matter which game or player position it is plugged into. &lt;br /&gt;
&lt;br /&gt;
If a particular display causes all other displays to go blank, the likely cause is a failure of the Z2 6118P chip, which drives the digits of the display. This chip can be replaced with the more commonly found UDN6118A chip. Also keep in mind that it&#039;s possible the 7448 and the other 6118P controlling the segments could be damaged as well, so be prepared for that.&lt;br /&gt;
&lt;br /&gt;
===All Other Display Issues (Not Caused by Displays)===&lt;br /&gt;
There are several issues which appear to be display related, however, they ultimately are not.  In these instances, the displays are used instead as a visual identifier of a particular issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Open Slam Switch==== &lt;br /&gt;
If after turning a System 80 game on, and the scoring displays turn on immediately without a 5 second delay, there is a problem.  However, if the displays are showing all of the outer segments (all segments necessary to display a zero) lit, and &amp;quot;strobing&amp;quot; or &amp;quot;rolling&amp;quot; rapidly as simulated in the image below, this isn&#039;t a display problem. The cause of this problem is an open slam switch on the coin door. To address this issue, see the PinWiki section [[#Slam_Switch_Modification | Slam Switch Modification]].&lt;br /&gt;
[[File:Gtb 6digit slam scaled.gif|500px|thumb|left|Simulation of displays indicating an open slam switch. Note the &amp;quot;rolling&amp;quot; perimeter display segments. &amp;lt;i&amp;gt;Animation by Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====All Displays Dim or at Half Brightness====&lt;br /&gt;
This applies to System 80/80A games with 6 or 7 digit displays. If all the displays appear dim or at about half brightness, check the 60v test point on the power supply. If it reads about 30-35v, then the dim display issue is caused by the power supply.&lt;br /&gt;
&lt;br /&gt;
On the power supply, Q2 regulates the 60v, so if that component has failed, or if there is a problem with the solder joints or pads on the back of the board, this can result in half the voltage for the displays.&lt;br /&gt;
&lt;br /&gt;
Carefully inspect the back of the power supply for cracked solder joints or through-hole pads that have popped off the PCB. Because Q2 has a large/heavy heat sink, the component tends to move around lot, which may cause these issues. If nothing is apparent with a visual inspection, test for continuity between Q2&#039;s legs and the traces on the PCB .&lt;br /&gt;
&lt;br /&gt;
[[file:gottlieb-sys80-psu-q2-pad-problem.jpg|thumb|300px|left|The pad for the center leg of Q2 has separated from the PCB and will need to be repaired]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display Conversion for 6-Digit Games (Converting to 7-Digit Displays)===&lt;br /&gt;
[[Image:Gottlieb6DigitTo7DigitConversion.jpg|300px|thumb|left|Gottlieb® System 80 6-Digit to 7-Digit Signal Mapping. Click to expand. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:GottliebAmazingSpiderman7DigitScoringExample.jpg|300px|thumb|right|Gottlieb® System 80 Amazing Spiderman with player 1 converted to 7-Digit scoring. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The signal mapping diagram shown at left details the wiring changes necessary to replace a 19 pin 6-digit display connector with a 21 pin 7 digit display connector. Note that some signals and power must be picked up from the 4-digit credit/ball in play display.&lt;br /&gt;
&lt;br /&gt;
Once the wiring conversion has been completed, the appropriate game ROM that supports 7-digit scoring must be obtained and installed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
Before doing any kind of work, or blaming the sound board for not putting out sound, review the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting section] first.&lt;br /&gt;
&lt;br /&gt;
[[Image:System80DIPSwitches.jpg ‎|300px|thumb|left|Gottlieb® System 80 Game Feature Selection DIP Switches and 1N4148 Switch Isolation Diodes. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
In particular for System 80 games, ensure that the DIP switches that enable sound are set correctly. And, ensure that the dip switch actually works. Games like Spiderman use one of the 32 MPU dip switches to enable background and scoring sounds. Games like Haunted House, Black Hole, etc use dipswitch 5 on the Sound and Speech board to enable background sound.&lt;br /&gt;
&lt;br /&gt;
Each DIP switch is isolated in the &amp;quot;DIP switch matrix&amp;quot; by a 1N4148 diode located directly below the switch. If one of these diodes fails open, then the switch closure will never be read by the MPU. If one of these diodes fails shorted, this may cause &amp;quot;phantom DIP switch closure(s)&amp;quot; in exactly the same way as a shorted playfield switch diode will cause phantom switch closures. Since System 80/80A diagnostics do not display DIP switch settings, this can be difficult to detect. Simple diode testing of each of the 32 1N4148 diodes is the best course of action.&lt;br /&gt;
&lt;br /&gt;
Failed diodes in the &amp;quot;DIP switch matrix&amp;quot; can cause the switch(es) that enable sound features to be read incorrectly and therefore, sound behavior will be incorrect, such as lack of background sounds.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video of one such failure that caused the background sounds in Black Hole to not work can be found [https://youtu.be/Q80TQ-W6XZ0 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====The Long and Winding Road of the Sound Signals====&lt;br /&gt;
The sound signals follow very roundabout path before reaching their destination on the sound board.  Sounds S1, S2, S4, and S8 are originated on the MPU board by RIOT U6.  These 4 sound signals then pass through a 7404 inverter (Z27), pass through a 7408 2 input AND (Z31), and exit the MPU board via the A1J4 connection (MPU / driver board interconnect harness).  The signals enter the driver board via A3J1, pass through another 7404 inverter (Z13), and exit the driver board via A3J5.  Finally, they enter the sound board via the only connection on the sound board, A6J1.&lt;br /&gt;
&lt;br /&gt;
If any of the sound signals are lost, this potentially happens due to poor edge connections, however, 7404s are known to fail too.  The best way to check for discontinuity is to use a DMM or ohmmeter to check the path from the exiting chip to the chip it enters on the following board.  Another method for checking for signal loss is a logic probe.  This method is not as simple though, because some generations of System 80s do not have a sound test.  Therefore, waiting for a particular signal to trigger can be tricky.  The benefit of using a logic probe is to determine if a particular signal is entering and exiting a specific chip, and if the signal transforms (if it is supposed to) like intended (ie. the 7404 will invert the signal from high to low or low to high).&lt;br /&gt;
&lt;br /&gt;
Some sound boards use a fifth sound signal, known as S16.  S16 is actually driven by an MPS-A13 like any other single lamp drive. S16 can follow a very convoluted path too, depending on the particular game.  For example, Haunted House uses S16.  It originates on the MPU with all of the other lamp signals, and becomes lamp drive Q10 on the driver board.  It exits the driver board via A3J2, passes through a inline connector, A10J4, passes through another inline connector, A12P4, and finally reaches the sound board at A6J1.  That is a lot of mileage for just 1 little sound signal!&lt;br /&gt;
&lt;br /&gt;
System 80B games, starting with Rock, which use the dual 6502 processor sound boards, use Q5 as sound signal S16.  Please be aware that the System 80B documentation does not always notate this information regarding S16!!!  In this case, S16 follows a much simpler path.  It exits the driver board via A3J2 and goes directly to the sound board at A6J1.&lt;br /&gt;
&lt;br /&gt;
So, if appears that certain sound signals are missing or the wrong sounds are triggered, suspect a bad connection first.  Then, suspect a bad 7404 within the sound signal path.  Then, check all other potential problems.&lt;br /&gt;
&lt;br /&gt;
It is noteworthy that the 7404 U7 located on early System 80 sound boards (sound only) do fail also.&lt;br /&gt;
&lt;br /&gt;
====System 80 Sounds Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound.JPG|300px|thumb|left|Gottlieb® System 80 Sound Board (Sounds only)]]&lt;br /&gt;
This board, first used in Panthera, is problematic to fix. The main issue is that the board uses the long since obsolete 6503 processor (think of it as a short 6502) and a &amp;quot;masked ROM/RIOT&amp;quot; 6530. The 6530 was specifically programmed for Gottlieb System 80 sound boards. They are therefore, impossible to replace unless you can scavenge a working one from another sound board. Or, as late as mid-2025, Steve Young&#039;s PBResource still had stock available. Note that the 6530 appearing on late Gottlieb System 1 sound boards is programmed differently and is not interchangeable with the System 80 version.&lt;br /&gt;
&lt;br /&gt;
There are 2 replacement options at this time, other than sourcing a used board. One is Pascal Janin&#039;s reproduction board. This board is a bit pricey but is engineered quite well. The board can be found here: [http://www.flippp.fr/pifx.php?lg=en http://www.flippp.fr/pifx.php?lg=en]. The other option is an FPGA (TDA7267) based replacement board by LISY called the [https://www.lisy.dev/gosof.html GOSOF] which emulates System 1, 80, 80A, and early 80B.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:GottliebSoundsOnlyBoardCorrosion.jpg|300px|thumb|left|A leaky audio filter cap caused significant corrosion to several traces on this board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]][[Image:System80SoundsOnlyLeakyCap.jpg|300px|thumb|right|Audio filter cap removed, corrosion removed, traces tinned. The leaky cap can be seen in the top of the picture. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;This board operates on three different voltages: +5v, +12v, and -12v. The +5 volts comes in on J1 pin 5 from the machine&#039;s power supply board. The +12 volts comes in on J1 pin 1 from the machine&#039;s bottom panel. The -12 volts is generated on the sounds only board and it receives AC power input on J1 pins 3 and 4. You can measure the -12 volts by connecting your volt meter across zener diode CR5 (1N4742A).&lt;br /&gt;
&lt;br /&gt;
The test button on this era sound board will only work if the two dipswitches are set in opposite positions on the sound board.&lt;br /&gt;
&lt;br /&gt;
As noted above, this board is tough to repair. If the 6530 is dead...you&#039;re SOL. A dead 6503 might be replaced. The other ICs on the board, like the LM380 amp (OEM boards were sometimes stuffed with an equivalent chip, a ULN2280B) and the 555 timer are still readily available. The 1408 DAC (U3) can be replaced with its direct replacement: a DAC0808.&lt;br /&gt;
&lt;br /&gt;
A common issue with the board seems to be the leaky large capacitor on the board. Fortunately, this is easy to repair. Remove the old cap. Abate the corrosion as shown in the picture at right. Replace the cap. When this cap leaks, it can completely sever the sound signal path. Sounds might sound scratchy or incomplete too. The cap is easy to remove and replace. It&#039;s worth a shot.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Sound and Speech Board====&lt;br /&gt;
&lt;br /&gt;
=====Different Revisions of the Sound and Speech Boards=====&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=220px perrow=3 caption=&amp;quot;Revisions of the Gottlieb Sound and Speech board&amp;quot;&amp;gt;&lt;br /&gt;
File:SoundAndSpeechBoard-1Modified.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB SS Back B20887-2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB SS B-20887-3 Back.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB SS B-20887-3 Front Added Resistors.JPG|thumb|left|300px|B-20887-3 Sound and Speech Board with Resistors Highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
With the third revision sound and speech board, the resistors which were added to the solder side of the -1 and -2 boards were now incorporated in the board design. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Texas Instruments Sockets=====&lt;br /&gt;
[[File:TexasInstrumentsSockets.jpg ‎|300px|thumb|left|&amp;quot;Craptastic&amp;quot; Texas Instruments Sockets for the 6502 and 6532. Be gone! &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some Sound and Speech boards were manufactured with Texas Instruments sockets that are of the same poor quality as the ScanBe sockets that Williams used during System 3-6 manufacturing. All Texas Instruments sockets should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound and Speech Board Operation=====&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A nice video demonstrating some of the capability of the SC-01 can be found [https://youtu.be/ER0t3IYygDw &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The sound and speech board represents the high point in the System 80 family as far as sound generation is concerned. By combining sound and voice circuitry, the board is flexible enough to be used in several different games, with different voice calls, all generated via the Votrax SC-01 speech synthesizer. &lt;br /&gt;
&lt;br /&gt;
The sound and speech board is itself a single board computer, and should be debugged similar to any non-working MPU.&lt;br /&gt;
&lt;br /&gt;
The board interfaces with the System 80 MPU via a 6 bit (S1, S2, ..., S32) wide &amp;quot;data bus&amp;quot;. The 6 interface bits form a binary code which define specific sounds (or speech) to play. This enables 63 separate sounds to be played. Each communication between the MPU and the Sound and Speech board is &amp;quot;stand alone&amp;quot;. That is, the system does not make use of successive sound commands to mean different things as the Bally Squawk and Talk implementation does. In practice, since S32 is never used, a maximum of 31 unique sounds are commanded.&lt;br /&gt;
&lt;br /&gt;
Four of the bits in the interface are controlled (grounded) by circuitry on the MPU (starting at the U6 RIOT) and a &amp;quot;pass through&amp;quot; 7404 inverter on the driver board (Z13). The remaining two bits are implemented via &amp;quot;lamp drive&amp;quot; transistors (Q10 for S16) on the driver board, and comparator circuitry on the S&amp;amp;S board (U24).&lt;br /&gt;
&lt;br /&gt;
Sound select signals are fielded by the S&amp;amp;S board&#039;s 6532 RIOT which generates an interrupt to the 6502 processor. The 6502 reads the sound number commanded from the 6532 as it services the interrupt.&lt;br /&gt;
&lt;br /&gt;
The S&amp;amp;S board&#039;s 6502&#039;s program code, as well as sound data, is stored in two 2716 EPROMs, PROM 1 and PROM 2.  These EPROMs are typically labeled at the factory with the model number of the game they are for, and the suffixes /S1 &amp;amp; /S2. For example &amp;quot;668/S1&amp;quot; is the label on one of the Black Hole sound ROMs. Although the board can be strapped for two 2732 EPROMs, in practice, this was never done.&lt;br /&gt;
&lt;br /&gt;
The sound and speech board can field and queue sound commands at the same time as it is driving the sound and speech circuitry lanes. The board will never interrupt or prematurely terminate a sound being played. The board will also never reorganize the queue of sounds to be played. Each sound to be played will be played until it&#039;s conclusion. The 6502 knows when &amp;quot;sounds&amp;quot; have completed playing since it is solely in control of the sound lane. The 6502 knows when &amp;quot;speech&amp;quot; calls have completed processing by the SC-01 via a non-maskable interrupt sent via the SC-01&#039;s ~A/R signal to the 6502&#039;s NMI pin. Timing to sequence speech phonemes together rapidly is critical, hence the use of the non-maskable interrupt.&lt;br /&gt;
&lt;br /&gt;
The 6502 creates &amp;quot;sounds&amp;quot; via one circuitry lane. It creates &amp;quot;speech&amp;quot; through a second, separate circuitry lane. At the end of each lane, just prior to input to the main LM379S amplifier, sound and speech is summed. The relative volume of each lane can be tuned via 10K trim pots at the top of the board, R15 and R16.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sound Lane&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Simple sounds (not voice) are created by the 6502 reading data from the sound ROMs and latching it into two 74LS75 data latches. The 74LS75s latch the data when selected via a 74LS02 (NOR gate) at U10 which NORs the R/W signal along with a device select signal from the 74LS138 at U4. the device select signal selects U7 and U8 simultaneously to latch data bus signals DB0 - DB7 all at once.&lt;br /&gt;
&lt;br /&gt;
The two 74LS75s provide the data to a 1408 D-to-A (digital to analog) converter at U20. In this way, 511 different digital codes can be converted to analog levels by the 1408. The analog output of the 1408 can be attenuated via a 10K &amp;quot;variable resistor&amp;quot; at R13. The signal is then amplified and inverted by an LM741 analog inverter (U22). The analog signal is then fed to the LM379S for final amplification. Note that the 1408 DAC is obsolete, but may be replaced by the more available DAC0808.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Speech Lane&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Speech is ultimately created by the Votrax SC-01 voice chip. The SC-01 accepts &amp;quot;phoneme&amp;quot; codes and renders the analog speech output to the LM379S for final amplification. The phoneme codes are placed on the 6502 data bus and pass through a 74LS05 &amp;quot;level shifter&amp;quot; and inverter at U13. The codes are accepted by the SC-01 on pins 9 through 14 when pin 7 is strobed (the phoneme code is latched on the rising edge of the strobe). The &amp;quot;pitch&amp;quot; of the SC-01 voice is controlled by I1/I2 (pins 3 and 2). Frequency and timing control is achieved via MCK and MCR (pins 15 and 16, which are tied together). Frequency and timing are referred to in the schematics as the &amp;quot;Voice Clock&amp;quot; and can be adjusted via a 10K &amp;quot;variable resistor&amp;quot; at R6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reset signal&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The reset circuit is pretty simple. A 47uf/50V cap at C3 charges when power is applied. Once charged, the originating 5VDC power is twice inverted and cleaned up via a Schmitt Trigger at U1, and finally presented to the ~RESET signal (pin 40) of the 6502.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test button&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The test button, located on the upper left side of the S&amp;amp;S board, grounds pin 17 of the 6532 RIOT. After reading the RIOT data, the 6502 process then plays the appropriate test sound, which varies by game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SC-01 pinout&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin Number(s)&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Signal Name&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Signal Purpose&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1 || &amp;lt;center&amp;gt;Vdd&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Input Voltage&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2-3 || &amp;lt;center&amp;gt;I1, I2&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Instantaneous pitch adjustment. Will change pitch of phoneme being spoken.&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7 || &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Strobe to indicate a phoneme code is ready&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8 || &amp;lt;center&amp;gt;~A/R&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Acknowledge receipt of phoneme strobe, indicate completion of phoneme processing&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9-14 || &amp;lt;center&amp;gt;P5-P0&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Phoneme number select (from fixed phoneme table)&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;15-16 || &amp;lt;center&amp;gt;MCK/MCR&amp;lt;/center&amp;gt; || &amp;amp;nbsp;External Clock Signal (probably used to alter phoneme pronunciation via varying the clock)&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;20-22 || &amp;lt;center&amp;gt;CB, AF, AO&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Audio Output&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;18 || &amp;lt;center&amp;gt;Ground&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Ground&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Sounds and Speech board DIP switch settings=====&lt;br /&gt;
The Sound and Speech board has a bank of DIP switches. For at least Black Hole, the function of these switches is as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*DIP-1 - Used in self-test only&lt;br /&gt;
*DIP-2 - Not used&lt;br /&gt;
*DIP-3/4 - Attract mode speech frequency&lt;br /&gt;
** OFF/OFF - disabled&lt;br /&gt;
** ON/OFF - attract mode speech every 10 seconds&lt;br /&gt;
** OFF/ON - attract mode speech every 2 minutes&lt;br /&gt;
** ON/ON - attract mode speech every 4 minutes&lt;br /&gt;
*DIP-5 - ON = background sound enabled, OFF = background sound disabled&lt;br /&gt;
*DIP-6 - ON = all speech enabled, OFF = all speech disabled&lt;br /&gt;
*DIP-7 - Not used&lt;br /&gt;
*DIP-8 - Not used&lt;br /&gt;
&lt;br /&gt;
=====Sound &amp;quot;Locks Up&amp;quot; after certain switch closures=====&lt;br /&gt;
[[File:SC-01.jpg|thumb|300px|left|The long since obsolete, pricey, and hard to find SC-01 speech chip. This one is an SC-01-A, said to be a little beefier.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This problem may be caused by a malfunctioning or missing SC-01 (or SC-01-A) speech chip.&lt;br /&gt;
&lt;br /&gt;
Games such as Black Hole, Mars God of War, and Volcano utilized the SC-01 phoneme speech chip. These games &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;require&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; a working SC-01 to be present, not only for the speech portions of the sound, but for the sound to not &amp;quot;lock up&amp;quot; after the first time that a speech call is made. The CPU relies on an interrupt from the 6532 RIOT to restart sound command processing. That interrupt originates from an &amp;quot;all done&amp;quot; signal from the SC-01 speech chip (shown as ~A/R in the schematics, SC-01 pin 8). If the RIOT never receives an &amp;quot;all done&amp;quot; signal (at PB7) then it will not interrupt the processor and no further speech or sound will be created.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the 2N2222 at Q3 has failed, not allowing the interrupt signal to reach the RIOT. Q3 inverts the ~A/R signal and conveys it to the RIOT as A/~R and also to the MPU as a non-maskable interrupt (U3 6502, pin 6).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Game background sound continues after game over=====&lt;br /&gt;
&lt;br /&gt;
This has been noticed in &amp;quot;Mars, God of War&amp;quot; and &amp;quot;Volcano&amp;quot; predominately, but other System 80 games that use the Speech and Sound board may exhibit similar symptoms.&lt;br /&gt;
&lt;br /&gt;
The cause of the problem is MPU DIP switch 25. The switch MUST be ON, as noted in the manual. Even if the switch appears to be &amp;quot;on&amp;quot;, buzz across the switch solder pads on the back side of the board to ensure that the switch is making. Gottlieb sometimes used &amp;quot;rocker&amp;quot; switches, which seem to have a high failure rate.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;On Target&amp;quot; newsletter from June, 1981 discusses something similar to this problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound is &amp;quot;garbled&amp;quot; or phonemes appear jumbled=====&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating one instance of garbled speech can be found [https://youtube.com/shorts/TU-_vOB2CzY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Board circuitry upstream of the Votrax SC-01 (or SC-01A) as well as the SC-01 itself can be the cause of this issue. Speech isn&#039;t really jumbled, it just seems that way.&lt;br /&gt;
&lt;br /&gt;
First, since the chip is socketed, replace the SC-01 with a known working SC-01. &lt;br /&gt;
&lt;br /&gt;
If the known good SC-01 produces the same behavior, then suspect the 74LS05 &amp;quot;level shifter&amp;quot; at U13, the 7407 at U12, or the 74LS75 at U9.&lt;br /&gt;
&lt;br /&gt;
=====Using the MA-483 Sound Amp Board on a Sound and Speech Board=====&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback.JPG|300px|thumb|left|Gottlieb® MA-483 Piggyback Board]]&lt;br /&gt;
[[File:GTB SS Power Mod.JPG||300px|thumb|right|Gottlieb® Sound and Speech Power Supply with components highlighted. This board is configured to supply 30VDC power]]&lt;br /&gt;
[[File:ModifiedSystem80SoundPS.jpg||300px|thumb|right|Gottlieb® Sound and Speech Power Supply, modified as discussed to supply 18VDC power]]‎&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If using the MA-483 sound amp board on a Sound and Speech board, or if the sounds only System 80A sound board is going to be used, the factory Sound and Speech power supply cannot be used without modification.  The reason is because the original LM379S amp is powered by 30VDC, and the TDA2002 amp on the MA-483 can only withstand 16VDC. If a TDA2002 is powered by 30VDC, it will be destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; a substitute equivalent part, a ULN3701 was sometimes used in lieu of the more standard TDA2002. Also, A TDA2003 is a good substitute for the TDA2002.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The modification is simple, and is accomplished by replacing two components on the sound board power supply, R1 and CR1. R1 is 430 ohm 1/2 watt resistor. CR1 is a 1N4751A 30V 1 watt zener diode. R1 should be replaced with a 1.5Kohm 1/2 watt resistor and CR1 should be replaced with 1N4746A 18V, 1 watt zener diode.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Replacing the Obsolete LM379S Amplifier with a Modern Amplifier=====&lt;br /&gt;
&#039;&#039;This information originally published by J. &amp;quot;kirb&amp;quot; Kirby. Additional pictures and some editing provided by Chris Hibler. Used with permission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Gottlieb System 80 Audio Amp Replacment...why?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Gtb sys80&amp;amp;a s&amp;amp;s.JPG|300px|thumb|left|Gottlieb® System 80 Sound &amp;amp; Speech Board as used on Mars, God of War, Black Hole, Haunted House, Volcano, and some video games]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Gottlieb® Sound and Speech board uses an LM379 or LM379s audio amp in the final amplification section. This amp became hard to find around 1983. Gottlieb® provided an alternative for this amp (see prior section) and discontinued using the Speech and Sound board further.&lt;br /&gt;
&lt;br /&gt;
Their solution was to buy a piggyback board from Gottlieb® that used an LM2002 or a TDA2002 amp. But the LM2002 or TDA2002 amps require 16VDC to operate (instead of the 30VDC used by the LM379). This necessitated a change to the sound board power supply. There were many components to replace or remove, not to mention that you would have to make the piggyback board yourself.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOLUTION? Find a newer amp that required fewer components. A replacment amp can be put together using only the following parts which can be easily sourced. &lt;br /&gt;
&lt;br /&gt;
*LM1875T Audio Amp&lt;br /&gt;
*14 pin DIP socket&lt;br /&gt;
*Heat sink&lt;br /&gt;
*Heat sink compound&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve sourced these parts, a replacement amp is easy to construct and only requires removal of the old LM379 amp and addition of one jumper (to provide 12VDC, covered later).&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start with the basics. System 80 games used 4 different sound boards. This amp replacement applies only to the Sound and Speech board used in Mars: God of War, Black Hole (domestic version), Haunted House, Volcano, Devil&#039;s Dare, Caveman, Rocky, Q*bert&#039;s Quest, Super Orbit, Royal Flush Deluxe (early production), Amazon Hunt (early production), and video games like Q*bert.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;LM379 Audio Amp Testing&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
First of all, is your amp really bad? Basic tests to identify a failed amp...&lt;br /&gt;
&lt;br /&gt;
*With the game on, turn the volume pot up as high as it will go. Do you hear a hum? This is normal and is an indicator that your amp is working.&lt;br /&gt;
*Check the voltages at the sound board. 30VDC is required to power the amp. Verify that this is working correctly or your amp won&#039;t work at all.&lt;br /&gt;
*Make sure the speakers are connected and working right. You can test speakers using a &amp;quot;D&amp;quot; size battery. Briefly connect the battery across the speaker and you should see the speaker&#039;s cone push out. Do this for only a second or two...speakers don&#039;t like DC voltages.&lt;br /&gt;
*Make sure the volume adjustment pot is connected correctly and working properly. A dirty pot will make sounds junky, but they usually don&#039;t completely fail. You can &amp;quot;twizzle&amp;quot; the pot to remove oxidation that may have formed on the internal conductors.&lt;br /&gt;
*Headphones can be used to see if the sounds are getting to the amp. Connect one of the headphone conductors (the one closest to the headphone &amp;quot;handle&amp;quot;) to ground. Connect one of the other two headphone conductors (assuming stereo headphones) to the center leg of R15 or R16. You should be able to hear sounds that the board is making through the headphones. Your amp is probably bad if you can hear sounds at R15 or R16, but not through the speakers, assuming you&#039;ve tested the speaker to be good and you have 30VDC power at the sound board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;LM379 Audio Amp Replacement Procedure&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mark the &amp;quot;top&amp;quot; of the heat sink so you can later determine orientation of the original amp should this be necessary. Pin 1 of the amp can&#039;t be identifed without removing the two screws that secure the finned heat sink to the chips integrated heat sink. &lt;br /&gt;
&lt;br /&gt;
Remove the LM379 amp and heat sink assembly from the board. Desolder all 14 pins and pull the amp off the board. The LM379 heat sink may be soldered to the board so you&#039;ll need to remove that solder too. Be forewarned, the solder pads are delicate and easily damaged. &amp;lt;b&amp;gt;Note how the LM379 is upside-down in relation to other chips on the board.&amp;lt;/b&amp;gt; This will be important later.&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;b&amp;gt;Building the New Amp Assembly&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Solder the new amp to the 14 pin DIP. Use the diagram below as a guide. The pinouts are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Amp Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Socket Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Purpose&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 1 || &amp;amp;nbsp;pin 9 || &amp;amp;nbsp;+ amp input&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 2 || &amp;amp;nbsp;pin 8 || &amp;amp;nbsp;- amp input&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 3 || &amp;amp;nbsp;pin 4 || &amp;amp;nbsp;Ground&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 4 || &amp;amp;nbsp;pin 10 || &amp;amp;nbsp;Audio out&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 5 || &amp;amp;nbsp;pin 1 || &amp;amp;nbsp;Vcc (+30VDC)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It will take some fancy bending to connect all of the amp legs in a way that they do not touch one another, but it can be done. It is important that the amp stands straight up and that the pins don&#039;t touch each other. See the diagram below for  better info. Don&#039;t worry about the 12VDC connection right now. We&#039;ll connect that later.&lt;br /&gt;
&lt;br /&gt;
[[File:LM379ReplacementNewAmpPinout.jpg‎|600px|center|Pinout schematic to attach the LM1875 amp to a 14 pin DIP socket]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px perrow=2 caption=&amp;quot;One Tech&#039;s Implementation (Heat Sink Added Later)&amp;quot;&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpFrontSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpRearSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Rear side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attaching the heat sink&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First, yes, you need a heat sink. Audio amps run hot. Without a heat sink, the amps life will be dramatically shortened.&lt;br /&gt;
&lt;br /&gt;
Mount the heat sink to the amp/socket assembly. You may have to modify your heat sink so that it doesn&#039;t contact anything but the LM1875 amp.&lt;br /&gt;
&lt;br /&gt;
Heat sink compound should be spread on any metal to metal surface that is to conduct heat. This will improve the heat sink&#039;s efficiency and is a must on this device to work right. Without the compound, the amp will overheat and shutdown. It may even be damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=270px heights=270px perrow=2 caption=&amp;quot;Kirb&#039;s original completed assembly&amp;quot;&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpSideViewKirb.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Side view.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpFrontSideKirb.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front view.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;b&amp;gt;The Final Steps&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:CompleteAssemblyInSitu.jpg|300px|thumb|left|The completed assembly, mounted to the Sound and Speech Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Solder the new amp assembly directly to the board. Normally you would use a socket, but that will  lead to audio problems. It is better just to solder it into the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACHTUNG!&amp;lt;/b&amp;gt; Remember that pin 1 of the amp solder pads on the board is upside-down relative to every other IC on the board, and you need to install your new amp assembly with pin 1 &amp;quot;down&amp;quot;. Make sure this is done right. There is a 1 screened to the back of the board that should help you orient the assembly. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM379Replacement12VDCSource.jpg|300px|thumb|left|Connecting 12VDC to the amp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Now that the pins are soldered to the board, we have to connect 12VDC to pin 14 of the socket. This is easily found at the positive (+) side of C39. This 12VDC biases the +IN so that it won&#039;t saturate. Your amp will only work for about 30 seconds without this 12VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check all of your work one more time, then test the amp and see what you get. If you&#039;ve followed these steps correctly, your sound should be loud and clear!&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Sound Mapping =====&lt;br /&gt;
The interface between the driver board/MPU and the sound board is a simple bit map of 5 bits. S1, S2, S4, S8 and S16. S32 is available but never used.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of each sound made by &#039;&#039;&#039;Haunted House&#039;&#039;&#039; can be found [https://youtu.be/_SAv4fS-G1w &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Mars, God of War&#039;&#039;&#039;, see: https://www.pinwiki.com/wiki/index.php/Mars,_God_of_War&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Black Hole&#039;&#039;&#039;, see: https://www.pinwiki.com/wiki/index.php/Black_Hole#Sound_Mapping_for_Black_Hole&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A Sound Only Board====&lt;br /&gt;
=====Sound Cutting Out / No Sound=====&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback Back.JPG|300px|thumb|left|Piggyback Amplifier Board w/ Cracked Header Pins]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® had a tendency of using single-sided boards for their &amp;quot;piggy back&amp;quot; / daughter boards, and these boards are susceptible to cracked header pin solder joints.  The MA-483 amplifier board is no different.  If the sound appears to be cutting out or their are no sounds at all, the header joints on the MA-483 may have developed cracks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before suspecting the daughter board header joints, review the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section located in the &amp;quot;General for all games&amp;quot; section. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A / 80B Sound with Piggyback Board====&lt;br /&gt;
[[File:GottliebSystem80ABSoundsOnlyWithPiggyback.jpg ‎|300px|thumb|left|Gottlieb® System 80A / 80B Sound Board MA-490 w/ MA-488 Piggyback Board (Sounds only). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80A / 80B sound board is nearly the same as the first generation System 80 sound only sound board.  It utilizes a 2716 EPROM versus a masked ROM like the System 80 sound board.  This was potentially due to the Harris 7643 masked ROM being obsolete.  The 80A / 80B board does not use a test button.&lt;br /&gt;
&lt;br /&gt;
Like the System 80 sounds only board, this board has 2 obsolete chips on it, the CPU (6503) and the RRIOT (6530).  On the plus side, these boards did not get destroyed nearly as much as the original System 80 sounds only boards (plugging the System 80 sounds only board into a System 1 game would destroy it in a very short time).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-766)====&lt;br /&gt;
[[Image:GTB Sys80B Sound.JPG|300px|thumb|right|Gottlieb® System 80B MA-766 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This sound board has two independent 6502 CPUs.  One exclusively drives a DAC (digital-to-analog converter).  The other drives the speech chip, Orator, (not used for speech on this generation of sound board, but it is used to generate sounds), and two AY-3-8913 sound chips.  Each is pretty much independent, sharing essentially only the sound select lines, the reset signal, and the output section. The gates of one TTL chip are used by both 6502s to communicate between the subsystems via the NMI signal to each 6502 among other functions. The ROMs, CPUs, and accessory chips, are all localized to the particular subsystem other than the inter-processor communication just mentioned.&lt;br /&gt;
&lt;br /&gt;
Note that the LED and test switch are only relevant for the CPU that operates the speech and synthesizer chips, not the chip connected directly to the DAC. With this in mind, it should be possible to troubleshoot this board using a divide-and-conquer approach.  For instance, if the LED isn&#039;t blinking in/off at about a 50% duty cycle, then the subsystem for the 6502 that controls the LED has to have a fault, but the other subsystem may be fine.&lt;br /&gt;
&lt;br /&gt;
Since this sound board is really just a more complex MPU board, or single board computer, the usual diagnostic steps are in order.&lt;br /&gt;
#Verify the ROM images are valid.&lt;br /&gt;
#Ensure that the reset signal begins low and then transitions to high after about 1/2 second.&lt;br /&gt;
#Ensure that the external clock signal is present at pin 37 of both 6502 processors.&lt;br /&gt;
#Ensure that the data lines on the 6502 (pins 33 through 26) are pulsing.&lt;br /&gt;
#Ensure that the address lines on the 6502 (pins 9 through 20, 22 through 25) are pulsing.&lt;br /&gt;
#Ensure that the external clocks are pulsing at pins 3 and 39 of the 6502 processors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-886)====&lt;br /&gt;
[[File:GottliebMA-886.jpg|300px|right|thumb|A repaired MA-886 sound board. Resistors R15, R16, R14, and R13 (top to bottom) are shown with blue Sharpie marks on their left ends, the end to probe when testing the sound channel. The other two components in the rectangle are high frequency ceramic filter capacitors which rarely fail.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-886 is generally the same board as the MA-766 sound board.  The main differences are that the MA-886 uses .156&amp;quot; header pins instead of edge connections, the Orator chip was no longer used, and SW1 was abandoned.&lt;br /&gt;
&lt;br /&gt;
Troubleshooting this board is nearly identical to the steps noted above for the MA-766 board.&lt;br /&gt;
&lt;br /&gt;
One useful aspect of the board is that 4 channels of sound are summed by the LM324 at B1 before final amplification offboard. &lt;br /&gt;
*Channel 1 is the output from the 7528 DAC at E2. An example of the sounds that this channel makes is the &amp;quot;Destroy Alpha One&amp;quot; and other voices used in Robowar. This channel also contributes the &amp;quot;skittering&amp;quot; sound when the ball pass the rollunder on the ramp wireform and the &amp;quot;energy pulse&amp;quot; sound when the ball rolls over any of the top 4 lane rollovers. This signal passes through &#039;&#039;&#039;R16&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 2 is the output from the AY-3-8913 (if present) at H4. This signal passes through &#039;&#039;&#039;R14&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 3 is the output from the AY-3-8913 (if present) at K4. This signal passes through &#039;&#039;&#039;R13&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 4 is the output from the MF-4 at E5. This signal passes through &#039;&#039;&#039;R15&#039;&#039;&#039; before summing.&lt;br /&gt;
&lt;br /&gt;
Placing an oscilloscope probe on the end of these resistors attached to the sound generating circuitry for that channel should show a purposeful signal (versus noise). If not, it&#039;s a good bet that one of the devices in that sound channel has failed.&lt;br /&gt;
&lt;br /&gt;
Several games (Bone Busters, Hoops, Bell Ringer, Silver Slugger, Car Hop, Deadly Weapon, Title Fight, and Vegas to name a few) use the MA-866 sound board paired with the MA-1294 auxiliary sound board. The two boards are connected via a special ribbon cable with dip &amp;quot;pins&amp;quot; on each end. WARNING: remove these connectors ONLY by sliding a flat blade screwdriver under it. Trying to &amp;quot;pull&amp;quot; the connector off with fingers on each side WILL cause the connector to be damaged. This sound board pair makes a two tone sound at power on. The two tones are different notes, like &amp;quot;LA-TI&amp;quot;. The first tone originates from the YM2151 on the MA-1294 auxiliary sound board. The second tone originates from the 7528 DAC. If either tone is missing, or unclear, suspect the associated sound lane.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-886) Jumpers J7 and J8====&lt;br /&gt;
[[File:GottliebMA886JumperComparison.jpg|300px|left|thumb|The left board is from Silver Slugger (a System 3 game) which has both J7 and J8 installed. The right board is from Night Moves which has only J7 installed.]]&lt;br /&gt;
[[File:GottliebMA886SchematicSnippet.jpg|300px|right|thumb|A snippet of the schematic for the two boards showing that without J8 installed, the sound board will not be &amp;quot;interrupted&amp;quot; to indicate a new sound command is to be processed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-886 sound board was used in both System 80B and System 3 games. Two jumpers allow the board to be configured to accept the signal at connector P1, pin 9, as input. J8 IN enables this. J8 OUT defeats this. It&#039;s important to ensure these jumpers are installed appropriately for a particular game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
[[File:Sys80 Flippers.jpg|400px|left|thumb|Typical System 80 Flippers]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® System 80 flipper assemblies are very well engineered, and very little goes wrong with them.  Due to this, they are considered to be the &amp;quot;Sherman Tanks&amp;quot; of flippers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gottlieb® System 80/80A/80B games other than Bone Busters utilize the traditional &amp;quot;fat&amp;quot; flipper bat design (similar to Bally, Chicago Coin, and Stern), which is a carry over from the last flipper design of Gottlieb® System 1 games. The 3&amp;quot; plastic flipper bat is technically called a &amp;quot;flipper island&amp;quot; (Gottlieb® part number A-13150), and uses a 3/8&amp;quot; wide rubber ring versus the more common 1/2&amp;quot; wide rubber all other manufacturers use.  Another anomaly regarding Gottlieb® flippers from this era is that they are the only flipper design that uses an upper and lower flipper bushing system.  Neither bushing protrudes through the playfield.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
System 80/80A/80B flippers (other than Bone Busters) use an A-17875 (standard), A-24161 (stronger), or A-20095 (strongest) dual wound flipper coil.  The general design is a coil with two windings, the &amp;quot;power stroke&amp;quot; (low resistance) and &amp;quot;hold&amp;quot; (high resistance) windings, just like most other flipper coil designs. However, only a single diode is used with this serial winding design versus others which employ a dual diode, parallel winding design.  Here&#039;s how it all works.  When initially engaged via the flipper cabinet button switches, both the power stroke and hold windings receive power, however, the hold winding is bypassed or shorted by the end of stroke (EOS) switch (electricity follows the path of least resistance).  As the flipper actuates and opens the EOS switch, the power is then transferred to both the power and hold windings (the resistance sum of the two windings), creating a very high resistance.  The high resistance allows the coil to remain turned on without creating stress on the low resistance power winding.  Hence, the coil can stay turned on indefinitely in theory.&lt;br /&gt;
&lt;br /&gt;
Gottlieb® System 80/80A/80B flipper systems do not use a flipper relay per se.  Flipper power flows through switch pairs on Q &amp;amp; T relays located under the playfield, along with other non-computer controlled coils like slingshots.&lt;br /&gt;
&lt;br /&gt;
For problems and resolutions for the flippers used in Bone Busters, please see the [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_3#Flipper_Problems Flipper Problems] section in the Gottlieb System 3 repair guide. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers Won&#039;t Work at All====&lt;br /&gt;
Like any flipper issue, it has be determined whether the problem is electrical or mechanical in nature.  Start with obvious first.  Look for broken wires at the flipper coil, EOS switch, and cabinet switch first.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During visual inspection, make certain that the flipper EOS switch is closed (use an ohmmeter to determine this), and the switch pairs on the tilt and game over relays are properly gapped and closed.  Equally, inspect the switch pairs to see if any of the switch blades are broken or missing their contacts.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since high current passes through all of the switches which enable the flipper, any of the switches may be suspect.  It is somewhat common for games which have been sitting dormant for years that the cabinet switch and / or EOS switch become so fouled, the flipper will not budge at all.  The remedy is to file these switches with an ignition file.  See the [http://www.pinwiki.com/wiki/index.php?title=General#How_to_Properly_File_Switch_Contacts How to Properly File Switch Contacts] section.  A flexstone will not work for this job, as the cabinet and EOS switch contacts are very hard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inspect the cabinet switches for broken female spade connectors where the cabinet wiring attaches to the switch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, look at the flipper plunger / link assembly.  The plunger link is a hefty plastic piece which inserted into at hollowed out end of the flipper plunger.  The link is connected to the plunger with a small roll pin.  The link can break or the roll pin can fall out, due to vibration.  If the link is no longer connected to the plunger, the flipper will not move at all.  Refrain from trying to engage the flipper with the cabinet switches.  Continuing to enable the flipper coil will stress the coil, because the EOS switch will not open, transferring power.  The end result is an overheated flipper or damaged flipper coil.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers are Weak, Sluggish, or Erratic====&lt;br /&gt;
&#039;&#039;&#039;Wrong Flipper Coil Installed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb manuals of this era are a little confusing and misleading when documenting the flipper coils used in each game.  The manual usually has a chart in the front half of the manual that lists all the coils that &amp;quot;could be&amp;quot; used in the game.  This chart is the same for every game and lists multiple flipper coils (i.e., A-17875, A-24161, or A-20095), but not necessarily what is installed in that specific game or where it is used.  To determine that, the schematics in the later half of the manual should be used to identify the coils that are supposed to be installed for each of the flippers in that specific game.  It&#039;s somewhat common to see Gottlieb games with the wrong flipper coils installed; likely either because the operator didn&#039;t have the correct coils on-hand, or because the installer misinterpreted the information in the manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System1-80FlipperLinkDamageAnnotated.jpg|thumb|left|300px|A Gottlieb® System 80/80A/80B Flipper Plunger/Link/Crank Parts. Note the &amp;quot;hogged out&amp;quot; part of the link]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn Flipper Link&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The design of the flipper crank and flipper link / plunger is peculiar to Gottlieb® games.  Gottlieb® games from the System 80/80A/80B era use a very meaty flipper link, which does not have a pivot point between it and the connected plunger.  To achieve the necessary fulcrum, the flipper link has an oval opening at the point where the link and flipper crank connect.  The two pieces are simply connected with a roll pin protruding through the two parts.  Over time, the roll pin can sometimes cut into the opening in the link, and the roll pin will catch as the flipper crank pivots.  The result is a weak flipper or a flipper which does not return to the at rest position.  Using a roll pin punch tool, remove the roll pin, and replace the flipper link / plunger assembly.  Pay close attention when installing the roll pin into the new plunger link.  It is very easy to cut into the link with the roll pin, deeming the new link / plunger worthless.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flipper Crank Installed Incorrectly&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Reassembling a flipper bat / shoe incorrectly can result in a weak flipper.  Before tightening the two set screws which hold the flipper shaft in place, make certain that the flipper crank is centered equidistant between the upper and lower flipper bushings.  If placed too close to the upper bushing, it will &amp;quot;sandwich&amp;quot; the upper bushing between the crank and bat.  If placed too close to the lower bushing, the crank will have friction between it and the lower bushing.  The end result is a weak flipper or a flipper which does not return to the at rest position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fouled / Pitted Switch Contacts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fouled switch contacts can reduce current, which in turn reduces power / strength.  Make certain that the EOS switch, cabinet switch, and switch pairs on the game over (Q) and tilt (T) relays are all clean and not pitted. Filing the contacts with an ignition file will remedy the problem, provided that the contacts are not heavily pitted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bad Connection to Cabinet Switch&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem related to the cabinet switches is the female spade connector used to connect the cabinet wiring to the switch.  These spade connectors can sometimes become sloppy or break.  In most cases, the break is not evident, until the connector is removed and reinstalled on the cabinet switch tab.  The spade connector can be removed and a new one crimped on, or the better solution is to solder the cabinet switch wires to the tabs on the cabinet switch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn Flipper Plunger&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A mushroomed flipper plunger can create excessive drag within the coil sleeve.  When replacing the plunger / link, replace the coil sleeve and coil stop too.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Coil Stop&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The coil stop &amp;quot;slug&amp;quot; is pressed into the coil stop bracket.  It is somewhat common for the slug to become detached from the coil stop bracket.  The coil stop slug will then be &amp;quot;free floating&amp;quot; within the coil sleeve.  This can create some interesting problems, but the most noticeable are reduction in flipper power, decrease in flipper stroke or both.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incorrect Flipper Rubber Installed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® used 3/8&amp;quot; wide rubber on flippers.  It fits perfectly into the groove on the plastic flipper bat.  Everybody else used 1/2&amp;quot; wide rubber, and that tended to get installed on the Gottlieb® games, too.  When a 1/2&amp;quot; wide ring is used, it almost fits, but because of the groove, it will present a funny angle to the ball instead of a flat plane.  The results are either air balls, or the flipper will smack the ball downward into the playfield.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cracked / Broken Plastic Bat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes the flipper bat cracks.  Replacements are available.  The screw that holds the plastic flipper bat on the metal shoe is located on the underside of the flipper.  Loosen the two set screws on the flipper crank, and the shoe and bat will come free.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Hold Winding&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Erratic flipper function is defined as a flipper which will not remain in the up (hold) position when activated.  The flipper will move rapidly up and down as if it is &amp;quot;machine gunning&amp;quot;.  This is typically the result from a break in the hold winding right at the flipper coil lug.  One resolution is to locate the broken coil winding (this will be the thinner of the two windings), and unwind one turn from the coil.  This can be accomplished if the side of the winding is not connected to the common lug of the flipper coil.  Note that the power winding cannot be unwound if it breaks.  This is because the power winding is wound on the coil bobbin first, and is located beneath the hold winding.  Once one turn of the hold winding is unwound from the coil, the excess length must be shortened.  After the correct length is determined, the portion of the winding which will be soldered to the coil lug must have its insulation stripped off.  The red or green hue on the coil winding is actually a thin insulation, which is used to keep the winding from shorting to adjacent windings.  Gently scrape the coating off the winding by using an exacto or utility knife, exposing the copper wire of the winding.  Then wrap the uninsulated winding around the coil lug, and solder it.  If a single winding cannot be removed from the existing coil, complete coil replacement is the solution.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers Will not Return to at Rest Position====&lt;br /&gt;
The EOS switch assembly is actuated by the pointed part of the flipper crank assembly.  This is a metal-on-metal contact point.  Due to the design of the flipper crank, it will eventually wear a hole in the EOS actuating blade.  The fix is to replace the EOS switch assembly.  About halfway through the System 80B games (around TX-Sector or so), the EOS switch was slightly relocated, and a modified flipper crank actuates the switch with a roller.  An MA-988 or MA-989 kit can be purchased to perform this upgrade on any System 80/80A/80B game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, the flipper link can become cut by the roll pin which secures it to the flipper crank.  This can also cause the flipper to not return to the rest position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also mentioned in the previous section, the flipper coil stop slug can detach from the coil stop bracket, causing the flipper not to return completely.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the flipper return spring has become stretched or is no longer connected to the flipper crank or coil stop anymore, the flipper will not return properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pop bumper problems===&lt;br /&gt;
[[File:Gtb pbdb new.JPG|thumb|300px|left|Corrected/Modified Gottlieb® System 80/80A/80B Pop Bumper Driver Board]]&lt;br /&gt;
[[File:PBDBDiagram.jpg|thumb|300px|right|Gottlieb® System 80/80A/80B Pop Bumper Driver Board Parts Locator. Click this link for an interactive parts locator: &amp;lt;br&amp;gt;https://www.pinballschematics.com/pop-bumper-board-a8/]]&lt;br /&gt;
The pop bumpers on all System 80 / 80A / 80B games are controlled by an under playfield mounted board known as the pop bumper driver board (PBDB). Remote pop bumper driver boards are unique to Gottlieb® System 80 games. No other manufacturer made this design decision. The reason Gottlieb® did this is probably to supplement the number of coil drive circuits as well as to solve the common problem of pop bumpers locking on with subsequent damage to the games components.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each pop bumper has its own board.  Each board provides a consistent, strong pop regardless of how long the spoon switch is activated, and ensures (when working properly) only a single pop per actuation of the spoon switch. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These boards are single-sided construction, where the traces are located only the solder side of the board.  Due to this construction, the solder connections crack easily.  Reflowing the solder of the header pins on any suspect boards is recommended to ensure a good mechanical and electrical connection.  The components should be inspected as well, because they can also have cracked solder connections that will need to be touched up.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the pop bumper fires but does not score, examine the secondary switch on each pop bumper to see if it needs cleaning or adjustment.  This switch is part of the switch matrix, and can be tested by manually pulling the pop bumper rod and ring down to activate it.&lt;br /&gt;
&lt;br /&gt;
====Pop Bumper Driver Board Power and Ground Source====&lt;br /&gt;
[[image:PBDBPowerGroundConnection.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
As can be seen in the schematic snippet above, Pop Bumper Driver Boards receive 5V power and a connection to ground via MPU connector A1J6, pins 18 and 9 respectively. A poor connection at these pins will render the pop bumper driver board, and hence the associated pop bumper, inoperative.&lt;br /&gt;
&lt;br /&gt;
Testing to see if the PBDB is receiving 5VDC and ground can be accomplished by measuring between pin 7 (ground) and pin 14 (5VDC) on either of the integrated circuits on the board. &lt;br /&gt;
&lt;br /&gt;
Lack of 5VDC power (or ground) may also be caused by fractured solder joints on the PBDB header.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Pin 2 of each pop bumper driver board connector is the path to ground for solenoid power. This ground is connected to the transformer chassis via one of the many equally dicey methods Gottlieb used. See: [[Gottlieb_System_80#Recommended_Ground_Improvements_for_System_80B|Recommended Ground Improvements for System 80B Games]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Updating the Pop Bumper Driver Board====&lt;br /&gt;
Gottlieb® issued a service bulletin to correct a design error with the PBDB. A great many of these boards were delivered in games prior to correcting the design at the factory. Examine the PBDBs to ensure that they have been updated. See the pictures below, noting the differences. &#039;&#039;&#039;A dead giveaway would be the lack of a jumper to replace CR1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=150px perrow=2 caption=&amp;quot;System 80/80A/80B PBDB Before/After Modification&amp;quot;&amp;gt;&lt;br /&gt;
File:Gottlieb-UnModifiedPBDB.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Unmodifed PBDB&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gottlieb-ModifiedPBDB.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Modifed PBDB&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gottlieb-ModifiedPBDBPartsExplanation.jpg|thumb|300px|right|Gottlieb® System 80/80A/80B PBDB Update]]&lt;br /&gt;
Should your PBDB require update, follow this procedure:&lt;br /&gt;
&lt;br /&gt;
*Acquire the following parts&amp;lt;br&amp;gt;&lt;br /&gt;
**Cut to length .156 Molex male header pins with locking ramp (you&#039;ll need a 6 pin length)&amp;lt;br&amp;gt;&lt;br /&gt;
**47uf/10V electrolytic capacitor (C4)&amp;lt;br&amp;gt;&lt;br /&gt;
**4.7uf/10V capacitor (C3, tantalum or electrolytic, may be axial or radial)&amp;lt;br&amp;gt;&lt;br /&gt;
**Jumper material (use the remaining leg cut from C4 when you install it)&amp;lt;br&amp;gt;&lt;br /&gt;
*Remove CR1, C3, and C4&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the Molex connector or reflow the solder on each header pin&amp;lt;br&amp;gt;&lt;br /&gt;
*Install C4 (47uf/10V) with the negative side facing the male header pins&amp;lt;br&amp;gt;&lt;br /&gt;
*Use the remaining part of the capacitor leg from C4 as a jumper to replace CR1. Any jumper wire will work...the cap leg is convenient, available, and looks professional when installed nice and straight.&amp;lt;br&amp;gt;&lt;br /&gt;
*Install C3 (4.7uf/10V), reversing the original polarity so that the positive side faces the jumper just installed and the negative side faces the nearest board edge. Note that C3 may be axial (leads from both ends along the components &amp;quot;axis&amp;quot;) or radial (leads on one end of the component). The board is designed to accept either style.&amp;lt;br&amp;gt;&lt;br /&gt;
*Ensure that the large can transistor (2N6057, 2N6059, PMD10K40 or PMD10K60) solder joints are solid and that the bolted end is making good contact with the PCB trace.&amp;lt;br&amp;gt;&lt;br /&gt;
*Test the large can transistor...&amp;lt;br&amp;gt;&lt;br /&gt;
**DMM set to &amp;quot;diode test&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
**Black lead on the nut that secures the transistor&amp;lt;br&amp;gt;&lt;br /&gt;
**Red lead on each leg of the transistor&amp;lt;br&amp;gt;&lt;br /&gt;
**A measurement between .5 and .7 should be seen. Readings significantly outside of these ranges indicate a failed transistor which should be replaced.&amp;lt;br&amp;gt;&lt;br /&gt;
*Examine the remaining solder joints on the board to ensure good solid joints and no lifted traces. Note that the trace between the jumper that replaces CR1 and R2 is particularly susceptible to damage and if broken, will cause the associated pop bumper to lock on.&lt;br /&gt;
*Reinstall the PBDB and test.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an update for the PBDB that gives the board a bit more &amp;quot;pop&amp;quot;. Simply replace R1 (1.5Kohms) with a 10Kohm 1/4W resistor and replace C1 (0.01mfd) with a 1 mfd 100 volt (non polarized) capacitor.&lt;br /&gt;
&lt;br /&gt;
Also, to avoid random, uncommanded pops caused by &amp;quot;noise&amp;quot; on the switch line, you can add an electrolytic capacitor to the solder side of the board. Use a 4.7 mfd 16 volt radial capacitor (both leads on one end). Solder the negative lead of the capacitor to pin 4. Solder the positive lead of the capacitor to pin 5.&lt;br /&gt;
&lt;br /&gt;
=====Replacing the 2N6057 with a TIP-102=====&lt;br /&gt;
&lt;br /&gt;
[[File:popdrivertip102.jpg|300px|thumb|left|A TIP-102 installed on a Pop Bumper Driver Board (PBDB)]]&lt;br /&gt;
[[File:PBDTIP102.JPG|300px|thumb|right|Closer view of a TIP-102 installed on a PBDB]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 2N6057 used on Gottlieb games is obsolete, so it is hard-to-find and expensive.  A cheap and effective substitute for the 2N6057 as used on the PBDB is a TIP102 transistor.  It&#039;s not the most elegant &amp;quot;hack&amp;quot;, but it works well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====using Pop Bumper Driver Board for a Kicker solenoid====&lt;br /&gt;
With some games, Gottlieb® used pop bumper boards to control kicker solenoids (for example Victory, uses a PBDB for the top kicker). However, on these boards the pulse time for the solenoid is different! Standard pop bumper boards have a pulse time of 40 milliseconds, while the boards for controlling a kicker have a pulse time around 110 milliseconds.&lt;br /&gt;
&lt;br /&gt;
The pulse timing is controlled by the components at R2 &amp;amp; C3. The standard pop bumper board uses 12KOhm resistor at R2 and a 4.7uF capacitor at C3. On the pop bumper boards intended for the kickers, R2 has a 33KOhm resistor. &lt;br /&gt;
&lt;br /&gt;
pulse time (t) = 0.7 x R x C&lt;br /&gt;
&lt;br /&gt;
So if the kicker is too weak, check the R2 resistor&#039;s value on the kicker&#039;s pop bumper board.&lt;br /&gt;
&lt;br /&gt;
===Drop Target Problems===&lt;br /&gt;
&lt;br /&gt;
====Early System 80 / 80A Drop Target Removal====&lt;br /&gt;
For now, please review the drop target removal guide available at [http://www.papinball.com/tips/gottlieb_drop_target_guide2.html PAPinball.com].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later System 80B Drop Target Removal==== &lt;br /&gt;
This is a stub&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vari-Target Problems===&lt;br /&gt;
The single largest problem with vari-targets is adjusting the spring tension, which returns the vari-target to the at rest position.  The spring can be adjusted by hooking it to one of two screws which hold the spring in place.  In most cases, there is only one screw, but two screw holes are placed 180 degreees from one another within the vari-target frame.  Spring adjustment should be made so that the vari-target barely returns to the home position, when the playfield is upright (resting against the backbox).  Once the playfield is placed in its proper position, gravity will help with the extra &amp;quot;bump&amp;quot; that the vari-target needs to return home.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, the switch leaves of the vari-target, which &amp;quot;ride&amp;quot; along the rivet board need enough tension to make good solid contact with the rivets. Since it&#039;s impossible to bend the switch leaves closer to the rivet board with the rivet board in place, removal of the vari-target rivet board must be done to make this adjustment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vari-targets seldom require adjustment as they were correctly adjusted at the factory. It is possible to move parts of the mechanism so that the switch no longer comes to rest on a rivet when the vari-target &amp;quot;gear&amp;quot; is stopped by the reset relay armature.&lt;br /&gt;
&lt;br /&gt;
Vari-targets are a rare example of where lubrication helps the operation of the mechanism. A thin film of lithium grease on the rivets helps the switch blade &amp;quot;wipe&amp;quot; cleanly across them. Like [http://en.wikipedia.org/wiki/Brylcreem Brylcreem], &amp;quot;a little dab&#039;ll do ya&amp;quot;. Note: That&#039;s humor son...Brylcreem is not a suitable lubricant...for pinball machines. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Roto Target Problems===&lt;br /&gt;
By the time System 80 games first came out, the roto target was a dying assembly.  The believed reason is due to the amount of playfield &amp;quot;real estate&amp;quot; in which it used underneath a playfield.  Circus is the only System 80 game which used the roto target.	 	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===Cabinet===&lt;br /&gt;
* Power cable strain relief bushing, 80A games: Heyco 7k-2&lt;br /&gt;
&lt;br /&gt;
==Game Specific Problems and Fixes==&lt;br /&gt;
&lt;br /&gt;
Black Hole issues have been moved to the dedicated [http://www.pinwiki.com/wiki/index.php?title=Black_Hole Black Hole] page.&lt;br /&gt;
&lt;br /&gt;
===Alien Star Game Start Failure===&lt;br /&gt;
Alien Star has a major fault when running the original 689 code.  For the game to properly start, one ball must be in the trough and one ball in the outhole.  If both balls are located in the trough, only the single trough switch will be closed, and not the outhole switch.  When only the trough switch is closed, the game *thinks* that only one ball is installed, (2 balls total are needed), and will do absolutely nothing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has not been verified, but running 689A code may resolve this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Haunted House - Upkicker Plastic Tube Mounting Bracket===&lt;br /&gt;
&lt;br /&gt;
[[File:Cornell_VR4_cap_bracket.jpg|300px|thumb|left|Mounting bracket for the plastic tube.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The metal mounting bracket that secures the longer plastic upkicker tube to the main playfield breaks its tabs (ears) off allowing the tube to flop around loose. This bracket is actually an electrolytic capacitor mounting bracket for computer grade capacitors. If broken, Mouser Electronics sells this item as part number [http://www.mouser.com/ProductDetail/Cornell-Dubilier/VR4/?qs=0r35cIPu56HWvTGFwxXK2g%3d%3d 539-VR4]. The OEM part is a VR4, which is manufactured by Cornell-Dublier (Mallory).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spring Break - Shooter Lane Switch Required to work or ball will drain and game will &amp;quot;brick&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
[[File:SpringBreakBallLaunchGateCropped.jpg ‎|300px|thumb|left|Ball gate at exit to Spring Break shooter lane. The spring actuates a switch below the playfield. &amp;lt;i&amp;gt;Image courtesy of Russell McIntyre&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spring Break is configured to start a multiball at the start of every ball. The game uses a &amp;quot;shooter lane exit&amp;quot; switch or any scoring switch, to know that a ball has been put into play, enabling subsequent balls to launch. If this switch is malfunctioning, and a ball is launched that scores no points before draining, the game will be &amp;quot;bricked&amp;quot; requiring a power cycle. The key is scoring points and the shooter lane exit switch scores 300 points. This seems like a &amp;quot;hack&amp;quot; created by Gottlieb once this &amp;quot;feature&amp;quot; was discovered.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Devil&#039;s Dare - All Displays out except status display===&lt;br /&gt;
[[File:DD Resistor Before.jpg|thumb|left|300px|Burnt 200 Ohm resistor on +60VDC display power line]]&lt;br /&gt;
[[File:DD Resistor After.jpg|thumb|right|300px|Replacement 200 Ohm 2 watt resistor on +60VDC display power line]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the game in question is a Devil&#039;s Dare, and all of the displays are out except for the status display, and the +60VDC is present at the power supply, but not at the displays, the following may apply.  Some Devil&#039;s Dare games, (it is unknown exactly which ones at this point), have a 200 ohm resistor installed in series with the +60VDC power line for the displays.  The resistor is located on the lamp insert board, just behind the lower right 6 digit display.  The resistor is soldered to two solder eyelets, so replacement is relatively easy.  It is unknown what the purpose of this resistor is, but it is fairly common for the resistor to overheat and potentially fail.  The recommended replacement for this is a 200 ohm 2 watt resistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no information regarding the value or placement of this resistor in the Devil&#039;s Dare manual / schematics.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Volcano Kick Back Ends Prematurely ===&lt;br /&gt;
[[File:VolcanoKickBack.jpg|300px|thumb|left|The Volcano kickback mechanism.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The kickback mechanism in Volcano, once enabled by a playfield feature, remains available until the player uses the feature by pressing the green cabinet button in front of the flipper switch. The game knows that the feature has been used by sensing the switch at the rear of the mechanism. As the plunger pulls in, the normally closed switch is opened by the ring on the rear of the plunger. If this normally closed switch isn&#039;t &amp;quot;making&amp;quot; solidly, the game will think that the plunger has pulled in. The kickback feature will be considered used and hence disabled.&lt;br /&gt;
&lt;br /&gt;
The behavior looks like the feature has timed out prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Games with Playfield Windows: Black Hole, Haunted House, Genesis, Monte Carlo, etc. ===&lt;br /&gt;
Playfield windows use foam washers that provide &amp;quot;counter force&amp;quot; to help keep the window flush with the playfield. If the window isn&#039;t flush with the playfield, the &amp;quot;lip&amp;quot; of the sunken window in its mount will cause airballs and/or the edge of the playfield will wear excessively.&lt;br /&gt;
&lt;br /&gt;
After a couple decades, springy foam washers turn into hard, crumbly foam washers. Weatherstripping (&amp;quot;beer seal&amp;quot;), cut really small, works in a pinch, but the Pinball Resource stocks the proper foam washers (GTB # 21219). Strips of tool box drawer liner work as well, but there is only one chance to crank them down before they compress.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Repair Logs==&lt;br /&gt;
Did you do a repair? Log it here as a possible solution for others.&lt;br /&gt;
====Volcano and Devil&#039;s Dare Left Outlane KickBack Not Working====&lt;br /&gt;
[[File:GottliebBallSaveKickBack2.jpg ‎|300px|thumb|left|With the plunger not pulled in, the normally closed switch &amp;quot;makes&amp;quot;. &amp;lt;i&amp;gt;Image courtesy of PinSider NeedaVirus&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GottliebBallSaveKickBack1.jpg ‎|300px|thumb|right|With the plunger pulled in, the normally closed switch is opened. &amp;lt;i&amp;gt;Image courtesy of PinSider NeedaVirus&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The &amp;quot;kickback ball save&amp;quot; implementation on games like Volcano and Devil&#039;s Dare is enabled via game play achievement(s) but is not &amp;quot;automatically&amp;quot; driven. The player must use a dedicated button adjacent to the cabinet flipper button to fire the plunger at just the right time. Once the plunger is fired, the feature is considered &amp;quot;used&amp;quot; and disabled until the same game play achievement(s) have been accomplished again.&lt;br /&gt;
&lt;br /&gt;
A particular issue with the mechanism is &amp;quot;premature cancellation&amp;quot; of the feature. The feature is enabled via game play, but then immediately disabled. This is caused by the normally closed switch under the apron being maladjusted and not &amp;quot;making&amp;quot;. A simple adjustment of this switch, to ensure it is normally closed, but opens when the plunger is pulled in, will correct the issue. &lt;br /&gt;
&lt;br /&gt;
These pictures...are better than 1,000 more words.&lt;br /&gt;
[[File:BallSaverSchematic.png ‎|600px|thumb|center|The applicable schematic snippet showing the &amp;quot;Ball Saver Switch&amp;quot; and the ball saver relay, a crude but effective implementation. &amp;lt;i&amp;gt;Image property of Gottlieb LLC&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Game Displays 000000 On Power Up and It&#039;s Not The Slam Switch ====&lt;br /&gt;
If you power the game on and all of the displays immediately display all zeros without strobing the problem is usually with the slam switch. However, if the slam switch modification has been done or the slam switch is working properly there is a problem with the switch matrix.&lt;br /&gt;
&lt;br /&gt;
I had this problem on my Haunted House machine. I finally found that chip Z15 (7432) was bad.&lt;br /&gt;
&lt;br /&gt;
I was fixing a kicker solenoid on the playfield, the playfield was still in the machine and fully in the upright position. While I was soldering the wire to the new solenoid I did not adequately protect the components below from a solder drip. Well, I did have a solder drip that landed right on a pop bumper driver board connector and shorted the connector. The short caused more than just this problem but for this narrative we will restrict to the slam/switch matrix problem.&lt;br /&gt;
&lt;br /&gt;
Reading in other materials I recognized the problem as the slam switch issue. I used a logic probe to test other components and found the CPU board working, mostly as it should except for acting like the machine was slam tilted. There was little written about the problem outside of the slam switch. I decided to check the matrix by doing a diode check on all of the diodes in the switch matrix. When I did this, I found that many of the diodes were testing bad. These were being tested with the board removed from the machine.&lt;br /&gt;
&lt;br /&gt;
Having replacement diodes in my parts drawer I decided that these must have gone bad during the short. I began unsoldering a few of the diodes. Once disconnected from the circuit board I remeasured the removed diodes and found the correct values on my meter, they were not bad. I then noticed that the bad diodes were all in the same row on the switch matrix. They all traced back to the Z15 chip. I replaced the Z15 7432 and the problem was resolved.&lt;br /&gt;
&lt;br /&gt;
====Game Displays a single 0 or 1 on Displays====&lt;br /&gt;
If an 80A game does not boot and displays just a single zero, just a single 1, or alternates between a single zero and single 1, this may indicate one or more bad IC(s) on the MPU:&lt;br /&gt;
* CPU&lt;br /&gt;
* Z7&lt;br /&gt;
* Z8&lt;br /&gt;
&lt;br /&gt;
The CPU itself may still output data that can be picked up with a logic probe, but still might be bad.&lt;br /&gt;
&lt;br /&gt;
[[File:Gottlieb-sys80a-bad-cpu-display-symptom.gif|thumb|300px|left|Animation of symptom of alternating 0 and 1]]&lt;br /&gt;
[[File:Gottlieb-sys80a-bad-cpu-display-symptom-zeros.jpg|thumb|300px|left|Symptom of the displays showing a single zero]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Testing the Q relay ====&lt;br /&gt;
Had a problem with my Black Hole - Q relay didn&#039;t activate. Played a bit with wires, did ground mods, .. &lt;br /&gt;
After a while I noticed it did work but didn&#039;t stay enabled - at the start of a game it closed, 1 coil (ball drain) kicked and the Q relay deactivated again. Noticed this with the playfield in up position, no pinballs installed.&lt;br /&gt;
Finally tested with playfield down - and pinballs installed - suddenly the behaviour was different: ball drain coil kicked and then the next coil also that put a coil in the shooter lane. Seems the Q relay did work all this time, but will only stay enabled when pinballs are installed in the game ?!&lt;br /&gt;
&lt;br /&gt;
==== Results of a locked on coil ====&lt;br /&gt;
[[File:BurntCoil1.jpg|300px|thumb|left|Melted coil sleeve.]]&lt;br /&gt;
[[File:BurntCoil2.jpg|300px|thumb|right|Burned coil wrapper.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a coil locks on (due for example to a bad driver board transistor), the coil will burn. Here is a coil which had locked on. Note the burn marks on the paper wrapping and the melted coil sleeve, which prevented the coil plunger from moving through the coil. The resistance of this coil was 0.9 ohms (the specified resistance for this particular coil should be 3.35 ohms), also indicating it&#039;s bad due to an internal short (adjacent windings shorted together due to overheating the coil wire insulation).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Black Hole top rollover switches ====&lt;br /&gt;
When Black Hole serves a ball, it must go through the top rollovers before hitting any other switch.  The playfield design ensures this.  But if it doesn&#039;t (I had the glass off and started testing some other feature), things get very weird: suddenly, I seemed to be in a 3-ball, 4-player game with some of the score displays blank.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t usually a problem in practice but it is worth making sure that the three top rollovers have clean switches.&lt;br /&gt;
&lt;br /&gt;
==== Replacing the 80B 5V pot ====&lt;br /&gt;
I got a Monte Carlo and replaced the 5V adjustment pot on the regulator.  It was working fine.  After the old one had been chopped off, I discovered it was the same as the new one.  It had already been replaced!  A bunch of rework on the regulator, and ground mods on the transformer frame, should have been my clue.&lt;br /&gt;
&lt;br /&gt;
==== 80B sound doesn&#039;t work ====&lt;br /&gt;
I got a Spring Break and the sound didn&#039;t work.  The LED didn&#039;t light in any predictable way, and the game put out a lot of white noise.  At one point I thought I heard some sounds underneath.&lt;br /&gt;
&lt;br /&gt;
Fortunately, I had a Monte Carlo sitting next to it where the sound did work.  I spent some time trying to understand the problem, and finally just swapped all the socketed chips (three EPROMs and the &amp;quot;Orator&amp;quot; speech synthesizer).  The problem followed the EPROMs, not the board.  Ultimately I replaced all three ROMs, although it seems likely that only one was likely bad.&lt;br /&gt;
&lt;br /&gt;
Note that the sound board has two separate CPUs, and only one controls the LED, so it is likely one of the two EPROMs associated with that CPU that is actually bad.&lt;br /&gt;
&lt;br /&gt;
==== Two flash lamp problems ====&lt;br /&gt;
Monte Carlo has four pairs of flashers controlled by &amp;quot;lamp&amp;quot; drive transistors, stepped up by under-playfield transistors.  On my game, I had two unrelated problems with different flash banks.  &lt;br /&gt;
&lt;br /&gt;
The two sockets by the roulette wheel were missing their lamps, and the under playfield was a little burned near where the lamps had been.  Apparently they were locked on, and someone had pulled the bulbs rather than fix the problem.  I replaced Q17, which was out of spec according to the measurements on this page.  I didn&#039;t replace the under-playfield MJ2955 because it seemed to measure correctly.  One down, one to go.&lt;br /&gt;
&lt;br /&gt;
The other flasher, the two on the left side, just didn&#039;t work.  Lamp bulbs were fine, and all transistors seemed OK by the tests given above.  I checked for continuity in the wiring and even tried grounding the transistor side of the circuit, but no lamps lit.  Finally, I pulled the plastic off to take the bulb out (to measure at the socket) and I found that the two lugs of the socket were bent and touching!  So the lamp was a short, but because of the resistor, not short enough to blow the fuse or fry the transistor.  A little bending back seems to have fixed it. -- [[User:Ts4z|ts4z]] ([[User talk:Ts4z|talk]]) 16:29, 7 February 2014 (CST)&lt;br /&gt;
&lt;br /&gt;
==== 80B Display has garbage on one display glass ====&lt;br /&gt;
Chicago Cubs had garbage/nonsensical characters on just the lower score display. I found chip U2 (type 10939) which controls the lower display to be bad. Replacing the chip cured the problem. I also installed a 40 pin IC socket for the replacement chip. If by chance you encounter the same symptom except that it is on the upper display, then chip U1 (type 10939) is bad. U1 controls the upper score display.&lt;br /&gt;
&lt;br /&gt;
====Rebuilt 80/80A Power supply, solenoid fuse blows on power up====&lt;br /&gt;
If a System 80/80A power supply has been rebuilt and the solenoid fuse blows as soon as the game is turned on, take a look at the power supply capacitor at C1. It might have been installed in the wrong direction. Make sure the (-)side on the capacitor matches the (-) side notated on the PCB.&lt;br /&gt;
&lt;br /&gt;
==== Haunted House ten thousand digit out on several displays ====&lt;br /&gt;
Encountered the ten thousand digits missing on three displays: player 1, player 3, and bonus display. Tried several known good cpu boards and problem remained. Tried swapping displays and problem remained. I traced the problem to the wiring harness on the main playfield. At the playfield mounted transistor Q2, the transistor mounting bracket had cut into the wiring harness. I repaired the harness with electrical tape and routed the harness farther away from that bracket with a couple of wire ties. Problem fixed and all displays are now working correctly.&lt;br /&gt;
&lt;br /&gt;
==== Multiple Pop Bumpers dead (maybe) ====&lt;br /&gt;
&lt;br /&gt;
I have a Counterforce, an early 80 game with two pop bumpers. I shopped it and took it to a show. It got put back in my garage and left idle for over a year. I went to play it, and the lower pop bumper didn&#039;t work. I looked into it, and after some poking around, including pulling a connector off of a PBDB. Now, neither pop bumper worked. I checked fuses and voltages but they looked OK. After I got over my frustration at making the problem worse, I realized it was likely something related to having moved the game. I checked both PBDBs and both had cracked header pins. Both boards had the same problem independently. Fixing both boards fixed the pop bumpers.  [[User:Ts4z|ts4z]] ([[User talk:Ts4z|talk]]) 02:49, 18 October 2022 (CDT)&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80&amp;diff=26076</id>
		<title>Gottlieb System 80</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80&amp;diff=26076"/>
		<updated>2026-10-13T22:34:42Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* System 80B Auxiliary Sound Board */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Gottlieb_Repair_Guides | Gottlieb® solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 1st gen boardset.jpg‎|300px|thumb|left|Gottlieb® System 80 Board Set - 1st Generation ]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
			&lt;br /&gt;
Gottlieb&#039;s® second generation of solid state pinballs is System 80.  Capabilities were increased in terms of controllable lamps, solenoids, gameplay, and sound.  No longer tied to an EM-esque platform, Gottlieb® started to introduce games with more unconventional asymmetric playfields.  System 80 marked a foray into double and triple level playfields, speech, and multiball. Unfortunately, it also represented a lateral step in reliability, with battery corrosion, connectors, and bad grounding plaguing the design.  Nearly all the same issues as were present with the System 1 platform.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
			&lt;br /&gt;
[[File:System80cabinet.jpg|300px|thumb|left|Gottlieb® System 80 Board Set - 2nd Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Just like the System 1 games, the System 80 / 80A / 80B design relied solely on connectors and daisy-chained wiring to transport the ground lines from board to board. The exception is that the large ground plane used with System 1 games was no longer used behind the boards with the System 80 games. Gottlieb® still opted to use plastic standoffs to elevate and secure the boards to the backbox or the back side of the lamp box insert. Thus, if a single ground connector failed in the chain, the logic ground could fail for one or several of the circuit boards. This could potentially lead to locked on coils, relays, and / or controlled lamps. In turn, transistors and chips would fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:Later gtb sys80a boardset.jpg|300px|thumb|left|Gottlieb® System 80A Board Set]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 platform was used for a total of nine years from 1980-1989.  During this period, there were three main versions of the boardset.  These three versions are referred to as: System 80, System 80A, and System 80B.  System 80 was used from 1980-1982, System 80A was used from 1982-1985, and System 80B was used from 1985-1989.  The easiest way to differentiate between the three versions is by looking at the style of displays which were used.  System 80 used 6-digit displays for scoring, and in some instances, for bonus values or timers.  System 80A used 7-digit displays for scoring, and 6-digit displays for bonus values or timers too.  Both the 6-digit and 7-digit displays were limited to displaying numeric values.  System 80B differed the most by using two 20-digit alpha-numeric displays, which were stacked on top of each other.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
[[File:Early gtb sys80b boardset.jpg|300px|thumb|left|Gottlieb® System 80B Board Set - Early]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Shortly after the onset of using the System 80B boardset, it was evident that the complexity of playfield designs had quickly outgrown the boardset.  Remote satellite boards, and transistors littered the underside of the playfield and inside the cabinet, because the driver board was too undersized to handle these extra duties.  A new boardset, known as the System 3 platform, was under development, but was not released until nearly 4 years later in 1990.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
	 &lt;br /&gt;
[[File:Typical gtb sys80b boardset.jpg|300px|thumb|left|Gottlieb® System 80B Board Set - Typical]]&lt;br /&gt;
[[File:GTB Later 80B Backbox.JPG|300px|thumb|right|Gottlieb® System 80B Board Set - Later Games (Hot Shots, Bad Girls, and Big House]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once a System 80 / 80A / 80B game has been methodically gone through with board design grounding flaws and connectors corrected, they are just as reliable as any of their contemporaries.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Games==&lt;br /&gt;
===System 80 Prototype===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|The Incredible Hulk || 1979 || Unknown (10 presumed, 4 confirmed) || 500 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit || A small number of games were used as a testing platform, which featured the system 80 boardset instead of the system 1 boardset. Confirmed games include serials 01440, 01442, 01443, 01447.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80 1st Generation===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|The Amazing Spiderman|| 05-1980 || 7625 || 653 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Panthera|| 06-1980 || 5220 || 652 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||   6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Circus|| 06-1980 || 1700 || 654 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit || Ultra Widebody &lt;br /&gt;
|-&lt;br /&gt;
|Counterforce|| 06-1980 || 3870 || 656 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||   6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Star Race|| 08-1980 || 870 || 657 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit || Ultra Widebody  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80 2nd Generation===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;Sound&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|James Bond|| 10-1980 || 3625 || 658 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Time Line|| 12-1980 || 3167 || 659 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Force II|| 02-1981 || 2000 || 661 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Pink Panther|| 03-1981 || 2840 || 664 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Mars, God of War]]|| 03-1981 || 5240 || 666 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || First Gottlieb® with speech, lane change, and multi-ball&lt;br /&gt;
|-&lt;br /&gt;
|Volcano|| 09-1981 || 3655 || 667 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || Export games used [[Media:Gtb_sys80_sound.JPG | sound only]] board&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Hole]]|| 10-1981 || 8774 || 668 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || First Gottlieb® with 2-Level playing area, Export games used [[Media:Gtb_sys80_sound.JPG | sound only]] board and a simple single backglass with no spinning disc.&lt;br /&gt;
|-&lt;br /&gt;
|[[Haunted House]]|| 06-1982|| 6835 || 669 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 6-digit || First game with 3-Level playing area, Sound only, but used sound &amp;amp; speech board w/o the speech chip installed.&lt;br /&gt;
|-&lt;br /&gt;
|Eclipse|| 1982 || 193 || 671 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit || Production game and available as a kit for James Bond 007 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80A===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Devil&#039;s Dare|| 08-1982 || 3832 || 670 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || Export games used the [[Media:Gtb_sys80_sound.JPG | sound only]] board&lt;br /&gt;
|-&lt;br /&gt;
|[[Caveman]]|| 09-1982 || 1800 || PV810 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || Pinball / Video game hybrid &lt;br /&gt;
|-&lt;br /&gt;
|Rocky|| 09-1982 || 1504 || 672 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|[[Spirit]]|| 11-1982 || 1230 || 673 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Punk!|| 12-1982 || 959 || 674 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board  &lt;br /&gt;
|-&lt;br /&gt;
|Striker|| 11-1982 || 910 || 675 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Krull|| 02-1983 || 10 || 676 || [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Goin&#039; Nuts|| 02-1983|| 10 || 682 || [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Q*bert&#039;s Quest|| 03-1983 || 884 || 677 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Super Orbit|| 05-1983 || 2100 || 680 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]]  || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board &lt;br /&gt;
|-&lt;br /&gt;
|Royal Flush Deluxe|| 06-1983 || 2000 || 681 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]]  || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board  &lt;br /&gt;
|-&lt;br /&gt;
|[[Amazon Hunt]]|| 09-1983 || 1515 || 684 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]] or [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board. Later production games used the [[Media:Gtb_sys80a%26b_sound.JPG|sound only]] piggyback sound board &lt;br /&gt;
|-&lt;br /&gt;
|Rack &#039;Em Up!|| 11-1983 || 1762 || 685 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Ready... Aim... Fire!|| 11-1983 || 390 || 686 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Jacks to Open|| 05-1984 || 2350 || 687 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Star]]|| 06-1984 || 1065 || 689 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || 689A Denotes a revision in the ROM code&lt;br /&gt;
|-&lt;br /&gt;
|The Games|| 08-1984|| 1768 || 691 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Touchdown|| 10-1984 || 711 || 688 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|El Dorado City of Gold|| 09-1984 || 905 || 692 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Ice Fever|| 02-1985 || 1585 || 695 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80B===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Chicago Cubs Triple Play|| 05-1985 || ~1365 || 696 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Bounty Hunter|| 07-1985 || 1220 || 694 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Tag Team Pinball|| 09-1985 || 1220 || 698 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] ||  Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Rock|| 10-1985 || 1875 || 697 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 || DIP switches 7 and 8, while listed as &amp;quot;spares&amp;quot;, 7 is actually used to turn attract sounds on / off.  There is an addendum added to the first page of the manual stating as such.&lt;br /&gt;
|-&lt;br /&gt;
|Raven|| 03-1986 || 3550 || 702 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Rock Encore|| 04-1986 || 245 || 704 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||Production game using same playfield art as Rock, but mainly available as a conversion kit for Rock&lt;br /&gt;
|-&lt;br /&gt;
|Hollywood Heat|| 06-1986 || 3400 || 703 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Genesis|| 09-1986 || 3500 || 705 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings|| 10-1986 || 3260 || 707 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break|| 04-1987 || 3550 || 706 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo|| 02-1987 || 4315 || 708 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]||  Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Arena|| 06-1987 || 3099 || 709 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]||Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Victory|| 10-1987 || 3315 || 710 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Lady|| 02-1988 || 2700 || 711 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|TX Sector|| 03-1988 || 2336 || 712 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War|| 04-1988 || 2130 || 714 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Excalibur|| 11-1988 || 1710 || 715 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||Start of the MA-1133 CPU Board. No actual speech callouts are present in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls|| 11-1988 || 2500 || 717 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||  &lt;br /&gt;
|-&lt;br /&gt;
|[[Big House]]|| 04-1989 || 1977 || 713 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 || &lt;br /&gt;
|-&lt;br /&gt;
|Hot Shots|| 04-1989 || 2342 || 718 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||  &lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters Inc.|| 08-1989 || 2000 || 719 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 || Uses 3 sound boards - uses 50v to power flippers &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game date of release, production numbers, and model number provided by the Internet Pinball Database - http://www.ipdb.org&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
===Recommended Documentation===&lt;br /&gt;
====Manuals====&lt;br /&gt;
* A game manual.  Pinball Resource has many factory originals still left, and reprints of everything else.&lt;br /&gt;
&lt;br /&gt;
====Theory of Operation &amp;amp; Repair Guides====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Gottlieb Star Series 80 Service Manual&lt;br /&gt;
|[[file:Gottlieb-star-series-80-service-manual-cover.jpg|thumb|left|140px]][[file:Gottlieb-star-series-80-service-manual-cover-alt.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Information on how system 80 operates, with troubleshooting information outlined.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1983 Technical Seminar Workbook&lt;br /&gt;
|[[file:Gottlieb-technical-seminar-workbook-1983-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Information on how system 80 operates, with troubleshooting information outlined.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parts Catalogs====&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; schematics, and diagrams for controlled lamp, solenoid, and rubber locations. Gottlieb tended to publish a lot of game-specific information in parts catalogs. These have exploded diagrams of assemblies, particularly in earlier games that had the thinner, much less helpful manuals. Playfield parts, lamps, and switches are all diagrammed out. These also have collected service bulletins. Reprints are available from Pinball Resource.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1982 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1982-parts-catalog-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Counter Force, Star Race, James Bond, Time Line, Force II, Pink Panther, Mars God Of War, Volcano, Black Hole, Haunted House, Devil&#039;s Dare, Caveman, Rocky. This catalog also features system 1 games.&lt;br /&gt;
|Includes parts assemblies, plus switch matrix and controlled lamp locations, board layouts, schematics, and board parts lists, coin door parts, and some cabinet parts. Includes System 1 and 80 parts and boards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1987 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1987-parts-manual-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Volcano, Black Hole, Haunted House, Devil&#039;s Dare, Rocky, Spirit, Rock, Striker, Q*bert&#039;s Quest, Super Orbit, Royal Flush, Amazon Hunt, Rack &#039;Em Up, The Games, Chicago Cubs Triple Play, Rock Encore, Ready Aim Fire, Touchdown, Bounty Hunter, Raven, Jacks To Open, El Dorado City Of Gold, Tag Team, Hollywood Heat, Alien Star, Ice Fever, Rock, Genesis&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1992 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1992-parts-manual-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Covers 80B games starting from Gold Wings and the first 9 System 3 titles (games #706-#730).&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One interesting note about the part numbers is that the single letter that preceded the number indicated the size of the paper that was used for the original drawing/blueprint of the part. Paper sizes A up through F were used.&lt;br /&gt;
&lt;br /&gt;
===Connector Designations===&lt;br /&gt;
All Gottlieb® machines have a common naming convention for all of the connectors in the game.  A specific connection uses two parts - a prefix and a suffix.  The prefix is the board number or an inline wire junction, and the suffix is the connection on the board or a sequential wire junction number.  When referencing a specific connector pin within a housing, a dash follows the connection number.  For example, the connector pin for the slam switch signal on the CPU board is A1J5-10.  The coin door connection used on Devil&#039;s Dare is A15P1 and A15J1 - the connector pin for switch return 7 on the coin door is A15J1-8.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following boards are assigned the same numbers throughout the System 80 / 80A / 80B platforms.&lt;br /&gt;
*CPU Board - A1&lt;br /&gt;
*Power Supply - A2&lt;br /&gt;
*Driver Board - A3&lt;br /&gt;
*Sound Board - A6&lt;br /&gt;
*Pop Bumper Driver Boards - A8&lt;br /&gt;
*Reset Board - A24&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There are several other board designations used, however, they change from game to game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Wiring Color Code===&lt;br /&gt;
&lt;br /&gt;
Unlike every other pinball manufacturer, which adopted a two-color wiring code system, Gottlieb® used three colors.  Most wiring in a Gottlieb® game used a white base color, which is the wire&#039;s insulation color, and three &amp;quot;striped&amp;quot; traces on each wire.  I state most cases, because there are some wires which only used two colors - the green insulated ground lines which have a single yellow trace, or only one color - the white ground wires used in System 80B games with no trace at all.  Below is the Gottlieb® color chart.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
|-&lt;br /&gt;
| Color || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#000000&amp;quot;&amp;gt;Black&amp;lt;/span&amp;gt;  &lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#A52A2A&amp;quot;&amp;gt; Brown &amp;lt;/span&amp;gt; &lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#800080&amp;quot;&amp;gt; Purple &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#808080&amp;quot;&amp;gt; Gray &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#000000; background:#FFFFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Does the color chart look familiar?  Well, if you have an electronics background, it should.  The Gottlieb® wire code system is the same as the resistor color coding system.&lt;br /&gt;
&lt;br /&gt;
Here are some examples of the color coding system.  The color wire code for switch strobe line 0 is 400.  400 would be a white insulated wire with a yellow trace and two black traces, or commonly referred to as a yellow-black-black wire.  The ground lines in early System 80 games are code 54.  54 would be a green insulated wire with one yellow trace.&lt;br /&gt;
&lt;br /&gt;
There is one word of caution, which should be pointed out.  If the connections on A1J2 and A1J3 are being replaced, there are wire colors on these connections which are very similar.  Although each wire is located on a different housing, please proceed with caution, as it can be difficult to see all three traces without spinning the wire around.  The wires which come to mind are 344 and 677 on A1J2, and 433 and 766 on A1J3.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Matrix===&lt;br /&gt;
====Switch Matrix Wire Coloring====&lt;br /&gt;
[[File:GottliebSystem80A1J6SwitchMatrixWireColors.png|right|thumb|500px|Gottlieb® System 80 Switch Matrix Wire Coloring at Connector A1J6. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Wire colors used for the switch matrix, as connected to A1J6 on the MPU, were identical across all Gottlieb System 80/80A/80B games. They are, from pin 1 to 19, and right-to-left &amp;lt;b&amp;gt;(backwards)&amp;lt;/b&amp;gt; as you view the front of the connector as installed on the MPU...&lt;br /&gt;
#yellow-black-black&lt;br /&gt;
#yellow-brown-brown&lt;br /&gt;
#yellow-red-red&lt;br /&gt;
#yellow-orange-orange&lt;br /&gt;
#yellow-yellow-yellow&lt;br /&gt;
#yellow-green-green&lt;br /&gt;
#yellow-blue-blue&lt;br /&gt;
#yellow-purple-purple&lt;br /&gt;
#white (ground)&lt;br /&gt;
#blue-black-black&lt;br /&gt;
#blue-brown-brown&lt;br /&gt;
#blue-red-red&lt;br /&gt;
#blue-orange-orange&lt;br /&gt;
#blue-yellow-yellow&lt;br /&gt;
#blue-green-green&lt;br /&gt;
#blue-blue-blue&lt;br /&gt;
#blue-purple-purple&lt;br /&gt;
#blue-slate-slate (+5VDC)&lt;br /&gt;
#empty&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; that not all games use all rows and/or all columns of the switch matrix. Unused switch matrix circuits are not wired.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Switch Numbering====&lt;br /&gt;
[[File:Sys80 switch matrix.png|left|thumb|600px|Gottlieb® System 80 Switch Matrix]]&lt;br /&gt;
The Gottlieb® System 80 / 80A / 80B switch matrix consists of a maximum of 64 switches.  There are a total of 8 switch strobes and 8 switch returns. However, not every switch in the matrix is used on every System 80 game.&lt;br /&gt;
&lt;br /&gt;
Just like the System 1 switch numbering system, the System 80 switch numbers have a similar naming convention.  Except, the System 80 switch numbering system is the opposite of System 1.  If you are accustomed to working on System 1 games, pay close attention.  With Gottlieb® System 80 switches the first number of the switch is its strobe number, while the second number is switch&#039;s return number.  An example would be switch 54.  Switch 54 is located on strobe 5 and return 4 of the switch matrix.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Strobe 0&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-1 / A1J5-2)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 1&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-2 / A1J5-3)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 2&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-3 / A1J5-4)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 3&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-4 / A1J5-5)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 4&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-5 / A1J5-6)&lt;br /&gt;
! Strobe 5&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-6 / A1J5-7)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 6&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-7)&lt;br /&gt;
!Strobe 7&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-8 / A1J5-9)&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 0 (A1J6-10)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 00&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 10&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 20&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 30&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 40&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 50&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 60&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 70&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 1 (A1J6-11)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 01&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 11&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 21&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 31&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 41&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 51&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 61&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 71&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 2 (A1J6-12)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 02&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 12&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 22&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 32&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 42&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 52&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 62&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 72&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 3 (A1J6-13)&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 03&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 13&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 26&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 33&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 43&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 53&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 63&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 73&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 4 (A1J6-14)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 04&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 14&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 24&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 34&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 44&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 54&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 64&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 74&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 5 (A1J6-15)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 05&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 15&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 25&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 35&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 45&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 55&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 65&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 75&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 6&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-16 / A1J5-8)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 06&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 16&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 26&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 36&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 46&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 56&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 66&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 76&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 7&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-17 / A1J5-1)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 07&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 17&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 27&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 37&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 47&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 57&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 67&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 77&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
====The &amp;quot;Missing&amp;quot; Gottlieb® System 80 Switches====&lt;br /&gt;
&lt;br /&gt;
With the Gottlieb® System 80 series of games, there are some switch assignments that are designated the same throughout the System 80, 80A, and 80B platforms.  These switches are typically not listed in the switch matrix portion of the manual.  You have to review the cabinet schematics, and decipher what switches use what return and strobe.  However, it appears that Gottlieb® / Premier® changed this section of the schematic starting with Excalibur or Bad Girls by no longer listing the strobes for these switches.  So, below are the &amp;quot;missing&amp;quot; switch assignments for any Sys80B.  All the info applies for Sys80 and Sys80A, except the two advance buttons, which weren&#039;t used prior to Sys80B.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;06&#039;&#039;&#039; - left advance button, also pause both lamp and relay/ solenoid tests (Sys80B only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;07&#039;&#039;&#039; - play / test switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;16&#039;&#039;&#039; - right advance button (Sys80B only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;17&#039;&#039;&#039; - left coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;27&#039;&#039;&#039; - right coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;37&#039;&#039;&#039; - center coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;47&#039;&#039;&#039; - replay button&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;57&#039;&#039;&#039; - plumb bob and ball roll tilts (these have the same switch assignment as the playfield tilt switch)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Black Hole is an exception.  The switch assigned for the tilt on Black Hole is 26.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The coin door slam switch is not part of the switch matrix.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Language Selection ===&lt;br /&gt;
&lt;br /&gt;
The only way to change the language displayed is to install the correct language ROMs. Gottlieb didn’t incorporate a “soft” method of changing language selection. &lt;br /&gt;
&lt;br /&gt;
===Enabling Free Play===&lt;br /&gt;
Free play options were unavailable in the original System 80/80A/80B game code. However, there are some hardware modifications that can be done, stacked switches can be added to the start/credit button, or  EPROMs with free play code can replace original PROMs.&lt;br /&gt;
&lt;br /&gt;
====Free Play EPROMs====&lt;br /&gt;
For system 80/80A, the U2/U3 PROMs can be replaced with an [http://www.flipprojets.fr/Freeplay_EN.php EPROM with free play code]. Replacing U2/U3 will require an adapter, such as the [https://www.greatplainselectronics.com/proddetail.asp?prod=140-101 module from GreatPlainsElectronics (no longer available)], [https://lisy.dev/u2u3-_adapter.html LISY], [https://www.flippp.fr/u2u3pcb.php?lg=en flippp], or a [http://www.actionpinball.com/tech/sys80mod.php#system custom adapter board]&lt;br /&gt;
&lt;br /&gt;
For System 80B, the game PROM can be replaced with an [http://www.flipprojets.fr/Proms80B_EN.php EPROM with free play code].&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80 Games====&lt;br /&gt;
Early Gottlieb® solid state pinball machines, prior to 1990, did not have a free play option available within the game settings.  With this simple modification, a game can be set up for free play.  First, identify the diode strip in the bottom of the cabinet.  Once the diode strip is found, locate the credit button and coin switch strobe line wires.  The wires will be located on the left of the diode strip - the non-banded side of the diodes.  Below is a list of the wires.&lt;br /&gt;
&lt;br /&gt;
* Credit button wire - Green-Yellow-Yellow&lt;br /&gt;
* Left coin switch wire - Green-Brown-Brown&lt;br /&gt;
* Center coin switch wire - Green-Orange-Orange&lt;br /&gt;
* Right coin switch wire - Green-Red-Red&lt;br /&gt;
&lt;br /&gt;
[[File:Gtbsys80board.jpg|300px|thumb|left|Typical location of System 80 diode board in cabinet]]&lt;br /&gt;
[[File:System80FreePlayJumper.jpg‎|300px|thumb|right|Gottlieb® System 80 Black Hole diode board with jumper (yellow wire) to implement free play]]&lt;br /&gt;
&lt;br /&gt;
Solder a small lead wire from the credit button wire to any of the coin switch wires. The wires will change to different colors on the other side of the diode. You want to solder to the side of the diode (non-banded) with the color wire specified above. &lt;br /&gt;
&lt;br /&gt;
Make sure that the diode, credit button wire, and coin switch wire are still soldered securely to the diode strip terminal when finished.  If soldering is not an option, use a small alligator clip test lead. Now, when the credit button is pressed, a credit will be incremented and decremented. A game can be easily started without the need to open the coin door to trip the coin switches anymore.&lt;br /&gt;
&lt;br /&gt;
For this &amp;quot;hack&amp;quot; to work properly (adding a credit and then decrementing a credit), the MPU DIP switches for the associated coin chute must be configured so that one coin drop adds one credit. In other words, if the DIP switches are set to require more than one coin drop through the associated chute, the free play &amp;quot;hack&amp;quot; will not work correctly because the &amp;quot;hack&amp;quot; mimics a single coin drop.&lt;br /&gt;
&lt;br /&gt;
Please note that this modification does not apply to Gottlieb® System 80A and System 80B machines. System 80A and 80B machines use diode boards with edge connections, which are typically located on the cabinet wall near the left flipper cabinet switch. Jumpering the diodes on System 80A and 80B games do not give the intended free play results of jumpered System 80 diodes. This is attributed to how the diode boards are physically placed differently in circuit with respect to the switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TimeLineFreePlay.jpg‎|300px|thumb|left|Gottlieb® System 80 Time Line diode board with jumper (the red wire...I mean...it&#039;s a red flippin&#039; wire. You HAVE to be able to see it!) to implement free play]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left ties the center coin chute wire (Green-Orange-Orange) to the credit button wire (Green-Yellow-Yellow).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80A Games====&lt;br /&gt;
[[File:ExampleSwitchStack.jpg ‎‎|300px|thumb|left|A &amp;quot;donor&amp;quot; switch pair.]]&lt;br /&gt;
[[File:System80AStackedSwitch.jpg ‎ ‎‎|300px|thumb|right|Donor switch pair atop original credit button switch pair.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There is no method to implement free play for System 80A games at this time, other than &amp;quot;stacking&amp;quot; the credit button switch with one of the coin drop switches.&lt;br /&gt;
&lt;br /&gt;
The image at left shows a &amp;quot;donor&amp;quot; switch pair. A diode is not required on the switch as switch isolation diodes for coin door switches are located elsewhere in the game. This switch pair is from an early Williams solid-state game and is a bit too long. As implemented, the switch tabs were clipped, an additional 3/16&amp;quot; hole was drilled forward of the existing two holes, so that the switch pair length approximated the original credit button length. The insulating fish paper is necessary and will be reused.&lt;br /&gt;
&lt;br /&gt;
The image at right shows both the original credit button switch pair (inside) and the new switch pair with the coin drop wires from one of the coin chutes soldered tightly. The two switch pairs are insulated from each other with fish paper from the donor switch. Two new 5x40 by 1 inch screws have been used to secure the switch stack tightly. The original screws are too short for two switches. The additional switch has been adjusted to close just after the credit button switch closes.&lt;br /&gt;
&lt;br /&gt;
This implementation attempts to start a game, then adds a credit, making it normal to have to press the credit button twice if the game has no credits. One might think that swapping the switches would work better by adding a credit and then starting a game. However, at least for this game (Spirit), doing this didn&#039;t work. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80B Games====&lt;br /&gt;
A System 80B game does not have a built-in free play option available, so the fallback option to add credits is usually to open the coin door and trip the coin switches. However, there are a couple of methods that can be used to avoid doing that.&lt;br /&gt;
&lt;br /&gt;
=====Free Play (80B) Diode Board Modification=====&lt;br /&gt;
Locate the diode board used for all of the coin door switches (normally inside the cabinet to the left of where the coin box would be placed). Remove the diode board. Add a jumper between pin 4 and pin 10 of the diode board on the solder side of the board, (this can be done on the component side instead). Make certain that the jumper is soldered onto the banded side of the diodes. This jumper essentially ties the right advance button on the front of the cabinet to the center coin switch.&lt;br /&gt;
&lt;br /&gt;
Now, when the right advance button is pressed, credits will be added to the game. There have not been any unwanted side effects observed when the right advance button is pressed while scrolling through characters used to enter high score initials.&lt;br /&gt;
&lt;br /&gt;
An alternative method that achieves the same result is to use a jumper wire with minigrabber ends and clip them on to the bottom of the 4th and 9th diodes (from the right) on the front of the board. This requires no soldering and the diode board doesn&#039;t even need to be removed.&lt;br /&gt;
&lt;br /&gt;
The jumper modification should work on games from Chicago Cubs Triple Play to Excalibur. Hot Shots, Bad Girls, Big House, and Bone Busters, Inc. do not have a diode board for the coin door, so this specific modification cannot be done on those titles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=400 class=center&amp;gt;&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board.JPG|Typical location of System 80B diode board on cabinet wall&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Added.JPG|Added jumper to back of diode board&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Location_Front.JPG|Location to add jumper to front of diode board&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Added_To_Front.JPG|Added minigrabber jumper to front of diode board&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Free Play ROM (80B) =====&lt;br /&gt;
Another option is a free play ROM, produced by a group of kindly fellows in France. By burning the revised image into a 2764, and installing the new ROM on the daughter card, the game will now be on free play. Their implementation notices when zero credits are on the game and the credit button has been pressed. The new code then adds 20 credits to the game, and starts a game. The System 80B free play ROMs can be found [http://www.flipprojets.fr/Proms80B_EN.php here].&lt;br /&gt;
&lt;br /&gt;
[[image:PinSideLogo.png]] PinSider &amp;quot;McZonk&amp;quot; has hacked the 80B ROM set to include a very nice free play option. This code modification displays the letters &amp;quot;FP&amp;quot; on the display in lieu of the credit count when enabled. More information regarding this modification can be found on [https://pinside.com/pinball/forum/topic/free-play-mod-for-raven the Pinside discussion thread here].&lt;br /&gt;
&lt;br /&gt;
=== Bookkeeping &amp;amp; Diagnostics ===&lt;br /&gt;
[[File:GTB sys80 test button.jpg|300px|thumb|left|Gottlieb® System 80 Coin Door Test Button Highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
To enter the bookkeeping / diagnostic mode, open the coin door and press the red momentary switch. (Note this switch has no credit function)  Depending on the particular game, the self test button may be mounted on a bracket located on the coin door or just inside the cabinet near the coin door hinge.  Upon pressing this button, the 4-digit status display used with System 80 and System 80A games will display &amp;quot;&#039;&#039;&#039;00&#039;&#039;&#039;&amp;quot; in the credit window. Pressing the self test button again will advance to the next step in the bookkeeping.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an option to bypass all of the bookkeeping functions, entering diagnostic mode directly.  To achieve this, the self test button must first be pressed.  &amp;quot;&#039;&#039;&#039;00&#039;&#039;&#039;&amp;quot; will shown on the status display.  Then, the credit / start button should be pressed once.  The status display should now show &amp;quot;&#039;&#039;&#039;16&#039;&#039;&#039;&amp;quot;. &amp;quot;&#039;&#039;&#039;16&#039;&#039;&#039;&amp;quot; is the first test in diagnostic mode.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bookkeeping (System 80/80A)&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1 - Coins thru left chute&amp;lt;br&amp;gt;&lt;br /&gt;
2 - Coins thru right chute&amp;lt;br&amp;gt;&lt;br /&gt;
3 - Coins thru center chute&amp;lt;br&amp;gt;&lt;br /&gt;
4 - Total plays&amp;lt;br&amp;gt;&lt;br /&gt;
5 - Total replays&amp;lt;br&amp;gt;&lt;br /&gt;
6 - Game percentage&amp;lt;br&amp;gt;&lt;br /&gt;
7 - Extra ball&amp;lt;br&amp;gt;&lt;br /&gt;
8 - Total tilts&amp;lt;br&amp;gt;&lt;br /&gt;
9 - Total slam tilts&amp;lt;br&amp;gt;&lt;br /&gt;
10 - Number of times the HSTD has been beaten&amp;lt;br&amp;gt;&lt;br /&gt;
11 - First high score level&amp;lt;br&amp;gt;&lt;br /&gt;
12 - Second high score level&amp;lt;br&amp;gt;&lt;br /&gt;
13 - Third high score level&amp;lt;br&amp;gt;&lt;br /&gt;
14 - High score to date score&amp;lt;br&amp;gt;&lt;br /&gt;
15 - Average game time &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Diagnostics&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
16 - Lamp test&amp;lt;br&amp;gt;&lt;br /&gt;
17 - Coil test (will cycle and display coil number of coils used in the game. Coin counter coils, if installed, are excluded)&amp;lt;br&amp;gt;&lt;br /&gt;
18 - Switch test. (99 = no switches closed)  You can check switch numbers by pressing them on the playfield during this step.&amp;lt;br&amp;gt;&lt;br /&gt;
19 - Display test. The displays will cycle through each digit&amp;lt;br&amp;gt;&lt;br /&gt;
20 - Memory test. (99 = no fault)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80-7641-2Error.jpg|300px|thumb|left|Gottlieb® System 80 &amp;quot;7641&amp;quot; Error]]&amp;lt;br&amp;gt;&lt;br /&gt;
An example of a ROM image checksum error (or perhaps a ROM memory access error) displayed during test 20 is pictured at left. During test 20, if a checksum error is detected, the ROM code in U2/U3 will indicate &amp;quot;7641-X&amp;quot; in the player 1 display window, with &amp;quot;X&amp;quot; being &amp;quot;1&amp;quot; to indicate PROM 1 or &amp;quot;2&amp;quot; to indicate PROM 2. If you have followed the procedure to combine the original game ROMs into a single 2716, this error message is an indicator that the checksum of either the 1st half or the 2nd half of that ROM failed. Replace the ROM.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80A5101.jpg ‎|300px|thumb|left|Gottlieb® System 80A &amp;quot;5101&amp;quot; Error]]&amp;lt;br&amp;gt;&lt;br /&gt;
An example of a probable 5101 CMOS RAM error (or perhaps a CMOS RAM memory access error) displayed during test 20 of a System 80A &amp;quot;Spirit&amp;quot; game is pictured at left. During test 20, if a RAM error is detected, &amp;quot;5101&amp;quot; will be displayed in the player 1 display window.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
System 80B uses the same process as System 80/80A to enter bookkeeping / diagnostics.  The only difference is upon pushing the self test button the first time, the top alphanumeric display will display &amp;quot;&#039;&#039;&#039;TEST MODE&#039;&#039;&#039;&amp;quot;.  Pressing the self test button again will enter bookkeeping mode, while pressing the credit / start button will enter diagnostics mode.  After entering either mode, pressing the self test button will advance through each step in the appropriate mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80BZ5Error.jpg ‎|300px|thumb|left|Gottlieb® System 80B &amp;quot;ERROR- Z5&amp;quot;]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80B memory test will throw a memory error, &amp;quot;ERROR- Z5&amp;quot; as shown at left. This could indicate a failed 5101 (most likely) or it could mean that the processor can not access the 5101 due to chip select, address signal line, or data line signal line issues.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following notes apply to all System 80/A/B games.&lt;br /&gt;
*Any diagnostic test can be repeated by pressing the credit / start button.&lt;br /&gt;
*Waiting 60 seconds will reset the CPU and return the game to attract mode. &lt;br /&gt;
*The slam switch or tilt switch can be triggered to exit diagnostics. This is probably the only benefit of keeping the slam switch functional. However, considering the sometimes strange side effects which can arise from a maladjusted or malfunctioning slam switch, [[Gottlieb_System_80#Slam_Switch_Modification | disabling the slam switch]] is generally a better idea.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Default High Score To Date (HSTD)====&lt;br /&gt;
If a high score to date is not explicitly set (setting 14), then some (most) games use a default HSTD of either 770,000 or 790,000. Some games (such as Volcano or Black Hole) also have an auto-reset back to the default HSTD value after a player&#039;s score exceeds 980,000.&lt;br /&gt;
&lt;br /&gt;
====Pausing the Lamp and Solenoid Test (System 80B Only)====&lt;br /&gt;
[[File:Gtb sys80B left advance.jpg|left|thumb|300px|The left advance button on a System 80B Game]]&amp;lt;br&amp;gt;&lt;br /&gt;
The following only applies to System 80B lamp and solenoid tests.  A little known fact is that the lamp and solenoid tests can be &amp;quot;paused&amp;quot; on a single lamp or single solenoid.  To stop whichever item is being tested during lamp or solenoid test, and repeat the test on the particular item, simply push and hold in the left advance button located on the front of the cabinet, as shown in the picture to the left.  The left advance button can then be released, pressed, and held in again to step to the next item in the test.  This is a particularly nice feature, because the lamps and solenoids or relays tend to be pulsed rather quickly in test, and cannot be observed very well, until the test repeats itself.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rubber Ring Chart===&lt;br /&gt;
Although the Gottlieb® System 80 game manuals do list the location and part numbers for rubber rings used, some fail to list the actual rubber ring size.  Below is a handy chart, which lists the Gottlieb® rubber OEM number and its size.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gottlieb® #&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|A-14793 ||23/64&amp;quot; White Mini-Post&lt;br /&gt;
|-&lt;br /&gt;
|A-15705 ||27/64&amp;quot; White Mini-Post&lt;br /&gt;
|-&lt;br /&gt;
|A-10217 ||5/16&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-17493 || 7/16&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10218 || 3/4&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10219 || 1&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10220 || 1-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10221 || 2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10222 || 2-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10223 || 3&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10224 || 3-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10225 || 4&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10226 || 5&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-13151 || 3/8 x 1-1/2&amp;quot; Standard Red Flipper&lt;br /&gt;
|-&lt;br /&gt;
|A-13149 || 3/8 x 1&amp;quot; - Small Beaded Red Flipper&lt;br /&gt;
|-&lt;br /&gt;
|A-1344 || Rebound Rubber&lt;br /&gt;
|-&lt;br /&gt;
|1872 || Shooter Tip&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
&lt;br /&gt;
===[[System 80 / 80A / 80B Board Set]]===&lt;br /&gt;
Clicking the link above will direct you to a new page showing all of the System 80/80A/80B boards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 boards 3.png‎|800px|center|Gottlieb® System 80 Board Diagram]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following functional block diagram depicts the main PCBs and the input/output signals between them (#n = wire count).&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:sys80b_IO_lines.png|800px|center|Gottlieb® System 80/B functional blocks and I/O lines]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[System 80 / 80A / 80B Satellite Boards]]===&lt;br /&gt;
Clicking the link above will direct you to a new page showing all of the System 80/80A/80B satellite boards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Supplies===&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Power Supply====&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 psu.JPG‎|300px|thumb|left|System 80 / 80A Power Supply]]&lt;br /&gt;
[[File:Gtb sys80 psu back.JPG|300px|thumb|right|System 80 / 80A Power Supply - Showing the Large Heat Sink]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 / 80A power supply is very similar to the System 1 power supply, where as the circuit board is secured to a large &amp;quot;hot plate&amp;quot; heat sink. This style power supply is used for all System 80 and 80A games from Spiderman to Ice Fever, and is the source of the following:&lt;br /&gt;
* +5 VDC logic power&lt;br /&gt;
*+8 VDC offset voltage needed for the displays&lt;br /&gt;
*+60 VDC for the 6 or 7 digit displays&lt;br /&gt;
*+42 VDC for the status display&lt;br /&gt;
*Ground from earth ground located on the transformer panel&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the System 1 power supply, the +5 VDC logic power is no longer rectified and filtered on the power supply itself.  This process is now handled by a bridge rectifier and a large filtering capacitor located on the transformer panel.  The System 80 power still employs a [http://en.wikipedia.org/wiki/Crowbar_%28circuit%29 crowbar circuit] for the logic power, which protects from over-voltage situations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although these power supplies are fairly reliable, there are some drawbacks to the design.  By incorporating a large heat sink for the PMD10K40 / 2N6059 TO-3 transistor on the board, a lot of heat is dissipated throughout the whole board.  This in turn will limit the life expectancy of the other electronic components on the board.  Equally, the heat sink must be removed in order to perform component level repairs to the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Sound &amp;amp; Speech Power Supply==== &lt;br /&gt;
&lt;br /&gt;
A sound &amp;amp; speech board (S&amp;amp;S) is used starting with Mars God of War (MGOW).  Because of the voltages needed to drive some of the components on the S&amp;amp;S board, this secondary power supply is added to the power train.  The voltages generated from this board are:&lt;br /&gt;
*+12 VDC used for the analog inverters and voice synthesizer chip&lt;br /&gt;
*-12 VDC used for the analog inverters&lt;br /&gt;
*+30 VDC used by the sound amplifier (LM379)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 sands power1.JPG|300px|thumb|left|System 80 Sound &amp;amp; Speech Power Supply (1st Generation)]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There are two different variations of this power supply.  The first style is used only with MGOW and Volcano, and is not a printed circuit board (PCB).  The electronic components were screwed to a block of wood, which is located on the left wall of the lower cabinet.  Conducting tests and repairs to this style power supply can be awkward and difficult.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys80 s&amp;amp;s psu.JPG|300px|thumb|left|System 80/80A Sound &amp;amp; Speech Power Supply (2nd Generation)]]&lt;br /&gt;
[[File:System80SpeechAndSoundPS.jpg|300px|thumb|right|System 80/80A Sound &amp;amp; Speech Power Supply (2nd Generation), with test points added. Unstuffed component locations facilitate easy addition of voltage test points The ground test point requires a hole to be drilled in the PCB. Negative 12V is measured at the non-banded end of the 1N4742 zener diode.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Black Hole, the S&amp;amp;S power supply is now on a circuit board (MA-188), which is located in the head of the game with the other circuit boards.  Even though each style of S&amp;amp;S power supply uses different components for the generation of +12 VDC, the end result is the same.  The S&amp;amp;S power supply was no longer used when Gottlieb® went a step backwards, and installed the System 80A sounds only board with the piggyback board.  This change occurred during the run of Amazon Hunt.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The generation 1 and generation 2 sound board power supplies are not pin compatible. One could be exchanged for the other by rearranging connections of a 9-pin molex connector. However, this is not recommended.&lt;br /&gt;
&lt;br /&gt;
====System 80B Power Supplies====&lt;br /&gt;
&lt;br /&gt;
Starting with Chicago Cubs, the Gottlieb® power train went through a bit of a face lift. The System 80B platform uses two separate boards to supply power.  This design change is mainly due to the single display board, which rectifies the high voltage on the board itself.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80b psu.JPG|300px|thumb|left|System 80B +5 VDC Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
The small power supply with the finned heat sink is only used to generate +5 VDC for logic power.  Although, removing the heat sink is not necessary to work on the board, this power supply has its own set of issues.  First, it does not have a crow bar circuit.  If the LM338K voltage regulator fails, and fails whereas the voltage increases drastically, it can destroy electronic components on the other circuit boards.  Secondly, it&#039;s not as bad, but heat is still dissipated throughout the board.  Third, the adjustable potentiometer (pot) on the power supply is prone to failure, due to dirt, dust, and contaminants.  Finally, it is typical for the header pins on the input and output of the board to develop cracked solder joints.  The two latter problems can easily be overcome, and will be addressed in the [http://pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Recommended_Repairs_for_the_System_80B_Power_Supply_Board Recommended Repairs for the System 80B Power Supply Board] section below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80b aux psu.JPG|300px|thumb|left|System 80B Auxiliary Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Rock, the second power supply is added, and is referred to as the auxiliary power supply. The primary functions of this board is used to power the sound board, and amplify the audio output. This sound amplifier board is used in concert with MA-766 and MA-886 sound boards. A breakdown of the voltages supplied by the auxiliary power supply are as follows:&lt;br /&gt;
*-12 VDC&lt;br /&gt;
*+12 VDC&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80B-MA1017AuxPowerSupply.jpg |300px|thumb|left|System 80B Auxiliary Power Supply with .156 headers versus edge connector]]&lt;br /&gt;
[[File:BoneBustersSpecificAmpBoard.jpg |300px|thumb|right|A BoneBusters Inc specific Auxiliary Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
This Auxiliary Power Supply board changed with the release of Bad Girls. Edge connections were no longer used. Instead, .156&amp;quot; header pins were added to the board as shown at left. Note that the System 80B Auxiliary Power Supply board is slightly different from the System 3 Auxiliary Power Supply board. The System 80B board uses a 1K ohm, 2 watt resistor at R8. The System 3 board uses a 330 ohm 1/2 watt resistor at that location.&lt;br /&gt;
&lt;br /&gt;
[http://www.ipdb.org/machine.cgi?id=347 Bone Busters Inc.] uniquely used a modified Auxiliary Power Supply board as pictured at right. A connection was made between pin 12 and the intersection of R1 and R2 to connect the audio output of the second, less populated sound board to the amplifier circuitry. A 1.8K ohm 1/4 watt resistor makes the connection while balancing the audio level from this input. No other game used pin 12 or this configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===CPU Board===&lt;br /&gt;
[[File:Gtb sys80 cpu divided.png‎|300px|left|thumb|Gottlieb® System 80 CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 CPU board is a 6502 based microprocessor system. The 6502 microprocessor (the very same one used in the first Apple computer and the Atari 2600) executes the basic operating system contained in the masked ROMs at U2/U3.  The masked ROMs at U2 and U3 have the same code for all of the different generations of the System 80 platform.  U2 and U3 code changed with the System 80A platform.  The game code &amp;quot;personality&amp;quot; augments the basic operating system PROM(s).  Early System 80 games which used two ROMs at PROM1 and PROM2 positions were masked ROMs.  Later, when the game code could be held in a single 2716, an EPROM was used instead. Battery-backed memory for audits and adjustable game parameters is added via a 5101 256x4 bit CMOS memory at Z5. &amp;quot;Scratchpad&amp;quot; memory is contained in the three 6532 RIOTs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Control of peripheral devices (in this case lamps, displays, solenoids, switches and sound) is accomplished via three 6532 RIOTs (RAM-I/O-Timer) at U4, U5, and U6. Each RIOT in turn controls it&#039;s own &amp;quot;subsystem&amp;quot; to drive these devices.&lt;br /&gt;
&lt;br /&gt;
*Switch matrix (U4)&lt;br /&gt;
*Displays (U5)&lt;br /&gt;
*Solenoids (U6)&lt;br /&gt;
*Lamps (U6)&lt;br /&gt;
*Sound (U6)&lt;br /&gt;
&lt;br /&gt;
There are four generations of the System 80 board.  All of the CPU boards can be easily identified by their revision numbers notated just below the operator adjustable dip switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====1st Generation CPU Board====&lt;br /&gt;
[[File:GTB sys80 CPU 1st ver.JPG|300px|thumb|left|System 80 CPU Board - 1st Generation]]&amp;lt;br&amp;gt;&lt;br /&gt;
The first generation CPU is used in the first 5 System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-001&lt;br /&gt;
*DET PB03-D102-001&lt;br /&gt;
*REV B&lt;br /&gt;
This board uses two masked PROM chips for the game code.  The chips are typically labeled with the three digit game model number followed by /1 or /2, designating the game PROM position.  An example of this naming convention is shown in the pic to the left.  652/1X and 652/2X are game PROM 1 and PROM 2 for Panthera.  The &amp;quot;X&amp;quot; in this case designates a code revision.  The masked ROMs at position U2 and U3 are not socketed on this board.&amp;lt;br&amp;gt;&lt;br /&gt;
With some simple modifications, this board is upward compatible to use a single 2716 EPROM placed in the PROM 1 socket of the board.  With the change of U2 and U3, this board can be used in System 80A games.  The board could potentially be used in a System 80B game with many modifications, and the addition of a daughter board, however, it is not recommended.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:EarlySystem80MPUFactoryCutJumper.jpg|300px|thumb|left|The corrected trace layout error in the 1St generation System 80 MPU]]&amp;lt;br&amp;gt;&lt;br /&gt;
This generation of board has a trace layout error that was corrected by a cut and jumper which moves the trace that terminates at Z5 (5101) pin 20 from Z36 pin 10 to pin 9.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB sys80 cpu front scale.png|300px|thumb|left|System 80 CPU Board - 1st Generation (Front)]]&lt;br /&gt;
[[File:GTB sys80 cpu back scale.png|300px|thumb|right|System 80 CPU Board - 1st Generation (Back)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;skeletal&amp;quot;, semi-populated board scans can be very useful when having to replace or follow traces on a CPU board.  Although the scans are of the 1st generation CPU board, most areas can be used for other generation CPU boards too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====2nd Generation CPU Board====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Placeholder for System 80 CPU Board - 2nd Generation]]&lt;br /&gt;
The second generation CPU is used in some System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-??? (check boards for the suffix)&lt;br /&gt;
*DETAIL PB03-D107-001&lt;br /&gt;
This board uses a single 2716 EPROM chip for the game code located at the PROM 1 socket position.  The chips are typically labeled with the three digit game model number.  Occasionally, the chip&#039;s game number label will be followed by /1, /2, /3, or even /4. In this case, the number following the slash is the code revision number.  An example of this naming convention is 658 /2, which is a game PROM for James Bond - code revision 2.  The masked ROMs at position U2 and U3 are not socketed on this board either.&amp;lt;br&amp;gt;&lt;br /&gt;
With the change of U2 and U3, this board can be used in System 80A games.  The board could potentially be used in a System 80B game with many modifications, and the addition of a daughter board, however, it again is not recommended.  The second generation CPU is backward compatible, provided a doubled up, single game PROM is used at the PROM 1 position.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====3rd Generation CPU Board====&lt;br /&gt;
[[File:GTB sys80 CPU 2nd gen.JPG|300px|thumb|left|System 80 CPU Board - 3rd Generation]]&lt;br /&gt;
The third generation CPU is used in some System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-011&lt;br /&gt;
*DETAIL PB03-D107-003&lt;br /&gt;
This board is essentially the same as the second generation board, except an eyelet ground trace was placed just above Z33 on the board.  This ground trace was never used.  All information which applies to the second generation CPU board, applies to this board.  The third generation CPU is backward compatible, provided the same is done to it as the 2nd generation board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====4th Generation CPU Board (System 80A)====&lt;br /&gt;
[[File:GTB sys80A CPU.JPG|300px|thumb|left|System 80A CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fourth generation CPU is used in all System 80A games, and is marked with the following:&lt;br /&gt;
*D 20869&lt;br /&gt;
This board is the same as the third generation board, except the U2 and U3 masked ROM chips have different code, and are now socketed.  The PROM 2 socket is no longer populated on the board.  The fourth generation CPU is backward compatible, provided the System 80 ROM code is installed at U2 and U3.  If used on a game with the 1st generation CPU, the game code must be doubled up on a 2716 EPROM, and installed at the PROM 1 position.  This board is forward compatible with System 80B, provided all of the above outlined modifications are performed.  Out of all the System 80 CPU boards, this is the most compatible with System 80B, due to using the same base circuit board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5th Generation CPU Board (System 80B)====&lt;br /&gt;
[[File: GottliebSystem80BMPUChris.jpg|300px|thumb|left|System 80B CPU Board (Refurbished; battery removed, NVRAM module installed)]]&lt;br /&gt;
The fifth generation CPU is used in all System 80B games, and is marked with the following:&lt;br /&gt;
*D 20869&lt;br /&gt;
Even though the base circuit board is identical to the fourth generation CPU board, it&#039;s being named the fifth generation board, due to all of the major changes.  The U2 and U3 masked ROM and sockets have been replaced with a piggyback daughter board soldered via header pins mounted in the U3 position.  The daughter board uses a 2764 EPROM.  Most of the related display segment and digit chips are no longer populated.  This is due to the single display board handling these functions on its own board.  The missing chips once used for the displays are Z19, Z21, Z22, Z23, Z24, and Z25. Equally, jumpers have been placed where Z19 and Z21 once resided. The fifth generation CPU is backward compatible, after the daughter board has been removed, and the missing display chips populated.  Note that there technically are two different 80B CPU boards - MA-774 and MA-1133.  The only difference between these two boards is a cut trace on the component side and a long trace wire added on the solder side from the E3 jumper to pin 35 of TC1. This modification is done to increase the ROM size of PROM 2 from a 2716 to a 2732.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Any of the Gottlieb® System 80 / 80A / 80B CPU boards are compatible cross platform.  It&#039;s just matter of how much work must be done to modify each board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80B CPU Jumper Settings=====&lt;br /&gt;
[[File:GTB Sys80B Jumpers.jpg|300px|thumb|left|The location of jumpers discussed...]]&lt;br /&gt;
All System 80B games have the E1 and E2 jumpers installed.  Jumpers E8, E9, E10, E11, E12 are unused in all games.&lt;br /&gt;
&lt;br /&gt;
The first five System 80B games, Chicago Cubs, Bounty Hunter, Tag Team Pinball, Rock, and Rock Encore, use a single ROM at the daughterboard chip socket. Therefore, jumpers associated with PROM 2 connections may not be installed. If jumpers are installed, it doesn&#039;t matter what position(s) they are placed in.&lt;br /&gt;
&lt;br /&gt;
For all games after the first five System 80B games and prior to the last five, jumpers E4, E5, and E7 should be installed.&lt;br /&gt;
&lt;br /&gt;
For the last five System 80B games, Excalibur, Bad Girls, Big House, Hot Shots, and Bone Busters, jumpers E3, E5, and E7 should be installed.&amp;lt;br&amp;gt;&lt;br /&gt;
For Night Moves (made by International Concepts using the 80B board set), these same jumpers should be installed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;The last five System 80B games, along with Night Moves, used a 2732 PROM at the &amp;quot;PROM 1&amp;quot; position.  The socket is marked PROM 1&amp;quot;, but PROM 2 is inserted into this chip socket . Additional modifications to the PCB may be necessary. See [[Gottlieb_System_80#...using_an_MA-1133_or_MA-774_MPU_in_games_that_REQUIRE_a_2732 | &amp;quot;...using an MA-1133 or MA-774 MPU in games that require a 2732&amp;quot;]], for more information.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====U2/U3 ROM Part Numbers====&lt;br /&gt;
[[File:GottliebSystem80ROMs.jpg|300px|thumb|left|System 80 ROMs]]&amp;lt;br&amp;gt;&lt;br /&gt;
All Gottlieb System 80 U2/U3 ROMs will be labeled as pictured at left.&amp;lt;br&amp;gt;&lt;br /&gt;
U2 is labeled &amp;quot;R3273-12&amp;quot; on the center line. The top line is the part number, a 2332 ROM. The bottom line is the date code, in this case, the 15th week of 1981.&amp;lt;br&amp;gt;&lt;br /&gt;
U3 is labeled &amp;quot;R3272-12&amp;quot; on the center line. The top line is the part number, a 2332 ROM. The bottom line is the date code, in this case, the 12th week of 1981.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80AROMs.jpg|300px|thumb|left|System 80A ROMs]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb System 80A ROMs may be labeled in a few different ways since Gottlieb used several manufacturers to provide the ROMs. A clear indication that the ROMs are for System 80A games is that somewhere in the labeling, &amp;quot;XO-326 U2&amp;quot; or &amp;quot;XO-327 U3&amp;quot; will be shown as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MPU to Driver Board Wire Harness===&lt;br /&gt;
[[File:A1J4-to-A3J1Mapping.png|300px|thumb|left|The System 80/A/B MPU to Driver Board Wire Harness]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left indicates the wiring connections from the MPU to the Driver board via the beefy wire harness with two sided connectors. The pins used in both connectors are bifurcated pins, Molex part number: 08-03-0304.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Driver Board===&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 drvr pw.png|300px|thumb|left|The System 80A / 80B Driver Board]]&lt;br /&gt;
The System 80 Driver board is responsible for all controlled lamps, relays, and all solenoids in the game. The CPU controls the driver board operation via a simple interface between A1J4 on the CPU and A3J1 on the driver board.  Although the driver board went through some minor changes over the years, the same board can be adapted for all of the System 80 platforms.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
To control the games&#039; total of 52 &#039;&#039;&#039;lamp circuits&#039;&#039;&#039;, the interface provides &amp;quot;device select&amp;quot; signals for each of the 74175s (Quad-D Flip-Flops) on the driver board, and 4 &amp;quot;bits&amp;quot; of data that is loaded (or &amp;quot;clocked&amp;quot;) into a particular 74175 via the aforementioned device selects. Each lamp is driven discretely by a particular output of a particular 74175, which in turn drives an MPS-A13 or MPS-U45 transistor, (NDS-U45 transistors were used in place of MPS-U45s in some cases). Gottlieb® did not implement a &amp;quot;lamp matrix&amp;quot; as some other manufacturers did.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80DriverBoardFront.jpg|600px|thumb|left|The System 80A / 80B Driver Board Component Side]]&lt;br /&gt;
[[File:GottliebSystem80DriverBoardBack.jpg|600px|thumb|right|The System 80A / 80B Driver Board Solder Side]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is noteworthy that there are some dedicated lamp transistors, which control specific game relays across the System 80 / 80A platforms.  Relays such as the game over, tilt, and coin lockout relays are controlled by Q1, Q2, and Q3 respectively.  The tilt and game over relays use the same designation for the System 80B platform, however, the use of a coin lockout relay was abandoned by this time. One neat feature of the driver board circuitry is that lamp &amp;quot;n&amp;quot; is driven by transistor Q&amp;quot;n+1&amp;quot;. i.e. L12 is driven by Q13.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_drvr_board_coin_ctrs.JPG|400px|thumb|left|Driver Board with Coin Counter Transistors Highlighted ]]&amp;lt;br&amp;gt;&lt;br /&gt;
To control the games&#039; &#039;&#039;&#039;solenoids circuits&#039;&#039;&#039;, the driver board uses signals directly from the CPU to enable transistors on the driver board which turn on up to 9 solenoids.  For solenoid control, the driver board uses MPS-U45, 2N3055, and 2N6043 transistors.  Starting and ending with the System 80 platform, (games from Spiderman to Haunted House), three transistors were reserved to drive optional mechanical coin counters. These mechanical coin counter solenoids and associated transistors are: solenoid 3 (Q54), 4 (Q55), and 7 (Q56). Starting with the System 80A platform, (Devil&#039;s Dare), these transistors were no longer reserved for coin counters, and were used for other functions. Equally, the 3 diodes associated with these 3 transistors were changed to 3 zero ohm jumpers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The games&#039; &#039;&#039;&#039;sound&#039;&#039;&#039; signals (S1, S2, S4, S8) also pass through the driver board at Z13, a 7404 Hex Inverter. See below for S16 and S32.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Repurposed Driver Board Circuits====&lt;br /&gt;
[[File:Gtb under pf transistor.JPG‎|400px|thumb|left| A Typical Remote Transistor Mounted Under the Playfield]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since quite a few System 80 games employ more than 9 solenoids, and since the original driver board design will drive a maximum of 9 solenoids, Gottlieb® repurposed some lamp outputs to drive &amp;quot;under-playfield transistors&amp;quot; which drive additional solenoids.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb ma1011 trans board.JPG‎|400px|thumb|left| A Typical Transistor Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once playfields became littered with numerous &amp;quot;under-playfield transistors&amp;quot;, Gottlieb® opted to merge some of these transistors into a transistor driver board.  The transistor driver board started to appear on Gottlieb® games nearly midway through the System 80B platform, with the game Victory.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sound S16 and S32 signals are also repurposed lamp outputs. For instance, Haunted House and Black Hole both repurpose L9 to S16. Robo-War repurposes lamp 4 to S16. Note that S16 is not consistently implemented across the System 80 family. Note also that references to the usage of S32 are difficult to find.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Auxiliary Lamp Driver Boards===&lt;br /&gt;
[[File:Gtb aux lamp 5.JPG|300px|thumb|left| An MA-138 Auxiliary Lamp Driver Board Using MPS-U45 Transistors]]&lt;br /&gt;
[[File:Gtb aux lamp MA866 2N6043.JPG|300px|thumb|right| An MA-866 Auxiliary Lamp Driver Board Using 2N6043 Transistors]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Time Line, several System 80/80A/80B platform games use auxiliary lamp driver boards. These boards are commonly referred to as &amp;quot;chaser boards&amp;quot; or &amp;quot;lamp chaser boards&amp;quot;. The reason for either of these nicknames is because these boards are used to control lamps for effect. They are either placed in the backbox or under the playfield. With later System 80B games, they were located in the lower cabinet. Location is typically dependent upon what lamps are being controlled. The auxiliary lamp driver boards are not directly controlled by the CPU. The only signals needed for an auxiliary lamp driver board to function is +5V and ground.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several different variants of auxiliary lamp driver boards used. The earliest versions use MPS-U45 transistors to control up to 10 lamp circuits, with no more than 3 lamps per circuit. Both 5 and 10 transistor versions of this board exist. Some later boards use NDS-U45 transistors instead of MPS-U45 transistors. It is assumed this is due to a the cost or lack of MPS-U45 transistors during production. Either of these versions of boards are interchangeable with one another. Finally, there are some boards used in later games which use 2N6043 transistors. These are designed to control #67 flash lamps, but sometimes circuits with 3 or more #44/45/555 lamps. These boards are compatible with previous board versions, and can be used as a drop-in replacement. &lt;br /&gt;
&lt;br /&gt;
The main differences between the auxiliary lamp boards are number of transistors used to drive lamps, the electrical load of the lamps that can be supported, and the resistor (R13) used to control the rate at which the lamps flash or &amp;quot;chase&amp;quot;. Boards using 2N6043 transistors have different resistor values for resistors R2-R11 than boards which use MPS-U45s or NDS-U45s.&lt;br /&gt;
&lt;br /&gt;
MPS-U45, NDS-U45, and CEN-U45 transistors are not substitutes for 2N6043 transistors because of differences in amperage (U45 series transistors are rated for 2A, while 2N6043 is rated for 8A). A viable replacement transistor for the 2N6043 is the TIP102.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In summary: an auxiliary lamp driver board with 2N6043 transistors is backwards compatible with any game (Arena&#039;s board with no transistors may be an exception); just change the R13 timing resistor to suit the game. Because of power requirements, a board with U45-series transistors should only be used in games that only have &#039;&#039;&#039;at most&#039;&#039;&#039; three #44/47/555 lamps on each controlled circuit, and &#039;&#039;&#039;do not&#039;&#039;&#039; control #67 flasher bulbs; and then just change the R13 timing resistor to suit the game.&lt;br /&gt;
&lt;br /&gt;
List of auxiliary lamp driver boards variations:&lt;br /&gt;
&lt;br /&gt;
* MA-121: 10 MPS-U45 transistors, R13 820K Ohm&lt;br /&gt;
* MA-138: 5 MPS-U45 transistors, R13 330K Ohm&lt;br /&gt;
* MA-210: 10 MPS-U45 transistors, R13 330K Ohm &lt;br /&gt;
* MA-234: 10 MPS-U45 transistors, R13 270K Ohm&lt;br /&gt;
* MA-339: 10 MPS-U45 transistors, R13 560K Ohm (Specs assumed assigned to MA-339, but the MA-339 part number was not explicitly documented in game schematics) &lt;br /&gt;
* MA-789: 10 NDS-U45 transistors, R13 680K Ohm&lt;br /&gt;
* MA-866: 10 2N6043 transistors, R13 680K Ohm&lt;br /&gt;
* MA-936: No transistors, R13 516K Ohm&lt;br /&gt;
* MA-1169: 10 NDS-U45 transistors, R13 10M Ohm &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Game&lt;br /&gt;
!style=&amp;quot;white-space: nowrap;&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;Part #&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Total Transistors&lt;br /&gt;
!Total Lamp Circuits Controlled&lt;br /&gt;
!Total Lamps Controlled&lt;br /&gt;
!R13 Resistor Value&lt;br /&gt;
!Controls&lt;br /&gt;
!Location&lt;br /&gt;
!Notes&lt;br /&gt;
|- &lt;br /&gt;
|Time Line||MA-121||10||10||10||820K Ohm||Chaser lamps behind nuclear symbol on backglass||In backbox||&lt;br /&gt;
|- &lt;br /&gt;
|Mars:God of War||MA-210||10|| ||28||330K Ohm||Backglass perimeter chaser lamps||In backbox||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Mars:God of War||MA-138||5|| ||10 (LEDs)||330K Ohm||LEDs behind tube||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Volcano||MA-339||10|| ||20||560K Ohm||Upper backglass perimeter chaser lamps and volcano effect behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Black Hole||MA-234||10||10||28||270K Ohm||Backglass perimeter chaser lamps||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Haunted House||MA-234||10||7||21||270K Ohm||Behind backglass lightning effect lamps||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Rocky||MA-339||10||10||19||560K Ohm||Behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Spirit||MA-339||10||10||20||560K Ohm||Behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Tag Team Pinball||MA-121||10|| ||20||820K Ohm||Multiball insert illumination||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Rock||MA-789||10||10||18||680K Ohm||Extra ball insert path||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Rock Encore||MA-789||10||10||18||680K Ohm||Extra ball insert path||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Raven||MA-789||10||10||20||680K Ohm||Inserts leading to ramp||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Hollywood Heat||MA-789||10||10||20||680K Ohm||Ramp insert illumination||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Genesis||MA-866||10||10||10 (#67 Flashers)||680K Ohm||In top of backbox ||Under PF||Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Genesis||MA-866||10||10||10 (#67 Flashers)||680K Ohm||Around playfield window ||Under PF||Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings||MA-866||10||7||14 (#67 Flashers)||680K Ohm||Flashers in topper ||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings||MA-789||10||10||10||680K Ohm||Inserts leading to ramp ||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo||MA-789||10||5||5||680K Ohm||Behind $10,000,000 sign||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo||MA-866||10||10||30||680K Ohm||Lamps around perimeter of topper||Under PF||2 of 2 Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break||MA-789||10||10 ||30||680K Ohm||In topper||Under PF||1 of 2...installed only if topper is present&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break||MA-789||10||10 ||20||680K Ohm||Special shot and shooter loop||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Arena||MA-936||None|| ||10 (LEDs)||560K Ohm||LED strip under shooter lane wireform ||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Victory||MA-789||10||10||10 (#86 bulbs)||680K Ohm||Next to left ramp||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Victory||MA-789||10||10||10 (#86 bulbs)||680K Ohm||Next to right ramp||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Lady||MA-789||10|| ||5||680K Ohm||Loop right of the ramp||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War||MA-866||10||10||20||680K Ohm||Inserts in lower portion of playfield ||Lower cabinet||(1 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War||MA-866||10||10||10 ||680K Ohm||Under playfield glass stop||Lower cabinet||(2 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls||MA-789||10||5||5||680K Ohm||Drop target illumination ||Lower cabinet||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls||MA-1169||10||10||10 ||10M Ohm||Under playfield glass stop||Lower cabinet||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters||MA-789||10|| ||12||680K Ohm||Playfield inserts ||Under PF||(1 of 2) Uses NSD-U45&lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters||MA-866||10|| ||20 (#67 flashers)||680K Ohm||Backbox lamp insert||In backbox||(2 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound Boards===&lt;br /&gt;
&lt;br /&gt;
Gottlieb® uses different sound boards throughout the course of all System 80 platforms.  Several of the sound boards cross platforms too.  Out of all of the sound boards used, there is really only about three base units total with variations made to each one.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sounds Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound.JPG|300px|thumb|left|Gottlieb® System 80 Sound Board MA-55 (Sounds only)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The first System 80 sound board is capable of sound only.  Based on the 6503 CPU architecture, this sound board is very similar to the System 1 Multi-Mode sound board.  However, there are a couple of differences between the two boards.  First, the +12VDC is no longer rectifed on the sound board.  The +12VDC power comes from the power supply.  Secondly, the +5VDC is no longer regulated on the sound board. The System 80 sound receives +5VDC from the power supply also.  Finally, the pin outs for the System 1 sound board and the System 80 sound board are completely different.  Even though either board will plug into either platform,  &#039;&#039;&#039;DO NOT PLUG A SYSTEM 1 SOUND BOARD INTO A SYSTEM 80 GAME AND VICE VERSA!!!&#039;&#039;&#039;  If this is done, bad stuff will happen.  &lt;br /&gt;
&lt;br /&gt;
Unfortunately, there are two chips on this style of board which are very difficult to source. This sound board uses a 6503 CPU and 6530 RIOT chip with special embedded code. 6530 chips marked with R3016-11 are for this System 80 sound board. 6530 chips marked with a R3014-12 or R3014-13 are for the earlier System 1 sound board. The two chips are not cross-compatible since they each have different code embedded in them for each game system.&lt;br /&gt;
&lt;br /&gt;
In addition to being used in early System 80 games, this sounds-only board was also used in the export versions of Black Hole, Volcano, and Devil&#039;s Dare.&lt;br /&gt;
&lt;br /&gt;
If the sound board is missing or cannot be repaired, there are daughter boards and aftermarket boards available.  A daughter board called the &amp;quot;[https://coinop.mally.eu/produkt.php?bestellnr=101647&amp;amp;details=1 MIOT adapter]&amp;quot; ([[media:Coinop.mally.eu_MOIT_adapter_manual_german.pdf|German manual here]]) is a replacement for the 6530 chip for both System 1 and System 80 sounds boards, produced in Germany however the webstore has been closed since at least [https://web.archive.org/web/20201218021701/http://coinop.mally.eu/ December 2020]. Pascal Janin in France has made a replacement sound board for both the original 2nd generation sound boards, and combination System 1 2nd gen boards / System 80/80A sound boards. These boards can purchased directly from Pascal - [http://www.flippp.fr/pifx1.php 2nd gen sound] &amp;amp; [http://www.flippp.fr/pifx.php combination Sys1 / Sys80/80A sound] . Although Pascal does not have US distributors, [http://www.bigdaddy-enterprises.com/ProductPages/flippp.html Big Daddy Enterprises], sometimes has these sound boards available too. There is an FPGA (TDA7267) based replacement board by LISY called the [https://www.lisy.dev/gosof.html GOSOF] which emulates System 1, 80, 80A, and early 80B.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Prototype Sounds Only Board as found in System 80 Hulk&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Images below capture a factory original Sounds only board prototype, complete with cuts (on component side) and jumpers (on solder side). Note the sound ROM marking of &amp;quot;500&amp;quot;, the game number assigned to the System 80 Hulk prototype (10 units built). Also note the &amp;quot;extra&amp;quot; 24 pin IC labeled 7681-5 in the center of the board. This IC is not present on production versions of this board. Just a guess, but since this board has a 6532 installed vs the production 6530 (40 pin IC), the 7681 appears to be ROM space to drive the sound program.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=450px heights=250px perrow=2 caption=&amp;quot;System 80 Hulk Prototype Sound Only Board&amp;quot;&amp;gt;&lt;br /&gt;
File:System80HulkSoundsOnlyBoardFront.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Component side. Note &amp;quot;cut&amp;quot; at pin 21 of the center 24 pin IC.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80HulkSoundsOnlyBoardBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Solder side. Note factory green jumpers.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound &amp;amp; Speech Board====&lt;br /&gt;
[[Image:Gtb sys80&amp;amp;a s&amp;amp;s.JPG|300px|thumb|left|Gottlieb® System 80 / 80A B-20887-2 Sound &amp;amp; Speech Board]]&lt;br /&gt;
[[File:GTB SS B-20887-3 Front.JPG|300px|thumb|right|Gottlieb® System 80 / 80A B-20887-3 Sound &amp;amp; Speech Board]]&lt;br /&gt;
Starting with Mars God of War, the second System 80 sound board has the capability of speech.  Ironically, this board is commonly referred to as the &amp;quot;sound and speech board&amp;quot;, and was brought over from the Gottlieb® video game division at the time.  Fortunately, Gottlieb® chose the 6502 CPU architecture just like the CPU board.  There is a 6532 RIOT used also.  The downside to this board is the now rare LM379S amp and SC-01 phoneme speech chip are both difficult to acquire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are approximately three renditions of this board.  Each will be marked with [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Different_Revisions_of_the_Sound_and_Speech_Boards B-20887-X].  The &amp;quot;X&amp;quot; denotes a suffix of 1, 2, or 3.  If the board has [http://en.wikipedia.org/wiki/Wire_wrap wire wrap] or resistors added to the solder side of the board, do not assume that it is some sort of diabolical, weird hack.  These were recommended upgrades either done by the factory or out in the field.  With each higher revision number, less wire wrap and resistors are present on the solder side of the board.  However, each board revision typically has some degree of wire wrap added to it.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Schematics corresponding to the -1 revision of the board can be found in the Mars, God of War and Volcano manuals. Schematics corresponding to the -3 revision of the board can be found in the Black Hole and Haunted House manuals.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound MA483 pig.JPG|300px|thumb|left|Gottlieb® System 80 / 80A Sound Board w/ MA-483 Piggyback Board (replaces LM379S amp)]]&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback.JPG|300px|thumb|right|Gottlieb® MA-483 Piggyback Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
To reduce costs, Gottlieb® abandoned the speech option, and went a step backwards with a board generating sounds only.  In doing so, they used the same B-20887-3 base board as the most current sound and speech board.  The SC-01 speech chip socket in addition to the 74xx TTL chips, one of the LM741 op amps, and discrete components associated with the speech circuit were not installed on the board.  By the time this board was first used, the LM379S amp was too costly and difficult to source.  The solution was to add a single-side, piggyback board (as shown in the picture) with a TDA2002 amplifier and other necessary components.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this board is used as a replacement in a game which uses a sound &amp;amp; speech power supply, (Haunted House for example), modifications to the sound and speech board power supply must be made.  This is due to the higher voltages necessary to operate the LM379S amp versus the TDA2002. If this board is installed in a game where the sound and speech board power supply has not been modified, destruction of the TDA2002 amp is inevitable.&lt;br /&gt;
&lt;br /&gt;
The procedure to modify the speech board power supply can be found [[#Using_the_MA-483_Sound_Amp_Board_on_a_Sound_and_Speech_Board|here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:GottliebSystem80SoundMA483WithPigAndDip.jpg ‎|300px|thumb|left|Gottlieb® System 80 / 80A Sound Board w/ MA-483 Piggyback Board and DIP switch bank]]&amp;lt;br&amp;gt;&lt;br /&gt;
A slightly different variant of this board was used in Royal Flush Deluxe. This revision of the board included the 8 position DIP switch bank.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Only Board with Piggyback====&lt;br /&gt;
[[File:GottliebSystem80ABSoundsOnlyWithPiggyback.jpg ‎|300px|thumb|left|Gottlieb® System 80A/80B Sound Board MA-490 w/MA-488 Piggyback Board (Sounds only). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Gtb piggyback sound factory trace wire.JPG|300px|thumb|right|Gottlieb® System 80A/80B Sound Board w/Factory Trace Wire. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GottliebSoundsOnlyCut.jpg ‎|300px|thumb|left|Gottlieb® System 80A/80B Sound Board w/Factory &amp;quot;cut&amp;quot;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
To reduce costs even more, Gottlieb® started using a modified sound only board originally released with Spiderman in 1980. This &amp;quot;new&amp;quot; sound board was used during the production of Amazon Hunt, and continued until Tag Team Pinball. The main modification of the board was the addition of a piggyback board. The piggyback board was used to increase the size of the sound ROM by using a 2716 EPROM. The original game ROM location was neither socketed or stuffed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two other noteworthy modifications are an added factory trace wire on the solder side of the board, and a cut trace between pin 8 of U7 (7404) and a header pin on the component side of the board. The added trace wire runs from pin 3 of U1 (6503 CPU) to pin 18 of U2 (piggyback header pins). Both of these modifications should remain intact for the board to function properly.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This modification connects pin 18 of the daughter card, which is used by the 6530 and the 74LS112 at U10 on the daughter card to send an interrupt to the 6503. It also removes the spare connection from the 7404 at U7 on the base card to pin 18 of the piggyback card.&lt;br /&gt;
&lt;br /&gt;
It is also worth mentioning that this is one of the few instances where Gottlieb® used a double-sided piggyback board.  The benefit of using a double-sided board is the decreased chance of cracked header pins, where the header pins attach to the underside of the piggyback board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (two button)====&lt;br /&gt;
[[Image:GTB Sys80B Sound.JPG|300px|thumb|left|Gottlieb® System 80B MA-766 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
And now for something completely different.  Well, not really.  The MA-766 sound board hit the scene with Rock, but a similar design was already used prior by the Gottlieb® video game division (Mylstar) when it existed.  It is based on the 6502 CPU architecture, but uses two 6502s instead of one.&lt;br /&gt;
&lt;br /&gt;
Two momentary push button switches are present on the board - SW1 and SW2.  Upon pushing SW1, the sound board should output a single blip (tone).  SW2 is used to manually reset the CPU on the sound board.  A bank of 4 dipswitches is located adjacent to SW1.  Dipswitches 1-3 should always be off, while dipswitch 4 should remain on for proper function.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (one button)====&lt;br /&gt;
[[Image:Gtb sys80b MA886 sound.JPG|300px|thumb|left|Gottlieb® System 80B MA-886 Sound Board]]&lt;br /&gt;
[[Image:GTBMA886SoundDepop.jpg|300px|thumb|right|Gottlieb® System 80B MA-886 Sound Board, only partially populated (found in Big House, Bad Girls, etc.]]&lt;br /&gt;
The MA-886 board is essentially the same as the previous sound board, except it uses 2 separate .156&amp;quot; header pin connections instead of edge connectors for inputs / outputs. Some other obvious changes are the omission of momentary test button SW1, the omission of the 4-bank dipswitch, the omission of YROM2 socket. In addition, a socket is sometimes populated at position S4 and neither AY-3-8913 orator chip is populated.  Momentary test button SW2 is still preset, and is still used to manually reset the board&#039;s processor.  The lack of YROM2 is because the MA-886 board allows for the use of larger EPROMs.  The S4 socket has been added on some boards, and is used to transfer data via a ribbon cable to an auxiliary sound board (MA-1033 or MA-1294). These boards also stuff R58 with a 10K 1/4W resistor and may have JP8 cut or not stuffed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Bone Busters Sound Board=====&lt;br /&gt;
[[Image:MA766-719A.jpg ‎|300px|thumb|left|Gottlieb® System 80B MA-886-719A Sound Board]]&lt;br /&gt;
The MA-886-719A sound board (also noted as MA-1299-719 in the manual) is an additional sound board found only in Bone Busters. It is based on the MA-886 sound board, but it is a stripped down version with much fewer populated components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Amazon Hunt II Sound Board=====&lt;br /&gt;
[[Image:placeholder.jpg|300px|thumb|left|Gottlieb® System 80B MA-982 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-982 sound board is used only in the conversion game: Amazon II. It is based on the MA-886 sound board, but it is a stripped down version with much fewer populated components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Auxiliary Sound Board====&lt;br /&gt;
There are two versions of the auxiliary sound board.&lt;br /&gt;
&lt;br /&gt;
[[Image:MA1033AuxSound.jpg|300px|thumb|left|Gottlieb® System 80B MA-1033 Auxiliary Sound Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-1033 auxiliary sound board was used in System 80B games including: Bad Girls, Big House, and Hot Shots, as well as one System 3 game: Lights, Camera, Action.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys3 sound MA-1294.JPG|300px|thumb|left|Gottlieb® System 80B MA-1294 Auxiliary Sound Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The MA-1294 auxiliary sound board was only used in one System 80B game, Bone Busters, as well as System 3 games including: Hoops, Bell Ringer, Silver Slugger, Car Hop, Deadly Weapon, Title Fight, and Vegas.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Speakers===&lt;br /&gt;
[[File:Panthera Head Speaker.jpg|thumb|left|300px|Typical speaker located in the head of a System 80 game (Panthera)]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80 games use a dual speaker system.  In most cases, (where there is a grill above the backglass), there is a 6-1/2&amp;quot;, 8 ohm, low wattage speaker in the lower cabinet, and a second one in the head, behind the grill in the backbox.  Some games, like Haunted House, have two speakers in the lower cabinet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB-80a-the-games-speaker.jpg|thumb|left|300px|Single speaker from an 80A game (The Games)]]&amp;lt;br&amp;gt;System 80A games may have two speakers or just one. Again, these are 6-1/2&amp;quot;, 4 ohm, low wattage speakers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Tag Team Speaker.jpg|thumb|left|300px|Single speaker from an early 80B game (Tag Team)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Early System 80B games, Chicago Cubs, Tag Team, and Bounty Hunter, all use a single 6-1/2&amp;quot; 4 ohm speaker in the lower cabinet.&lt;br /&gt;
&lt;br /&gt;
Starting with Rock, 80Bs use a 6-1/4&amp;quot; in the cabinet and a small speaker on the left of the display panel.  The last few 80B games, where the speaker panel is located above the translite, use three speakers total (2 above the translite and 1 in the lower cabinet).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Displays===&lt;br /&gt;
====System 80====&lt;br /&gt;
[[Image:GottliebSixDigitDisplay.jpg|300px|thumb|left|Gottlieb® 6 Digit Display]]&lt;br /&gt;
[[Image:GTB 6 digit display back.JPG|300px|thumb|right|Gottlieb® 6 Digit Display (Back)]]&lt;br /&gt;
&lt;br /&gt;
[[Image:GTB status display.JPG|300px|thumb|left|Gottlieb® 4 Digit Display]]&lt;br /&gt;
[[Image:GTB status display back.JPG|300px|thumb|right|Gottlieb® 4 Digit Display (Back)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80=====&lt;br /&gt;
Display test is step number 19 System 80 games. Each display, including the credit/match display participates in &amp;quot;walking&amp;quot; each digit (0 through 9 beginning with 0) across each display. The &amp;quot;walking&amp;quot; begins at the match side of the credit/match display, then moves to players 1 and 3, then to players 2 and 4. After a &amp;quot;9&amp;quot; is walked through all displays, the cycle starts again with &amp;quot;0&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A====&lt;br /&gt;
[[Image:GTB 7 digit display.JPG|300px|thumb|left|Gottlieb® System 80A 7 Digit Display]]&lt;br /&gt;
[[Image:GTB 7 digit display back.JPG|300px|thumb|right|Gottlieb® System 80A 7 Digit Display (Back)]]&lt;br /&gt;
[[Image:GTB status display.JPG|300px|thumb|left|Gottlieb® 4 Digit Display]]&lt;br /&gt;
[[Image:GTB status display back.JPG|300px|thumb|right|Gottlieb® 4 Digit Display (Back)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80A=====&lt;br /&gt;
Display test is step number 19 System 80A games. Each display lights every position, and advances through all of the numbers starting with &amp;quot;0&amp;quot; and ending with &amp;quot;9&amp;quot;.  Once &amp;quot;9&amp;quot; is reached, the process starts over at &amp;quot;0&amp;quot; again.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B====&lt;br /&gt;
[[File:System80BDisplayFront.jpg‎|300px|thumb|left|Gottlieb® System 80B MA-644 Display Component Side]]&lt;br /&gt;
[[File:System80BDisplayBack.jpg‎|300px|thumb|right|Gottlieb® System 80B MA-644 Display Solder Side]]&lt;br /&gt;
System 80B games introduced the 20 alphanumeric character dual line display module. These displays evolved over time. The one pictured here was used in games Chicago Cubs Triple Play until Excalibur. The two large ICs found on this board (Rockwell 10941 segment driver and Rockwell 10939 digit driver) are long obsolete and very hard to obtain. Other components on the board are readily available.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board rectifies 32VAC via diodes CR1-CR4 to produce -45VDC and -15VDC for use by the segment and digit drivers. Should one or more of these diodes fail, the foil trace on the board sometimes acts like a fuse, and burns itself up. The picture at right shows a board that experienced this failure, along with a jumper to repair the damaged trace.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If an MA-644 or MA-999 display exhibits ghosting or partially-dimmed characters, one possible cause is failure of the VR1 zener diode. VR1 is used as a regulator to provide a DC offset to the AC filament voltage via the center tap (VCO) of the filament transformer output. In normal operation, the AC filament voltage oscillates entirely above the reference voltage such that the trough of the wave is approximately at the reference. If VR1 fails as a short, the DC offset drops and causes the AC filament voltage to center itself around the reference voltage rather than completely above it. Replacing VR1 should correct the issue without damaging the display. VR1 on an MA-644 is a 1N4737A (7.5V, 1W) zener; it normally passes about 10-12mA of current and dissipates approximately 50mW of power. The MA-999 variant of the display uses a 1N4739A (9.1V, 1W) zener.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[FILE:GTB_80B_Large_AlphN_Display.JPG|300px|thumb|left|Gottlieb System 80B MA-999 Alpha-Numeric Display Board with header pin connections. (Bad Girls)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The last System 80B games (Hot Shots, Big House, Bad Girls, and Bone Busters) all used a larger alphanumeric vacuum fluorescent display assembly.  This type of display used two sets of .156&amp;quot; header pins instead of the more familiar edge connection.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80B=====&lt;br /&gt;
[[File:Gtb alphanum display test.gif|thumb|left|300px|Simulation of System 80B display test]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Display test is test number 20 for System 80B.  All 40 of the alpha-numeric &amp;quot;digits&amp;quot; (both the top and bottom displays) will light starting with a &amp;quot;0&amp;quot;, next a &amp;quot;+&amp;quot;, then an &amp;quot;X&amp;quot;, and finally a &amp;quot;,&amp;quot;.  In doing this, all possible segments of all the display digits are lit at one point during display test.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Reset Board===&lt;br /&gt;
[[File:Gtb sys80 reset.JPG|thumb|left|300px|Gottlieb® System 80 / 80B MA-980 Reset Board]]&lt;br /&gt;
[[File:GTB Sys80B Newer Reset Board.jpg|thumb|right|300px|Gottlieb® System 80B MA-1143 Reset/Anti-Static Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Devil&#039;s Dare, the first System 80A game, the reset board became a staple of the Gottlieb® design to automatically reset the CPU board should the CPU lock up.  Apparently games locking up on location was an issue with System 80 games.  The reset board was created to resolve this issue, should the game lock up, and no one is present to manually reset the game by shutting it off and turning it back on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The MA-980 reset board is a small footprint PCB with the board designation of A24, and is located adjacent to the TC1 connector of the CPU board.  The connection on the reset board is A24P1, while the connection for TC1 of the CPU board is A24P2.  As long as someone can turn the game off, should it lock up, there is no need to keep the reset board connected.  In most cases, the aged reset boards are more troublesome if allowed to remain connected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTBResetBoardConnector.jpg|thumb|left|300px|Connection at TC1 to the reset board.]]&lt;br /&gt;
[[File:GTB_RW_3K_Pullup.JPG|thumb|right|300px|A 3.0Kohm resistor, added between pins 7 and 11 of TC1.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Along with adding the reset board, Gottlieb® added a 3.0Kohm resistor across pins 7 and 11 of the reset board connection at MPU connector TC1. If not using the reset board, it&#039;s advised to add this resistor to the back of the board, as shown at right. This resistor pulls the R/W (read/write) line high when not pulled down by the 6502.&lt;br /&gt;
&lt;br /&gt;
If using connector A24-P2, do not add the 3.0Kohm resistor.  Doing so will change the effective resistance to 1.5Kohms (value of resistors in parallel).&lt;br /&gt;
&lt;br /&gt;
The reset board connector also has a 1N270 diode soldered to it. There is no need to add this diode to the MPU since it&#039;s part of the reset board function.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;More Regarding the 3Kohm Pullup Resistor&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most MPU boards will work without the reset board but some MPU boards do refuse to work without the Read/Write pullup resistor.&lt;br /&gt;
&lt;br /&gt;
The 3K resistor was added for two reasons:&lt;br /&gt;
&lt;br /&gt;
#It provides a stable Read/Write signal at power-up. There is a tiny fraction of time at power up where data can be written into Z5 but due to gate Z36A, this data write is prevented. The resistor does provide a proper biasing to the Read/Write line at time of powerup.&lt;br /&gt;
#More importantly - A Rockwell 6502 has a minimum VOH of 2.4volts, a 4069 requires a minimum VIH of 4 volts.&lt;br /&gt;
&lt;br /&gt;
In other words:&amp;lt;br&amp;gt;&lt;br /&gt;
*The Read/Write output from U1 (pin 34) guarantees the output will be 2.4 volts or higher for a logic 1.&amp;lt;br&amp;gt;&lt;br /&gt;
*The 4069 located at Z36D (pin 9 input of Z36) requires the input to be 4 volts or higher for a logic 1.&amp;lt;br&amp;gt;&lt;br /&gt;
*The 3K pullup resistor pulls the Z36D input closer to the required voltage range.&lt;br /&gt;
&lt;br /&gt;
Do realize that even though this problem exists on all System 80/80A/80B boards but only a very small fraction of these Gottlieb boards exhibit any symptoms. The chances that you have one if these that exhibit symptoms is quite slim.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game ROMs===&lt;br /&gt;
====ROM Checksums====&lt;br /&gt;
A partial listing of ROM checksums can be found [https://flippers.com/catalog_oc/gottlieb-game-or-sound-prom-eprom-gals-gott-prom &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]. Thanks to &amp;lt;i&amp;gt;John Robertson&amp;lt;/i&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B ROM Text Message Modifications====&lt;br /&gt;
&lt;br /&gt;
[[File:Rambo.jpg|300px|thumb|left|&amp;quot;RAMBO&amp;quot; replacement text (shown on a LISY 80B display panel). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Text messages on the dual 20 alphanumeric displays of System 80B games can be modified in the ROM image. One popular mod is to change &amp;quot;RAVEN&amp;quot; to &amp;quot;RAMBO&amp;quot;, which is displayed at the start of a game on Raven.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video describing how to do this can be found [https://www.youtube.com/shorts/SvHguKodqhs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aftermarket Boards===&lt;br /&gt;
====Power Supply Boards====&lt;br /&gt;
=====Rottendog GPS081=====&lt;br /&gt;
[[File:GPS081-1.png|thumb|left|300px|Rottendog GPS081 Power Supply Board]]&lt;br /&gt;
[[File:RottendogGPS081schematic.png|thumb|right|300px|Rottendog GPS081 Power Supply Board Schematic Diagram]]&amp;lt;br&amp;gt;&lt;br /&gt;
This is a direct replacement for the original MA831. It uses a switching voltage regulator to derive the 5V DC supply from 12V DC, &lt;br /&gt;
instead of a linear voltage regulator, as in the original board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
===Initial Troubleshooting===&lt;br /&gt;
When attempting to troubleshoot a malfunctioning or non-booting game, there are a few initial steps to perform before diving into more serious troubleshooting.&lt;br /&gt;
&lt;br /&gt;
# If the MPU has damage from a leaky battery, the corrosion will need to be addressed.&lt;br /&gt;
# Clean all the edge connector contacts using a pink rubber eraser. This will remove any tarnish or grime that has built up over the years. Sandpaper or fiberglass scratchers can be used but do so sparingly. Avoid removing the actual copper traces. &lt;br /&gt;
# Check all fuses using a multimeter set to continuity test. Do not rely on a visual inspection. Sometimes a fuse will appear to be intact but actually may be blown. Fuses are located near the transformer and on the underside of the playfield.&lt;br /&gt;
# Check voltages on the fuses near the transformer to make sure they are as expected.&lt;br /&gt;
# Check the power supply voltages and make sure that they are as expected. The 5V trim POT can be adjusted to 5.10v to overcome voltage loss across connectors if necessary. As you &amp;lt;b&amp;gt;slowly&amp;lt;/b&amp;gt; adjust the voltage trim POT, continuously measure DC voltage across the filter cap adjacent to J1 on the MPU board. This 100uf capacitor filters the incoming 5VDC. Adjust the voltage slowly, cautiously. Do not adjust the voltage above 5.1VDC&lt;br /&gt;
# It is sometimes helpful to [[#Adding_Ground_and_5V_Connections_to_Interconnect_Harness|install the two jumper wires in the interconnect harness]] between the driver board and MPU. This overcomes interboard connector loss of 5VDC and Ground.&lt;br /&gt;
&lt;br /&gt;
These steps may help address a number of common issues before proceeding to some of the more specific problems that can occur with system 80 games.&lt;br /&gt;
&lt;br /&gt;
===Connectors, Connectors, Connectors===&lt;br /&gt;
Connectors, connectors, connectors!!!  Since the Gottlieb® System 80/80A/80B boardset primarily relies on Molex connectors to pass data and voltages from board to board, the connectors should be addressed first.  Before even attempting to turn a Gottlieb® System 80/80A/80B game on for the first time, worn or corroded edge connector contacts must be replaced.  Cleaning or burnishing connector contacts is not a viable option to ensure a game&#039;s reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Poor connector contacts are the number one reason why System 80/80A/80B games do not function properly.  Poor or missing connector contacts have a cascading effect too.  The end results of bad connector contacts can be, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
*voltages which mysteriously disappear and reappear&lt;br /&gt;
*increased resistance &lt;br /&gt;
*specific switches not functioning&lt;br /&gt;
*lamps locking on&lt;br /&gt;
*lamps not turning on&lt;br /&gt;
*displays not properly functioning&lt;br /&gt;
*coils not turning on&lt;br /&gt;
*coils locking on&lt;br /&gt;
*CPU boards not booting, booting sporadically, or randomly resetting&lt;br /&gt;
*driver boards not functioning or functioning sporadically&lt;br /&gt;
&lt;br /&gt;
So, it is very important that the connector contacts are shiny, have proper spring tension, and are properly crimped for the over all reliability of the game.  Random, flaky issues which happen either sporadically or all the time are attributed to poor connector contacts in nearly every case.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=450px heights=100px perrow=2 caption=&amp;quot;System 80 Connector (J6), The Good, The Bad, and The Ugly&amp;quot;&amp;gt;&lt;br /&gt;
File:System80ConnectorBadPins.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;An example of pins in desperate need of rehab.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80ConnectorGoodPins.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Ahhh...Much nicer after repinning.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SandedGottliebEdgeConnector.jpg|300px|thumb|left|Sanded (or possibly bare from the factory) card edge contacts will corrode and degrade the electrical connection.]]&lt;br /&gt;
[[File: GottliebEdgeConnectorRehab.jpg|300px|thumb|right|The two connector pads on the left have been lightly scratched with the fiberglass pencil. Even the small bit of oxidation or corrosion shown on the remaining pins is enough to prevent a connection.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A common (poor) practice is to sand the card edge contacts to the bare copper as shown at left. While this may alleviate issues in the short term, longer term the copper will oxidize and cause more problems. All copper oxidizes. Copper is beautiful on building rooftops when first installed but oxidizes to a light green patina over time. Card edge contacts will do the same thing. &lt;br /&gt;
&lt;br /&gt;
If the card edge contacts aren&#039;t bright and shiny, they can be cleaned off with a pink rubber eraser or lightly scratched with a fiberglass pencil. This will remove oxidation and grime without harming or thinning the finger contacts. If the contacts are corroded (due to battery damage) or have divots in them, lightly sand them, then re-tin them with a thin coat of solder. Either suck the excess solder off with a solder sucker or when heated, wipe the solder off with a rag. Avoid heating the card edge contacts too much as they will detach from the PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Replacing (Repinning) System 80 Connectors====&lt;br /&gt;
Replacing connectors in a pinball machine somehow adopted the term repinning. Repinning a System 80 connector housing isn&#039;t too bad overall.  On a difficulty scale of 1 to 10 (1 being the easiest to do) compared to all other makes and platforms made, System 80 connector replacement is about a 3.  One benefit regarding the System 80 IDC housings is that they are reusable.  Below are the steps to remove the connector from its housing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*First, grasp the housing in one hand. .&lt;br /&gt;
*Next, use the Molex tool pictured below by sliding it behind the pin to release the &amp;quot;barb&amp;quot; holding the pin in.&lt;br /&gt;
*Finally, pull gently but firmly on the wire.&lt;br /&gt;
&lt;br /&gt;
Conversely, a small &amp;quot;pocket&amp;quot; flat blade screwdriver can be used to remove the Molex connector.  After pushing the connector tab down, pull the wire out and downward a bit.&lt;br /&gt;
&lt;br /&gt;
Sometimes the connector comes out, and sometimes the wire pops out of the connector.  If the latter, use a small jeweler&#039;s screwdriver to gently pry the very end of the connector against the rectangular opening in the connector housing. You&#039;re trying to get the IDC &amp;quot;ears&amp;quot; of the connector to clear the housing. Sometimes the connector will easily come right out. If it doesn&#039;t, use small needle nose pliers with serrated jaws, to grab the &amp;quot;ear&amp;quot; of the connector, and pull it out.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Molex11-03-0016.jpg|300px|thumb|left|A Molex Contact Extraction Tool, Molex part number 11-03-0016]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some system 80 connector housings are &amp;quot;double sided&amp;quot; edge connectors. All of the connector housings that are double sided are black from the factory (blue colored housings are typically Jamma connectors used as replacements, and do not apply to this section of this guide).  To remove pins from these connector housings, you need a pricey yet effective tool called a Molex contact extraction tool, (commonly referred to as a Molex extractor). The Molex part number for the extractor is 11-03-0016, and can be purchased from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=11-03-0016&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= Great Plains Electronics] or other electronics vendors.  Slide the extractor behind the pin to release the &amp;quot;tang&amp;quot; that holds the pin in. Firmly grip the wire and pull the pin out of the connector.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of the repinning process can be found [https://www.youtube.com/watch?v=hErTlsFOMw4&amp;amp;t=5s here].&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] Another YouTube video of the repinning process, along with a &amp;quot;home made&amp;quot; tool, can be found [https://youtu.be/T_uj5F1fBgU here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Alternate Method of Replacing (Repinning) System 80 Connectors====&lt;br /&gt;
[[File:AlternateRepin1.jpg|300px|thumb|left|The repinning on a single sided connector]]&lt;br /&gt;
[[File:AlternateRepin2.jpg|300px|thumb|right|The repinning on a double sided connector]]&lt;br /&gt;
Some System 80 (and most System 1) connectors do not have the slot for depressing the pin ear. Most guides (as in the previous section) recommend purchasing a somewhat pricey tool to insert into the connector and depress the ear. This procedure is tedious and takes a bit of practice. If you have a decently equipped shop which includes a drill press, repinning these connectors using the following steps might be easier for you. Using this procedure, you can expect to replace each pin in less then a minute. I repinned an entire A1-J4 / A3-J1 harness in about 40 mins.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The procedure is to drill out the depression ear and pull out the pin:&lt;br /&gt;
&lt;br /&gt;
* Install a 1/16&amp;quot; bit in your drill.&lt;br /&gt;
* Set up a jig by clamping a straight edge to your drill press table. Set the jig so the hole will be 1/4&amp;quot; from the edge of the connector.&lt;br /&gt;
* Drill through the plastic housing on the back/bottom side.&lt;br /&gt;
* When you feel resistance from the metal pin, gently continue to drill until you feel and hear it destroy the pin ear.&lt;br /&gt;
* Repeat for the remaining pins.&lt;br /&gt;
* Gently pull wire by hand and it will come out very easily. Pliers shouldn&#039;t be required.&lt;br /&gt;
&lt;br /&gt;
The newly installed pins ears will correctly lock in place regardless of the holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The CPU / Driver Board Interconnect Harness===&lt;br /&gt;
[[File:Gtb sys80 harn2.JPG|300px|thumb|left|The A1-J4 / A3-J1 Interconnect Harness]]&lt;br /&gt;
[[File:Gtb sys80 harn1.JPG|300px|thumb|right|The A1-J4 / A3-J1 Interconnect Harness]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are 33 discrete signals which pass from the CPU board to the driver board via this connection.  Two of the connectors pass ground and +5v logic to the driver board [http://pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Adding_Ground_and_5V_Connections_to_Interconnect_Harness (two more can be added)].  The remaining signals are for lamp, solenoid, relay and sound control.  It is &#039;&#039;&#039;extremely important&#039;&#039;&#039; to have solid connectors installed in the CPU / driver board interconnect harness.  Without decent connections, lamps, coils, relays, and sound can either lock on or not turn on at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Adding Ground and 5V Connections to Interconnect Harness====&lt;br /&gt;
Yet one more power/ground update to make is to &amp;quot;double up&amp;quot; the 5VDC and ground connections between the MPU and the driver board. The OEM harness contains only one connection between the MPU and driver board for 5VDC and one connection for logic ground. This is an easy upgrade since spare connection positions are available in the connectors that lead to the correct edge contacts on each board.  Approximately 8 inches of wire and four bifurcated crimp on pins (bifurcated style, Molex 4366 series, Product Family KK, product ID: 08-03-0304 at [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=4366&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= Great Plains Electronics]) are needed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Crimp a pin to each end of each wire. The connectors at each end should face opposite directions. Doing this will avoid twisting the wire as you insert the pins into the connector housing. In the picture below, the red wire carries 5VDC, blue wire carries logic ground. These colors were chosen for illustrative purposes only. Any color wire will do, of course.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=3 caption=&amp;quot;MPU-to-Driver Board Harness Upgrade&amp;quot;&amp;gt;&lt;br /&gt;
File:S80HarnessUpgradeWires.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pins crimped to extra wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80HarnessSlots.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Spare pin positions in harness.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80HarnessUpgraded.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5VDC and ground upgraded.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ground updates===&lt;br /&gt;
&lt;br /&gt;
==== Recommended Ground Improvements for System 80/80A/80B Boards ====&lt;br /&gt;
&lt;br /&gt;
When the Gottlieb® System 80 board set was designed, for whatever reason, the designers did not physically attach each board to a common ground plane via a conductive back panel, standoffs and screws as Bally and Williams did. Instead, Gottlieb® relied on connectors and wires between each board to create a common ground. A poor connection due to dirty/damaged/fatigued connector pins will sever or introduce resistance into the ground between system components resulting in all sorts of odd behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To address this problem, it is important to examine each connector to ensure each pin is clean, and making solid contact (zero electrical resistance, 0 ohms) with the card edge conductor. The ultimate (and recommended) insurance is to add an additional wire from each board&#039;s ground to a common ground point. Historically, the recommended location to join separate board grounds is at the power supply. That ground is then connected to the ground strip (System 80/80A) or transformer assembly (System 80B) in the cabinet bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These ground upgrades were initially recommended and published on the Internet by [http://flippers.com/gottlieb_ground_cures.html#System80 John Robertson of John&#039;s Jukes].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=4 caption=&amp;quot;Recommended Board Ground Wire Locations&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB_Sys80_PSU_Ground.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80/80A Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80bPowerSupplyGroundMod.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B 5V Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80BAuxiliaryPowerSupplyCardEdge.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Auxiliary Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80a cpu brd grd.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;MPU Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80ab drvr brd grd.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Driver Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80 sound added ground.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80 Sound Only Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sound Speech ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Sound and Speech Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sound Speech power sup ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Sound and Speech Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb piggyback sound ground add.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80A/80B Sound Only Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GottliebSoundBoardGroundMod.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Sound Board (edge connector)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80SoundBoardHeaderGrounds.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Sound Board (header connector)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Aux Board Ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Chaser Lamp Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another design decision was to provide separate ground wires for groups of lamps and coils on the driver board. There are several variations used to tie the driver board lamp and solenoid discrete ground wires to the ground plane.  The most common method Gottlieb® used was passing the ground wires through a large, inline Molex connector. If a group of lamps and/or coils are not working, there is a significant probability that a ground is missing.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80GroundsTiedTogether.jpg|left|thumb|300px|Tying all board ground together at a single point, on a System 80 or 80A game.]]&lt;br /&gt;
[[File:Sys80B_BoardGrounds_Added.jpg|right|thumb|300px|Using the 5VDC power supply heatsink as a tie point to add ground mods to a &amp;quot;non-foil&amp;quot; back panel game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Once all of the board grounds have been installed, tie them all together to a single point, as shown at left on a Gottlieb System 80 or 80A game. Here, one of the screws on the power supply is a handy attach point. Note that the coating on the cold plate at that screw point should be sanded bare, as discussed in step 9 of this [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Recommended_Updates_and_Repairs_for_the_System_80.2F80A_Power_Supply_Board procedure].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For 80B games with &amp;quot;non-foil&amp;quot; back panels, one method is to use the +5V power supply heatsink as a tie point. Run a lead from the heatsink to the lower right bolt in the backbox. This bolt will have the factory ground straps secured to it. Make sure to sand or use a Dremel to remove the anodized coating from the heatsink where the grounds will be connected. This implementation eases subsequent board removal as fewer &amp;quot;eyelets&amp;quot; are involved to remove a specific board.&lt;br /&gt;
&lt;br /&gt;
The other method, and a good alternative for 80B games with the &amp;quot;foil&amp;quot; back panel where the heat sink is isolated from the back panel with nylon dual sided washers, is to use wires long enough to tie each board to the lower right bolt in the backbox.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80GroundTiedToCabinetGround.jpg|left|thumb|300px|Connecting all the grounds to cabinet ground (green/yellow wire).]]&amp;lt;br&amp;gt;&lt;br /&gt;
With the grounds all tied together at the power supply, tie that ground to the ground strip in the cabinet bottom. In the picture at left, the wire joined to all other grounds at the power supply is tied to a cabinet ground point (in this case the speaker housing). Cabinet ground points generally have a green wire with yellow tracer attached.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80GroundStrap.jpg|left|thumb|300px|System 80 Cabinet Bottom Ground Strip]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bottom board ground strap is where all grounds should come together for System 80 games.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Grounds Improvements for System 80A at Transformer Panel=====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|System 80A Grounds Cabinet Bottom Ground Strip]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Grounds Alien Star After.jpg|300px|thumb|left|Grounds at Transformer Panel (Alien Star)]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® did secure the grounds correctly on one particular game.  As seen in the adjacent pic, the grounds on Alien Star were attached discretely on the transformer panel.  These ground lines did not pass through a Molex connector like games before or games after.  Why Gottlieb® did not continue this practice is unknown.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Recommended Ground Improvements for System 80B====&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80A / 80B at the Transformer Panel - &amp;quot;The Games&amp;quot; to &amp;quot;Chicago Cubs Triple Play&amp;quot;=====&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*The Games&lt;br /&gt;
*El Dorado City of Gold&lt;br /&gt;
*Touchdown&lt;br /&gt;
*Ice Fever&lt;br /&gt;
*Bounty Hunter&lt;br /&gt;
*Chicago Cubs Triple Play&lt;br /&gt;
&lt;br /&gt;
After Alien Star, Gottlieb® either soldered wire leads directly to the male spade connector board on the transformer panel (games like Chicago Cubs), or used female spade connectors (games like The Games, Touchdown, and Ice Fever), and used square, inline 9-pin Molex connectors to connect to the wiring harness. These connections, if the pins in the connectors are in good shape, are solid and do not require upgrade or modification.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px&amp;gt;&lt;br /&gt;
File:Gottlieb-touchdown-transformer-panel.jpg|Grounds at Transformer Panel (Touchdown)&lt;br /&gt;
File:GTB Grounds Cubs.jpg|Grounds at Transformer Panel (Chicago Cubs Triple Play)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80B at the Transformer Panel - &amp;quot;Tag Team Pinball&amp;quot; to &amp;quot;Spring Break&amp;quot;=====&lt;br /&gt;
&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*Tag-Team Pinball&lt;br /&gt;
*Rock&lt;br /&gt;
*Raven&lt;br /&gt;
*Rock Encore&lt;br /&gt;
*Hollywood Heat&lt;br /&gt;
*Genesis&lt;br /&gt;
*Gold Wings&lt;br /&gt;
*Monte Carlo&lt;br /&gt;
*Spring Break&lt;br /&gt;
&lt;br /&gt;
Ground connections used on System 80B games from Rock to Spring Break are the most unreliable style of ground connections Gottlieb® ever used.  These connections consist of two (sometimes three) small boards each with two gangs of 9-pin male connections. The boards are fastened to the left side of the transformer panel&#039;s metal chassis.  One problem with this is that the 9-pin female connection becomes loose, and in turn, ground connections become intermittent.  Another problem is the male pins on the boards suffer from cracked solder connections.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One common symptom of poor ground connections is multiple solenoids not functioning.  If removing the 9-pin Molex plug from the ground board, rotating it 90 degrees, and reconnecting it causes non-working solenoids to function, the ground connections are bad. Whether or not this test proves that the ground connections are bad, it is highly recommended to improve the ground connections for future reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The purpose of these changes is to remove one potentially failed connection out of the equation.  The grounds will then be secured directly to the transformer chassis via solderless eyelet crimp connectors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These ground upgrades were initially recommended and published on the Internet by [http://www.flippers.com/gottlieb_ground_cures.html#System3 John Robertson of John&#039;s Jukes].  Below are the steps to properly upgrade the grounds.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=100px perrow=3 caption=&amp;quot;Gottlieb® System 80B Ground Upgrades (Tag Team Pinball to Spring Break)&amp;quot;&amp;gt;&lt;br /&gt;
File:Gtb_sys80b_trans_ground_01.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The stock ground connections plugged into the ground connection boards on the left side of the transformer panel.  This pic is a view from the left side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 02.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Remove all connections from the transformer panel.  Then, unscrew the four 5/16&amp;quot; hex head screws which secure the transformer panel from the bottom of the cabinet.  Turn the transformer panel on its side.  This will allow better access to secure the ring terminals to the side of the chassis.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 03.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut all of the ground wires as close as possible to the 9-pin connection.  Remove the two boards with the 9-pin male wafer connections.  As can be seen in the pic, Gottlieb® did actually secure the discrete transformer panel grounds to the panel&#039;s chassis with a single, soldered eyelet connector.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 04.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All the ground wires are to have their insulation stripped back longer than usual - approximately 3/4&amp;quot;.  Solderless ring terminals are crimped onto the ground wires.  The connections used in this particular application are Motormite #85443.  Motormite brand does not have to be used.  This particular brand and part number are mentioned due to the difficulty in finding the correct connectors to use. Most common ring terminals have a #10 or larger screw eyelet, which will not work effectively, if the eyelets are fastened to the side of the transformer panel chassis.  The ring terminals shown here are made for #12-#10 gauge wire with an eyelet for a #8 screw.  &amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 02.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The ground Molex plugs and connection boards which were formerly fastened to the transformer panel&#039;s metal chassis. The four ground connector plugs (some games only use three total) were cut off from the incoming ground wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 06.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Keep wires which were common to one connector together (driver board ground wires, playfield ground wires, and backbox ground wires).  In doing this, future disassembly will be possible, should any of the individual wiring harnesses need attention or the playfield removed from the game.  The ground wires are then twisted together and crimped.  From experience, a maximum of 4 larger gauge wires can be crimped in one connection.  Lighter gauge wires can be paired with or without heavier gauge wires.  When doing this, the maximum effective grouping of wires increases slightly.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 01.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The screws which were removed from the ground bus board should be reused to secure the eyelets to the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 03.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The transformer is fastened to the bottom of the cabinet with the ground upgrades in place.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground last.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pay close attention when securing the transformer panel to the cabinet.  All four mounting screws typically have flat ground straps with an eyelet.  These eyelet connections *must* be secured to the transformer panel.  Otherwise, the earth grounds will not all be tied together anymore.  Two of these ground connections are circled in the pic.  There are two more located on the backside of the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although somewhat equally difficult to locate, an alternate to the Motormite # 85443 connectors are Tyco / AMP 408-2049-4 connectors. Again, any brand can be used, but make certain the eyelet hole is for a #8 screw (not a #10 or larger), and the crimp connector can accommodate #10 / #12 gauge wires (typically yellow insulation on crimp).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80B at the Transformer Panel - &amp;quot;Arena&amp;quot; to &amp;quot;Amazon Hunt III&amp;quot; =====&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*Arena&lt;br /&gt;
*Victory&lt;br /&gt;
*Diamond Lady&lt;br /&gt;
*TX-Sector&lt;br /&gt;
*Robo-War&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Excalibur&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bone Busters Inc.&lt;br /&gt;
*Night Moves&lt;br /&gt;
*Amazon Hunt III&lt;br /&gt;
&lt;br /&gt;
Ground connections used on System 80B games from Arena to Amazon Hunt III are the not as bad as the previous design, however, they are still unreliable at times.  These connections consist of two small boards with three 10-pin .156&amp;quot; inline male header connections. The boards are fastened to the left side (or back side on newer games like Hot Shots) of the transformer panel&#039;s metal chassis.  One problem with this is that the header pins get cracked solder joints, and in turn, ground connections become intermittent. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One common symptom of poor ground connections is multiple solenoids not functioning.  If removing the 10-pin Molex plug from the ground board, and reconnecting it at a different header causes non-working solenoids to function, the ground connections are bad. Whether or not this test proves that the ground connections are bad, it is highly recommended to improve the ground connections for future reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The purpose of these changes is to remove one potentially failed connection out of the equation.  The grounds will then be secured directly to the transformer chassis via solderless eyelet crimp connectors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like the previous section, these ground upgrades were initially recommended and published on the Internet by [http://www.flippers.com/gottlieb_ground_cures.html#System3 John Robertson of John&#039;s Jukes].  Below are the steps to properly upgrade the grounds.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=100px perrow=3 caption=&amp;quot;Gottlieb® System 80B Ground Upgrades (Arena to Bone Busters)&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB 80B Victory Grounds 01.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The stock ground connections plugged into the ground connection boards on the left side of the transformer panel.  This pic is a view from the left side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 02.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Remove all connections from the transformer panel.  Then, unscrew the four 5/16&amp;quot; hex head screws which secure the transformer panel from the bottom of the cabinet.  Turn the transformer panel on its side.  This will allow better access to secure the ring terminals to the side of the chassis.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 03.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut all of the ground wires as close as possible to the 10-pin housing.  Remove the two boards with the three .156&amp;quot; 10-pin male header connections.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 04.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All of the ground wires are to have their insulation stripped back longer than usual - approximately 3/4&amp;quot;.  Solderless ring terminals are crimped onto the ground wires.  The connections used in this particular application are Motormite #85443.  Motormite brand does not have to be used.  This particular brand and part number are mentioned due to the difficulty in finding the correct connectors to use. Most common ring terminals have a #10 or larger screw eyelet, which will not work effectively, if the eyelets are fastened to the side of the transformer panel chassis.  The ring terminals shown here are made for #12-#10 gauge wire with an eyelet for a #8 screw.  &amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 05.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The ground Molex plugs and connection boards which were formerly fastened to the transformer panel&#039;s metal chassis. The five ground connector plugs were cut off from the incoming ground wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 06.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Keep wires which were common to one connector together (driver board ground wires, playfield ground wires, and backbox ground wires).  In doing this, future disassembly will be possible, should any of the individual wiring harnesses need attention or the playfield removed from the game.  The ground wires are then twisted together and crimped.  From experience, a maximum of 4 larger gauge wires can be crimped in one connection.  Lighter gauge wires can be paired with or without heavier gauge wires.  When doing this, the maximum effective grouping of wires increases slightly.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 07.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The screws which were removed from the ground bus board should be reused to secure the eyelets to the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 08.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The transformer is fastened to the bottom of the cabinet with the ground upgrades in place.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 09.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pay close attention when securing the transformer panel to the cabinet.  The four mounting screws may have flat ground straps with an eyelet.  These eyelet connections *must* be secured to the transformer panel.  Otherwise, the earth grounds will not all be tied together anymore.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although somewhat equally difficult to locate, an alternate to the Motormite # 85443 connectors are Tyco / AMP 408-2049-4 connectors. Again, any brand can be used, but make certain the eyelet hole is for a #8 screw (not a #10 or larger), and the crimp connector can accommodate #10 / #12 gauge wires (typically yellow insulation on crimp).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Problems===&lt;br /&gt;
====Replacing the Orange Filtering Capacitor====&lt;br /&gt;
[[File:AgedOrangeCap.jpg|300px|thumb|left|A worn out original 6800uf/25V Gottlieb® filter capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
If your System 80 or early System 80A game still has the original, orange 12VDC filtering capacitor in the cabinet bottom, it should be replaced. It&#039;s 30+ years old, has served the game well for a long time, and deserves a rest. Replace it with a new capacitor, valued from 6800uf to 12,000uf and at least 25V. Don&#039;t forget to acquire the right sized bracket to secure the cap to the bottom board.&lt;br /&gt;
&lt;br /&gt;
A very nice replacement for this capacitor, specified at 12,000uf, can be found [https://www.bigdaddy-enterprises.com/repairkits/gottlieb_kits.htm#g-80filters here] or [https://www.marcospecialties.com/pinball-parts/C12KM40VR here].&lt;br /&gt;
&lt;br /&gt;
This capacitor filters the rectified 12VDC which is supplied to the power supply board for regulation down to 5VDC which is used by every board in the game, including the MPU. Solid 5VDC power is critical for the game to operate properly, hence the need for a properly working cap.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sporadic / Inconsistent / Missing Voltages====&lt;br /&gt;
[[File:GTB Sys80 PS Cold Joints.jpg|300px|thumb|left|This header pin was removed from the board by wiggling it loose!]]&amp;lt;br&amp;gt;&lt;br /&gt;
One problem with the System 80 power supply sporadic, inconsistent, or missing voltages.  The game may be fine one minute, while the next minute, it loses voltage(s) completely.  One of the main culprits for this is cracked header joints.  Between vibration and the heat dissipated by the heat sink, header joints have a fairly high failure rate on System 80 power supplies.  The fix is to disassemble the power supply (as seen in the next section), and replace the stock round header pins with square headers. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Low 60v and All Displays Dim or at Half Brightness===&lt;br /&gt;
See the display section: [[#All Displays Dim or at Half Brightness|All Displays Dim or at Half Brightness]]&lt;br /&gt;
&lt;br /&gt;
====Recommended Updates and Repairs for the System 80/80A Power Supply Board====&lt;br /&gt;
[[File:GottliebSystem80PSBurnedCR7.jpg|300px|thumb|right|If CR7 on the Gottlieb power supply looks like this, the board should be rehabbed immediately.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 Power Supply board is a pretty tough bugger. Still, after years of steady operation, they do fail, and they require refurbishment / rebuild.&amp;lt;br&amp;gt;&lt;br /&gt;
The test point values are silk screened on the System 80 power supply board. They are +5VDC, +8VDC, +42VDC, and +60VDC. Ground, or &amp;quot;common&amp;quot; is also labeled.&amp;lt;br&amp;gt;&lt;br /&gt;
Given that the parts to refurbish the power supply are cheap and readily available, and that taking the power supply apart is a bit of a pain, a good strategy is to replace all failure prone parts, whether the parts have failed or not, to avoid disassembling the power supply more than once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mandatory parts list:&amp;lt;/b&amp;gt;&lt;br /&gt;
#.156 male header pins without friction lock, 9-pin, 7-pin, 6-pin, or break to size.&lt;br /&gt;
#500 ohm resistor cermet trimmer potentiometer. A quality sealed one like the one pictured is advised.&lt;br /&gt;
#3 inches of 18 gauge wire&lt;br /&gt;
#680 ohm 1/2 watt resistor (470, 510, 560, or 620 works also) replacement for R10, originally a 30 ohm 2W resistor and &amp;lt;b&amp;gt;must be replaced&amp;lt;/b&amp;gt; if CR7 is replaced with a 1N4738 (below)&lt;br /&gt;
#1N4738 8.2V 1 watt zener diode (CR7, originally a 1N3445 8.2V 2W zener)&lt;br /&gt;
#12K ohm, 1/2 watt resistor (R3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Optional parts list:&amp;lt;/b&amp;gt;&lt;br /&gt;
#1N4746 18V 1 watt zener diode (CR6, optional)&lt;br /&gt;
#47uf, 100V axial capacitor (C2, optional)&lt;br /&gt;
#LM723 voltage regulator and 14-pin socket (IC1, optional if the 5V section is operational)&lt;br /&gt;
#2N6057, 2N6059, or 2N6284 Darlington transistor (Q3, optional if the 5V section is operational)&lt;br /&gt;
#heat sink compound (optional as required)&lt;br /&gt;
#TO-3 mica insulator or heat sink gasket (optional as required)&lt;br /&gt;
#TO-3 transistor spacer (optional as required) Keystone 4616 or Mouser Electronics 534-4616&lt;br /&gt;
#2N5550 or 2N5551 transistor (Q2, optional)&lt;br /&gt;
#470uf/100V axial capacitor (C1, optional if the 42v/60v section is operational, this cap is often the cause of the 1/4A HV fuse blowing)&lt;br /&gt;
#TIP31C TO-220 NPN transistor (Q1, optional if the 42v/60v section is operational)&lt;br /&gt;
#TO-220 mica insulator (optional as required)&lt;br /&gt;
#TO-220 Passive Heatsink - Aavid Thermalloy 563002B00000G (only necessary if the existing heatsink is damaged or missing the PCB mounting tabs)&lt;br /&gt;
#TO-220 Nylon Bushing Insulator (only necessary if missing or damaged)&lt;br /&gt;
#Green LEDs (optional...use to identify that the board has been rebuilt)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&lt;br /&gt;
#Remove the 4 screws that fasten the PCB to the cold plate (heat sink).&lt;br /&gt;
#Remove the 2 screws that fasten the back mounted transistor Q3 to the PCB and cold plate.&lt;br /&gt;
#Use a solder removal tool to remove the solder from the legs of Q3 that extend through the PCB. This is the toughest part of the job. If the board had been really hacked, two irons and a friend may be needed to accomplish this.&lt;br /&gt;
#Once the cold plate and Q3 have been removed, set those parts to the side.&lt;br /&gt;
#Replace parts on the PCB as recommended and advised by the particular failure.&lt;br /&gt;
#On the solder side of the PCB, solder a 3&amp;quot; wire from the ground trace to the screw mount, as shown in the picture below.&lt;br /&gt;
#When replacing the original round header pins with new square header pins, the through holes may require slight enlargement using a pick as shown in the picture below. Alternatively, the holes can be drilled with a small bit from the solder side of the board. Pressing the pins into the through holes without enlarging them might cause the solder pad to pop off the board. Key pins must be removed prior to installation as the PCB has no holes at the key pin position.&lt;br /&gt;
#Recheck all of the work performed.&lt;br /&gt;
#Sand the black insulating coating from the top/right screw hole on the front of the cold plate, as shown in the picture below. The insulating coating is very tough. A drum sander attachment on a Dremel works very well for this.  To ensure enough has been sanded, use a meter to &amp;quot;buzz&amp;quot; between screw holes. The screw hole will be used later to tie the ground from each PCB together.&lt;br /&gt;
#Install Q3 (note that it will only install one way) onto the cold plate using the transistor spacer, mica insulator, and heat sink compound.&lt;br /&gt;
#Mate the two halves of the power supply together and reinstall the two screws which secure Q3.&lt;br /&gt;
#Solder the leads of Q3 to it&#039;s through-holes.&lt;br /&gt;
#To ensure continuity at each leg&#039;s solder joint, &amp;quot;buzz&amp;quot; the connection between the left leg of Q3 and the top leg of R9.&lt;br /&gt;
#Also &amp;quot;buzz&amp;quot; the connection between the right leg of Q3 and the bottom leg of R11.&lt;br /&gt;
#Install the remaining 4 screws around the perimeter of the power supply board. &lt;br /&gt;
#Lastly, ensure there is NO continuity between Q3 and the cold plate, as shown in the picture below. This is an essential step to ensure proper operation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=170px heights=100px perrow=3 caption=&amp;quot;System 80/80A Power Supply Repair&amp;quot;&amp;gt;&lt;br /&gt;
File:Parts.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Required&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsRemoved.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front Side, Parts Removed and Board Cleaned Up&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsRemovedBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Back Side, Parts Removed&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:EnlargingHoles.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Enlarging Header Pin Holes&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsReplaced.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Replaced, Front Side&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsReplacedBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Replaced and Ground Updated, Back Side&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:R10ThermalStrainRelief.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Strain Relief for R10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Sys80PSAllDone.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All Done&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Transistor-to-ColdPlateContinuityTest.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Ensuring no continuity between Q3 and the cold plate&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once fully assembled, reinstall the power supply into the game. Connect ONLY J1 (the lower 9-pin connector) at this time. Power the game on, looking for the two LEDs to light. If they do not light, there will be rework to perform. Assuming that they do light, test each of the voltages that the power supply creates to ensure the correct power is being generated/regulated. Since the power is not &amp;quot;under load&amp;quot;, each of the voltages may read 10% or so high. While measuring the 5V test point, adjust the 5V trim pot to about 5.1VDC.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
That&#039;s it! Done.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: once the other boards are connected to the power supply, the 5V may sag some. Measure the 5V across the electrolytic cap just to the right of the MPU power connector. Using the 5V trim pot, adjust the 5V power to between 5.0 and 5.1VDC.&lt;br /&gt;
&lt;br /&gt;
====Recommended Repairs for the System 80B Power Supply Board====&lt;br /&gt;
[[File:Gtb sys80b psu.JPG|300px|thumb|left|System 80B +5 VDC Power Supply. The adjustment POT is at the top of the PCB.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Step one to improving power supply reliability is to replace the original 500 ohm 1 watt adjustment pot.  This procedure can be done easily without removing the large heat sink.  A replacement sealed pot is recommended, but not completely necessary.&lt;br /&gt;
&lt;br /&gt;
Next, remove all the old solder from the all of the .156&amp;quot; header pins, and reflow new solder onto the joints. The top header pins (J2) supply +5VDC to the majority of the associated circuit boards in the back box.  Provided that the power supply is delivering acceptable voltages in the +5VDC range, these two relatively simple repairs are the only things needed for this board.&lt;br /&gt;
&lt;br /&gt;
However, if you&#039;ve adjusted the pot as much as possible in the appropriate direction, and the power supply is still delivering voltages higher or lower than around +5VDC, it&#039;s probably time to look at replacing the LM338K voltage regulator.  While not a frequent occurrence, the voltage regulator will sometimes fail. &lt;br /&gt;
&lt;br /&gt;
If the voltages measured are less than 1VDC, the grounds for the power supply (located at the transformer panel) will more than likely need attention.  Once the grounds at the transformer panel are better secured, recheck the voltage at the power supply.&lt;br /&gt;
&lt;br /&gt;
Note: When measuring the +5VDC provided by the power supply, first disconnect J2 on the power supply. Measure power at the J2 male headers first. Once within an acceptable range, turn power off and reconnect J2. Measure power across C1, the 100uf/10V capacitor that is next to J1 (power connector) on the MPU. The MPU may drag the +5VDC supply down a bit. If you find this to be the case, adjust the trim pot on the power supply until a steady +5VDC is seen at the MPU. Poor connections between the +5VDC power supply and the MPU board may also reduce the voltage measured at the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Optional Bling...Adding Power Indicating LED&#039;s to Boards====&lt;br /&gt;
=====CPU Board LED=====&lt;br /&gt;
How to add a &amp;quot;+5 volt&amp;quot; indicator for the Gottlieb System 80 Generation 1 CPU board (the D102 board). This will light up when + 5 volts are present on the CPU board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; diameter holes spaced about 3mm apart in the spot indicated just below power connector J1. This area has no traces to interfere with drilling.&lt;br /&gt;
#Install LED into board with flat side facing toward the power connector J1.&lt;br /&gt;
#Bend the flat side&#039;s lead to the negative (ground) point shown in the picture and solder it.&lt;br /&gt;
#The other lead of the LED will connect to one side of the 330 ohm resistor. The other end of the resistor will be soldered to the positive trace shown in the picture. You&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is powered on, this LED will indicate that the CPU board is receiving +5 volts from the power supply.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDholesfront.JPG|300px|thumb|left|Holes drilled on front of board]]&lt;br /&gt;
[[File:Sys80CPULEDholesrear.JPG|300px|thumb|right|Holes drilled on rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Circled areas are where to drill the two holes for the LED. Any color of LED can be used, but red or green are preferred.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDwiring.JPG|300px|thumb|left|Wiring on solder side of board]]&lt;br /&gt;
[[File:Sys80CPULEDfront.JPG|300px|thumb|right|LED installed on board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED. Note the location of the flat side of the LED.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDlitup.JPG|300px|thumb|left|Finished installation of LED]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Completed installation with LED lit up indicating the +5 volts is present on the CPU board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Driver Board LED=====&lt;br /&gt;
Adding a &amp;quot;+5 volt&amp;quot; indicator to the System 80 Driver Board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohm quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; holes spaced about 3mm apart in the board at the location shown in the pictures to the left of the electrolytic capacitor near chip Z1. There should be no traces at that area.&lt;br /&gt;
#Install the red LED with the flat side facing the trace going to the negative side of the electrolytic capacitor. Bend the LED&#039;s flat side lead down to that trace and scrape away some of the green paint at the point you will be soldering it. Now solder that lead to the trace.&lt;br /&gt;
#Solder one end of the 330 ohm resistor to the other lead of the LED.&lt;br /&gt;
#The other end of the resistor will now get soldered to the trace that goes to the positive side of the electrolytic capacitor. Again, be sure to scrape some of the green paint off of the trace where the resistor lead will be soldered. You are done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is on, the LED will be lit indicating that the driver board is receiving +5 volts from the CPU board.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LED_holesfront.JPG|300px|thumb|left|Drilled holes on front of board]]&lt;br /&gt;
[[File:Sys80LEDholesrear.JPG|300px|thumb|right|Drilled holes on the rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Views of the holes drilled for the LED looking from the front and rear of the System 80 driver board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LEDrear.JPG|300px|thumb|left|Wiring of the LED and resistor]]&lt;br /&gt;
[[File:Sys80LEDflat.JPG|300px|thumb|right|Finished installation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED. Notice the location of the flat side of the LED. Any color of LED can be used, but red or green is prefered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LEDlitup.JPG|300px|thumb|left|Finished installation with LED lit]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Completed installation showing the LED lit up indicating +5v power is present on the driver board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pop Bumper Driver Board LED=====&lt;br /&gt;
How to add a &amp;quot;+5 volt&amp;quot; indicator for the Gottlieb System 80 Pop Bumper Driver Board. This will light up when + 5 volts are present on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#From the solder side, mark and drill four 1/16&amp;quot; diameter holes spaced as shown in the spot indicated. &lt;br /&gt;
#Install LED into board with flat side facing toward the power connector J1.&lt;br /&gt;
#Bend the flat side&#039;s lead to the negative (ground) point shown in the picture and solder it.&lt;br /&gt;
#The other lead of the LED will connect to one side of the 330 ohm resistor.&lt;br /&gt;
#The other end of the resistor will be soldered to the positive trace shown in the picture.&lt;br /&gt;
#You&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is powered on, this LED will indicate that the CPU board is receiving +5 volts from the power supply.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px perrow=3&amp;gt;&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-supplies.jpg|Supplies needed.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-1.jpg|Mark holes on solder side as shown.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-2.jpg|Drill holes.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-3.jpg|Stuff parts shown. Note the polarity of the LED.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-4.jpg|Bend component legs as shown.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-5.jpg|Solder all 3 connections as shown.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Repeat for each Pop Bumper Driver Board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary Lamp Driver Board LED=====&lt;br /&gt;
Adding a &amp;quot;+5 volt&amp;quot; LED indicator for the auxiliary lamp driver board used to create &amp;quot;chase lamps&amp;quot; in many System 80/80A/80B games.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red or green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, 1/4 watt&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; diameter holes about 3mm apart in the locations indicated in the pictures.&lt;br /&gt;
#Mount LED with the flat side toward the edge of the board.&lt;br /&gt;
#The lead from the LED&#039;s flat side will be soldered to pin 2 (ground) of connector A11P1. Be sure to slide a piece of heat shrink tubing over this lead so it does not accidently short to the other connector pins.&lt;br /&gt;
#The other lead of the LED will be soldered to one end of the 330 ohm resistor.&lt;br /&gt;
#The other end of the resistor will be soldered to pin 4 (+5 volts) of connector A11P1.&lt;br /&gt;
&lt;br /&gt;
Whenever the machine is on, the LED should be lit, indicating the auxiliary lamp driver board is receiving power. &lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDfrontholes.JPG|300px|thumb|left|Drilled holes on front of board]]&lt;br /&gt;
[[File:ALDLEDrearholes.JPG|300px|thumb|right|Drilled holes on rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
View of the holes drilled for the LED as viewed from the front and rear of the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDfront.JPG|300px|thumb|left|LED installed on board]]&lt;br /&gt;
[[File:ALDLEDrear.JPG|300px|thumb|right|Resistor and LED wiring]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED on the rear of the board. Notice the location of the flat side of the LED.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDlitup.JPG|300px|thumb|left|LED is lit up]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Finished installation with LED lit up indicating presence of +5 volts power on the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound/Speech Power Supply Board LED&#039;s=====&lt;br /&gt;
The Sound/Speech power supply board will get a total of four LED&#039;s! These are to indicate the presence of -12 volts, +12 volts, and +30 volts going out to the actual sound/speech board and also to indicate +24 volts coming in to the power supply board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*4 Red or green LED&#039;s&lt;br /&gt;
*2 Resistors, 1 k, 1/4 watt&lt;br /&gt;
*1 Resistor, 2.2k, 1/4 watt&lt;br /&gt;
*1 Resistor, 3.0 k, 1/4 watt&lt;br /&gt;
&lt;br /&gt;
#Drill a total of eight 1/16&amp;quot; holes at the points shown in the pictures near connector A7P1. Lead spacing per LED is about 3mm. Be sure the LED&#039;s are not too close to each other to interfere with sitting flat against the board. The +12 and +30 volt LED&#039;s will mount with the flat side facing diagonally (7 o&#039;clock) toward the lower left board mounting hole.&lt;br /&gt;
#The -12 volt LED will have the lead of the round side (anode) soldered to the heavy ground trace of the board. You&#039;ll need to scrape some of the green paint off the trace first. The other lead of this LED will be soldered to one end of a 1k resistor. The other end of this resistor will be soldered to the junction point of resistor R2 and the anode of zener diode CR2.&lt;br /&gt;
#The +24 volt LED will have the lead from the flat side (cathode) of the LED soldered to the heavy ground trace on the board. You&#039;ll need to scrape a bit of the green paint off the trace first. The other lead of the LED will be soldered to one end of a 2.2k resistor. The other end of the resistor will be soldered to the trace going to connector A7P1 pin 6 (+24 volts). Again, you&#039;ll need to scrape some of the green paint from the trace first.&lt;br /&gt;
#The +12 volt LED will have the lead from the flat side (cathode) of the LED soldered to the heavy ground trace. You will need to scrape some of the green paint off the trace first. The other lead of the LED will be soldered to one end of a 1k resistor. The other end of this resistor will be soldered to to the trace going to connector A7P1 pin 1 (+12 volts). You will need to scrape some of the green paint off of the trace first.&lt;br /&gt;
#The +30 volt LED will have the lead of the flat side (cathode) soldered to the heavy ground trace. You will need to scrape off some of the green paint from the trace first. The other lead of the LED will be soldered to one end of a 3 k resistor. The other end of this resistor will be soldered to the trace going to connector A7P1 pin 2 (+30 volts). You will need to scrape some of the green paint from the trace first.&lt;br /&gt;
#These LED&#039;s above are all optional. The board never originally came with anything to indicate presence of voltages. If you only want to install one, that&#039;s fine. I chose to install all four so I can see at a glance that all four voltages are present. You don&#039;t have to install all four if you don&#039;t want to.&lt;br /&gt;
&lt;br /&gt;
In the picture of the finished front of the board the LED&#039;s from top to bottom are:&lt;br /&gt;
&lt;br /&gt;
*-12v&lt;br /&gt;
*+24v&lt;br /&gt;
*+12v&lt;br /&gt;
*+30v&lt;br /&gt;
&lt;br /&gt;
In the picture of the wiring on the back (foil) side of the board, the resistors top to bottom are:&lt;br /&gt;
&lt;br /&gt;
*1K&lt;br /&gt;
*2.2K&lt;br /&gt;
*1K&lt;br /&gt;
*3K &lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDfrontholes.JPG|300px|thumb|left|Drilled holes for the LED&#039;s on the front of board]]&lt;br /&gt;
[[File:SSPSLEDrearholes.JPG|300px|thumb|right|Drilled holes for the LED&#039;s on the rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Views of the drilled holes for the LED&#039;s looking from the front and rear of the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDlower.JPG|300px|thumb|left|+12 and +30 LED&#039;s installed on front]]&lt;br /&gt;
[[File:SSPSLEDupper.JPG|300px|thumb|right|-12 and +24 LED&#039;s installed on front]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All four LED&#039;s installed on the front of the board. Notice the location of the flat sides of all the LED&#039;s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLED_wiring.JPG|300px|thumb|left|Wiring of the resistors on the rear of board]]&lt;br /&gt;
[[File:SSPSLEDfinished.JPG|300px|thumb|right|All four LED&#039;s installed on front of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistors and LED&#039;s on the rear of the board. All four LED&#039;s installed on front of board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDlitup.JPG|300px|thumb|left|Finished and all LED&#039;s lit]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All four LED&#039;s installed and lit up indicating the presence of the four different voltages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80/80A Power Supply Board LED=====&lt;br /&gt;
The System 80 and System 80A power supply board already has LED&#039;s installed to indicate the +5 volts and +12 volts. This project will add an LED to indicate the presence of the +60 volts which is used to operate the score displays. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 LED, any color&lt;br /&gt;
*1 Resistor, 10k, 2 watts&lt;br /&gt;
&lt;br /&gt;
#Drill a total of four 1/16&amp;quot; diameter holes at the points indicated between the foil traces in the pictures. Try to keep the holes in a straight line.The LED installs in the top two holes and with the flat (cathode) side facing downward toward the bottom end of the board. The resistor will install in the other remaining two holes which are the also the farthest spaced. Be sure to scrape the paint off of the foil traces at the points shown in the pictures.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_holes_front.JPG|300px|thumb|left|Holes drilled viewed from front of board]]&lt;br /&gt;
[[File:SYS80PS_holes_rear.JPG|300px|thumb|right|Holes drilled as viewed from rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wiring it all up:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The flat (cathode) side of the LED will be soldered to the top end of the 10k 2 watt resistor. Be sure to keep all component leads pressed down as close to the foil traces as possible to prevent shorting to the metal frame when the board is re-assembled to the metal frame. There is very little clearance between the board and the metal frame when everything is re-assembled. The lower end of the resistor will be soldered to the foil trace that goes to connector J3, pins 4 and 5 (ground). The round (anode) side of the LED will be soldered to the foil trace that goes to connector J3 pin 1 (the +60 volts). Put a short piece of heat shrink tubing or sleeving over that lead to prevent it from shorting to the trace it crosses over. Now carefully bend that lead of the LED down onto the correct foil trace as shown in the pictures and solder it. Be sure to label the new LED on the parts side of the board as &amp;quot;+60V&amp;quot;. This completes the wiring.&lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_parts.JPG|300px|thumb|left|Resistor and LED mounted on board]]&lt;br /&gt;
[[File:SYS80PS_soldered.JPG|300px|thumb|right|Parts soldered to foil traces]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new LED should be lit at all times the machine is turned on. It indicates that +60 volts DC is present to operate the score displays. The other display voltage, +42 volts, is derived from the +60 volts. &lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_finished.JPG|300px|thumb|left|Finished installation with +60v marking]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80 First Generation &amp;quot;Sounds Only&amp;quot; Sound Board LED&#039;s=====&lt;br /&gt;
This board was used in early System 80 games such as Panthera. It operates on three power sources, -12 volts, +12 volts, and +5 volts. The +12 volts is obtained from the bottom panel in the machine. The +5 volts is obtained from the game&#039;s power supply board. The -12 volts is generated on this sounds only board by receiving ac power input on J1 pins 3 and 4. You can measure the -12 volts by connecting your volt meter across zener diode CR5 (1N4742A).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MATERIALS NEEDED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*2 LED&#039;s, any color&lt;br /&gt;
*1 Resistor, 1k @ 1/4 watt&lt;br /&gt;
*1 Resistor, 330 ohm @ 1/4 watt&lt;br /&gt;
*1 Short piece of small diameter heat shrink tubing&lt;br /&gt;
&lt;br /&gt;
#Drill two pairs of holes 1/16&amp;quot; diameter and about 3mm apart at the locations as shown in the pictures. Be sure not to drill through any foil traces.&lt;br /&gt;
#The +12 volt LED will have the flat side (cathode) of the LED soldered to the ground trace coming from pin 6 of connector J1. You&#039;ll need to scrape a bit of green paint off of the trace first in order to solder it. The other lead of the LED will be soldered to one end of a 1k @ 1/4 watt resistor. The other end of the resistor will be soldered to pin 1 of connector J1 (the +12 volt source). Be sure to slide a short piece of heat shrink tubing over this end of the resistor before soldering since this lead will pass over a couple of traces. This will prevent the resistor lead from shorting to those traces and causing damage.&lt;br /&gt;
#The +5 volt LED will have the flat side (cathode) of the LED soldered to the ground trace coming from pin 6 of connector J1. You&#039;ll need to scrape a bit of the green paint off of the trace first in order to solder it. The other end of the LED will be soldered to one end of a 330 ohm @ 1/4 watt resistor. The other end of the resistor will be soldered to pin 5 of connector J1 (the +5 volt source).&lt;br /&gt;
#When finished, be sure to note that the flat sides of both LED&#039;s will be facing each other on the front side of the board. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80so_holes_front.JPG|300px|thumb|left|Holes drilled in front of board]]&lt;br /&gt;
[[File:Sys80so_holes_rear.JPG|300px|thumb|right|Holes drill in rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80so_LEDS.JPG|300px|thumb|left|LED&#039;s installed on board with flat sides facing each other]]&lt;br /&gt;
[[File:Sys80so_resistors.JPG|300px|thumb|right|Wiring on solder side of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====F2 Fuse Blows At Power Up on 80A games====&lt;br /&gt;
If the F2 fuse blows at power up, there is one overlooked problem that is good to check. This could also apply to 80B games, but a different fuse may blow.&lt;br /&gt;
&lt;br /&gt;
On the transformer panel, there is a pair of cement resistors are soldered to a solder tab, which is screwed down to a small square plastic post. Check to make sure that this has not been moved to another screw hole in the metal of the transformer panel. Screwing this line to the metal of the transformer panel ties one of the AC lines to ground. Since this line is shorted/tied to ground, it also has the side effect of making the bridge rectifier test bad, since there is a tab tied to ground when there shouldn&#039;t be one. It is likely that the bridge rectifier will test good as soon as the solder tab is moved to the correct place.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300&amp;gt;&lt;br /&gt;
File:sys80-f2-fuse-blows-issue-2.jpg|Correct place to screw the solder tab (on the square plastic post)&lt;br /&gt;
File:sys80-f2-fuse-blows-issue-1.jpg|Incorrect place to screw the solder tab. This causes a short.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MPU boot issues===&lt;br /&gt;
&lt;br /&gt;
There are a large and varied number of reasons that a System 80 MPU will fail to boot. Unfortunately, as has been said before, &amp;quot;this is not a Bally world&amp;quot;. That is, unlike &amp;quot;classic&amp;quot; Bally and Stern MPUs the System 80 MPU provides absolutely no indication as to why it may have failed to boot.&lt;br /&gt;
&lt;br /&gt;
Debugging a non-booting MPU is somewhat of an art. A few basic steps are listed below.&lt;br /&gt;
&lt;br /&gt;
#Ensure the power supply is providing a solid 5VDC power source&lt;br /&gt;
#Replace the orange electrolytic cap in the cabinet bottom if still original&lt;br /&gt;
#Take the board to the bench&lt;br /&gt;
#Examine the board for alkaline damage. Abate all alkaline corrosion.&lt;br /&gt;
#Ensure the reset section of the board is working. Pin 40 of the 6502 should begin &amp;quot;low&amp;quot;, then after about 1/2 second, transition to &amp;quot;high&amp;quot;. Note that the reset transition will be slightly longer if using a modern reset generator (ala DS1811) as outlined in subsequent sections&lt;br /&gt;
#Check the clock signals at the 6502. A logic probe will show a rhythmic pulse. An Oscilloscope should show the 3.58Mhz pulse. If the clock signal is not pulsing, work backwards through the 74xx logic all the way to the crystal if necessary&lt;br /&gt;
#Check the IRQ signal at the 6502. Ensure it isn&#039;t &amp;quot;stuck&amp;quot;. Only the 6532 RIOTs can pull the IRQ signal low. Once the 6502 software processes the IRQ, the 6502 will release the IRQ signal&lt;br /&gt;
#Check the R/W (read/write) signal at the 6502. Again, ensure it isn&#039;t stuck&lt;br /&gt;
#Check the address and data lines to ensure that they are pulsing&lt;br /&gt;
#Feel each of the masked ROM chips at U2 and U3 as well as the 6532 RIOT chips at U4, U5, and U6. If the IC is too hot to touch, it has probably failed and should be replaced. Note that the 6532 RIOTs run hot normally. If one is noticeably hotter than the other, that may be an indication of failure.&lt;br /&gt;
#Test each of the 74XX chips in the switch matrix (Z11 - Z15) using this [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit procedure].&lt;br /&gt;
#If the board has the original masked game ROM(s), replacement of those ROM(s) is advised. System 80 and 80A games used a 2716 originally at the PROM1 position (early games used dual 2708s at PROM1 and PROM2). System 80B games used a 2764 for the game ROM (which also replaces U2 and U3) and generally a 2716 at the PROM1 position. Of course, the ROM image can be doubled or even quadrupled so that it fits snugly into a larger capacitor ROM as long as that ROM footprint matches the OEM ROM footprint (number of pins)&lt;br /&gt;
#System 80B MPUs employ a &amp;quot;daughter card&amp;quot;. Fractured solder joints where the &amp;quot;riser pins&amp;quot; connect to the daughter card are often an issue. These joints can&#039;t be examined without removing the daughter card. And removing the daughter card is not trivial. If flexing the daughter card causes the board to boot or to crash, fractured solder joints are a solid suspect.&lt;br /&gt;
&lt;br /&gt;
====Power on &amp;quot;Thunk&amp;quot;====&lt;br /&gt;
Some System 80 games exhibit a &amp;quot;thunk&amp;quot; upon power up. The manifestation of this is the unpredictable lighting of lamps, running of motors, and actuation of coils / relays.  The symptom is unpredictable in that swapping either the driver or the MPU board might change the behavior. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;thunk&amp;quot; can be suppressed via a process detailed [http://www.flippers.com/gott-system80.html#thunk here] by John Robertson.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80 Driver Reset Front.JPG|thumb|left|300px|The addition of an MCP130-460HI/TO reset generator on the driver board.]]&lt;br /&gt;
[[File:Sys80 Driver Reset Back.JPG|thumb|right|300px|The addition of an MCP130-460HI/TO reset generator on the driver board w/ traces cut and jumpers run.]]&amp;lt;br&amp;gt;&lt;br /&gt;
As an alternative to John&#039;s approach, another method has been developed. The method employs the use of a reset generator tied to the &#039;&#039;&#039;CLR&#039;&#039;&#039; leg (pin 1) of the appropriate 74175 flip-flops (those that control devices that &amp;quot;thunk&amp;quot;). The reset generator is added to the front of the driver board in the upper right hand corner. There is a &amp;quot;star via&amp;quot; in this location. Solder should be removed from the star via exposing a through hole. Next, two very small holes should be drilled into the board on either side of the via. Make certain not to drill through traces on the solder side of the board, and that neither hole touches the &amp;quot;star via&amp;quot;. Next, scrape the solder mask from the two thick traces on the solder side which pass closest to the star via. These traces terminate at capacitor C1 on the driver board.  The closest trace is ground and the other trace is +5v. Next, place a MCP130-460HI/TO reset generator through the driver board. The center leg (&#039;&#039;&#039;RESET&#039;&#039;&#039;) will pass through the star via, while the outer legs will go through the newly drilled holes. The flat side of the reset generator should be facing the components on the driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
Next, bend the GND and 5V legs of the reset generator onto the appropriate traces where the masking was scraped.  Next, the traces on Z3, Z4, and Z5 should be cut between pin 1 and pin 16. This is the wide trace at the very top of the chip. Additionally, there is a thick trace to the right of pin 1 on Z4 which must be severed. After cutting this trace, pin 16 and the isolated trace must be tied together with a jumper.  This connects 5VDC to pin 16 of Z4. Now that pin 1 is isolated from 5VDC on chips Z3, Z4, and Z5, trace wire must be routed from the center leg (&#039;&#039;&#039;RESET&#039;&#039;&#039;) of the reset generator to pin 1 of each of these chips. Once this modification is completed, the coils associated with these chips will no longer be pulsed when the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Like the modification which John Robertson lays out, it may not be necessary to isolate pin 1 of Z3, Z4, and Z5 for every game. However, isolating these 3 chips accommodates most System 80/A/B games that use lamp transistors to pre-drive coils / relays. The game over and tilt relays will still pulse briefly upon turning the game on but that behavior is generally acceptable. Isolating pin 1 of Z1 and tying pin 1 to the reset line of the reset generator will resolve this residual behavior.&lt;br /&gt;
&lt;br /&gt;
Note that the trace wire shown in the pic on the right could have been routed more elegantly.  This was in part due to an afterthought in having Z3 tied to the reset generator.&lt;br /&gt;
&lt;br /&gt;
Since the &amp;quot;thunk&amp;quot; is really just a minor irritation, most owners do not think that the resolution is worth the effort. However, on some games, the thunk can be very annoying by pulsing the ball release coil under the lower apron. The result is a ball being served into the shooter lane, before the MPU board even boots up. Most System 80B Genesis games run the &amp;quot;Reveal Motor&amp;quot; as a result of the &amp;quot;thunk&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ResetGeneratorPinExplanation.jpg|thumb|left|300px|Part number explanation and pin configuration for various reset generators.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Other reset generators may be used as long as the pinout of the legs is observed. Shown at left is a snippet of the datasheet that explains reset generator part numbers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AlternateDethunkFront.jpg|thumb|left|300px|Using an MCP130-460DI/TO reset generator. Take care to drill the holes so that only one reset generator leg touches the star.]]&lt;br /&gt;
[[File:DethunkAlternateBack.jpg|thumb|right|300px|Jumpers are still connected to the &amp;quot;star via&amp;quot; but the new holes are drilled in different locations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One alternate reset generator to use is the MCP130-460DI/TO which is also used in the section that discusses System 80 MPU alkaline corrosion abatement. The installation is a bit different as is shown in the adjacent pictures. The (&#039;&#039;&#039;RESET&#039;&#039;&#039;) signal is on the left leg of the reset generator while Vdd (5VDC) is in the center and Vss (Ground) is on the right leg.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Erratic Boot Issues with Later 80B Games (Hot Shots, Bad Girls, and Big House)====&lt;br /&gt;
Some erratic boot issues have been observed with the following games: Hot Shots, Bad Girls, Big House, and Excalibur, however, the list of games may be more extensive.  The issues included are a locked on display with garbage characters shown, no display illuminating at all, sound board not booting (LED stuck on), locked on lamps, no controlled lamps, locked on coils, etc.  The source of the problem seems to stem from the fluorescent tube starter located in the backbox.  It is unknown why exactly this anomaly occurs.  Removal of the starter should resolve the booting issues.  Worst case scenario, remove the 110v panel fuse on the transformer panel use for the fluorescent light circuit.  Unfortunately, this is the only resolution known at this time.&lt;br /&gt;
&lt;br /&gt;
====Battery Leakage and Corrosion====&lt;br /&gt;
Like most any other pinball machine manufactured, Gottlieb® uses batteries to supply power to the non-volatile RAM memory.  Certain game settings, high score thresholds (including high score to date), audit information, and bookkeeping information are all options which are saved when the game is powered off.  And unless some kind soul, who worked on your machine before, either removed the battery and mounted it remotely away from circuit boards, or just plain removed the battery, there will be some variety of a 3.6v Nickel Cadmium (NiCad) rechargeable battery soldered onto your CPU board.  &lt;br /&gt;
&lt;br /&gt;
So, what&#039;s so bad about having a battery on the CPU board?  Well, nothing really, unless it&#039;s forgotten, and in most cases, it is.  While you let your pinball machine sit unplayed for weeks, months, or even years at a time, the battery remains perched on the circuit board like a ticking time bomb.  I&#039;m not saying the battery is going to blow up, although some replacement non-rechargeable batteries could overheat and / or explode if not correctly installed.  The battery is like a ticking time bomb, because it is a threat to the overall health of the electronic components, traces, and connectors attached to your CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now that I have your attention regarding the whole battery thing, let&#039;s talk about the battery, and what happens. . .&#039;&#039;&#039;WHEN GOOD BATTERIES GO BAD&#039;&#039;&#039;.  It&#039;s not that some batteries were born on the wrong side of the tracks or anything. Any good battery can go bad without much warning.  It takes time, but eventually you will find that your battery has crossed over to the &amp;quot;dark side&amp;quot;.  That particular time is typically when you turn your game on, the lights come on, and that&#039;s it.  The displays don&#039;t light up. The start up sounds don&#039;t resonant. And, the silver ball stays in its comfy little home.  Nada...nothing...no signs of anything resembling a fun game of pinball.  &#039;&#039;&#039;UH-OH!&#039;&#039;&#039; So what happened?  The pinball machine worked fine the last time you played it.  &lt;br /&gt;
&lt;br /&gt;
Well, while you were out having a good time and enjoying life, the poor, aged, neglected battery decided to wreak havoc all over the reset section, clock section, or possibly more regions on your CPU board.  The CPU battery spewing its guts all over the place is akin to the batteries in the flashlight you haven&#039;t turned on since the last power outage a year or two ago.  You go to turn on the flashlight when you need it most, and find out there&#039;s something wrong.  So being the curious type, you open the flashlight&#039;s battery compartment only to find some kind of blue-green funk leaking all over, or the batteries now look like they need a shave.  The resolution to the flashlight scenario is pretty simple. Throw it away, and buy a new one. Your CPU board problem can be resolved the same way, except it will be a lot more costly, and is not recommended to just pitch it in the trash. If the battery damage to the CPU board is not overly extensive, attempt to repair it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80A bat damage01.JPG|300px|thumb|left|Typical Battery Found on a System 80 CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s unfortunate, but every battery has a life expectancy.  The only silver lining is that some of the Ni-Cad batteries installed on Gottlieb® CPU boards can last longer than others.  Probably the worst culprit of board destruction is the &#039;&#039;&#039;Data Sentry&#039;&#039;&#039; pack, and its associated knock-offs.  This battery comes in a black rectangular plastic package.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB sys80A battery.jpg|300px|thumb|left|Typical Battery Found on a System 80A / 80B CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another battery pack style which looks very similar to the NiCad battery packs found in &amp;quot;old school&amp;quot; cordless phones.  It is actually three small NiCad cells wrapped separately in an orange poly material, which is wrapped in a outer white poly material.  These don&#039;t leak nearly as badly, but they still have the potential to fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Replacement nicad.jpg|300px|thumb|left|Typical NiCad Battery Which was Replaced]]&amp;lt;br&amp;gt;&lt;br /&gt;
The final common battery style is a what looks like an AA battery on steroids.  This style is a fraction longer and fatter than an AA battery&#039;s physical form, and has two soldered leads on either end.  If you find one of these, it means the battery was previously replaced.  The good news is that this battery is newer than the original. However, the same results of battery seepage can occur.  The only benefit of this type of battery is that it can be carefully cut (in most cases) from the board without removing the board from your game.  This is a plus if no battery damage has occurred.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80A bat damage03.JPG|300px|thumb|left|NiCad Battery Damage to a System 80A CPU Board&amp;lt;br&amp;gt;(Note:  This is considered very mild damage!)]]&lt;br /&gt;
[[File:Gtb sys80A bat damage04.JPG|300px|thumb|right|Damage from the battery may also occur on the back side of the board, especially on the edge connection fingers]]&amp;lt;br&amp;gt;&lt;br /&gt;
So what happens if you don&#039;t heed the above warnings, and the battery is allowed to remain on the board?  Plain and simple - &#039;&#039;&#039;THE BATTERY WILL LEAK!&#039;&#039;&#039;  It&#039;s only a matter of time.  Equally, the path of destruction is uncertain.  Batteries don&#039;t just leak - they release caustic, alkaline fumes.  These fumes attack wherever there is copper, even tinned or soldered copper.  The end results are:&lt;br /&gt;
&lt;br /&gt;
*solder joints which become green or gray and crusty as opposed to a shiny silver&lt;br /&gt;
*connectors which are also now green / gray or potentially broken&lt;br /&gt;
*solder mask, the green covering the electronic traces, on the circuit board has either flaked off or is partially delaminating (lifting)&lt;br /&gt;
*insulated wire becomes less flexible and brittle&lt;br /&gt;
*sometimes the alkaline &amp;quot;cloud&amp;quot; in the game&#039;s backbox causes every board in the head to be affected.&lt;br /&gt;
&lt;br /&gt;
Electronic components, related solder joints, circuit board traces, connectors, and even insulated wire will become unreliable and/or fail.  In all cases, the affected components are less conductive.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If battery damage has occurred, the related parts must now be replaced.  Attempting to remove soldered through components on the circuit board is now even more of a task.  The green / gray dull solder does not transfer heat well.  Battery damaged solder does not flow like clean solder.  Also, crimped connectors are more difficult to remove from their housings, and have a tendency to break before they can be successfully pulled out.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After all the effected electronic components are removed, the board must be treated.  This process starts by sanding the traces and solder pads until shiny copper is exposed.  It is worth mentioning that a battery damaged board can be treated by bead blasting instead of sanding, however, most people do not have access to such a machine.  After the copper areas of the board have been either sanded or bead blasted, an acidic bath of 50% vinegar and 50% (preferably distilled) water is applied to the board.  A small brush like a toothbrush can be used to scrub the board&#039;s area. The purpose of introducing an acid to the effected area is to neutralize what the battery has left behind.   The liquid and fumes from the battery are actually a base, not an acid.  Next, rinse the area of the board with water.  Once the board is clean, isopropyl alcohol (the higher the alcohol percentage the better) is applied to the same area to rinse away the acid bath, and hopefully dissipate any remaining water.  Finally, the board is either blown dry or air dried.  This may be a given, but &#039;&#039;&#039;DO NOT ATTEMPT TO APPLY POWER TO THE BOARD IF IT IS STILL WET!&#039;&#039;&#039;  Most liquids are conductive to some extent. After the previous steps are performed, the task of installing the new components begins.  If any traces or solder pads were damaged, see the [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 Repairing Traces] portion of this Wiki guide on to to fix them.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The point I&#039;m trying to ultimately make is this...regardless of age, shape, or form, &#039;&#039;&#039;remove the battery from the CPU board&#039;&#039;&#039;, as soon as it realized that there is a battery on the board.  If not, the board can be damaged, nonfunctional, and become more difficult or even impossible to repair.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
The first thing that should be done to any System 80 MPU is remove the rechargeable NiCad battery from the MPU board. All batteries leak. They are like ticking bombs. It is merely a matter of when they will leak and possibly damage (sometimes irreplaceable) boards.  &lt;br /&gt;
&lt;br /&gt;
There are at least &amp;lt;b&amp;gt;five&amp;lt;/b&amp;gt; methods of relocating and/or replacing the battery on a System 80/80A/80B MPU.&lt;br /&gt;
&lt;br /&gt;
*Remove the battery completely without replacing it. The 5101 memory will not store information from power-on to power-on and therefore, high scores, replay levels, and credits will be lost.&lt;br /&gt;
[[File:System80battery.jpg‎|300px|thumb|right|Remote Battery]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Mount a remote battery pack that uses standard AA batteries (x3) to protect your board.  A blocking diode must be installed (1N4004, although a 1N4001 will work just as well) to prevent the game circuitry from attempting to charge the batteries. Install the blocking diode in series with the positive lead of the battery pack, with the band oriented toward the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:MemorySuperCap.jpg‎|300px|thumb|right|Here a 5.5V, 1F Super Cap is used to retain 5101 memory for up to 30 days]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the battery with a 1F 5.5V &amp;quot;SuperCap&amp;quot;. The capacitor will never leak, will charge during power-on cycles, and will retain 5101 memory for about 30 days. If you&#039;ve sanded traces as was done in the picture, use a non-conductive material to cover the trace under the cap to ensure that the negative side of the cap doesn&#039;t short a trace (such as clear nail polish, green overcoat pen, electrical tape, or fishpaper). Cut the tape in a circular shape and poke the capacitor leads through it so it can&#039;t fall off in the future. (Electric tape is notorious for slipping.)  An alternate solution would be get a piece of fishpaper insulator, cut that into a circle and poke holes in it for the capacitor leads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:GTB Sys80 H Mem Cap.JPG|300px|left|thumb|Alternate method for installing a memory cap]]&lt;br /&gt;
[[File:GTB Sys80 H Mem Cap Back.JPG|300px|right|thumb|Tying the negative lead of the memory cap to the negative pad on the MPU board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The memory cap can also be installed in the two leftmost holes, where the Ni-Cad battery formerly resided.  The negative lead of the memory cap will then have to be tied to the negative (ground) through hole of the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Remotely mount a replacement NiCad battery in a location that, should it leak, won&#039;t damage valuable circuit boards.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:GottliebCR2032.jpg‎|300px|thumb|left|a CR2032 Lithium &amp;quot;Button Cell&amp;quot; Battery Installed]]&lt;br /&gt;
[[File:GottliebBlockingDiode.jpg‎|300px|thumb|right|A 1N4004 Blocking Diode Installed &amp;quot;inline&amp;quot; with the Positive Connection]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the original NiCad battery with a Lithium button cell CR2032 battery and holder. The holes for the original battery can be repurposed to connect the button cell holder and to add the &amp;lt;b&amp;gt;necessary&amp;lt;/b&amp;gt; blocking diode in the positive side of the circuit.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Using a Reset Generator for the CPU Reset Section ====&lt;br /&gt;
If you find that the battery has leaked, alkaline damage can be cleaned up, traces repaired, and new components installed with kits available from several sources, including Great Plains Electronics.&lt;br /&gt;
&lt;br /&gt;
An alternative to replacing a great many of the components is to use the Dallis/Maxim DS1811 reset generator. The DS1811-10 has a typical trip point of 4.35VDC. You may also use the Microchip Technology equivalent, part number [http://www.greatplainselectronics.com/proddetail.asp?prod=MCP130-460DI%2FTO MCP130-460DI/TO], available from Great Plains Electronics. Remove all reset section components, clean up residual alkaline damage, add four jumpers, and install the reset generator as pictured below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After jumpers and the reset generator are added, make certain there is continuity between the three legs of the reset generator and the appropriate locations on the circuit board.  Below is a list of the reset generator legs and the board locations.  Pin 1 of the reset generator is the left leg, when the flat side of the unit is facing towards the user.&lt;br /&gt;
&lt;br /&gt;
*Pin 1 of reset generator to pin 2 of Z4&lt;br /&gt;
*Pin 2 of reset generator to +5VDC line (lower leg of C2)&lt;br /&gt;
*Pin 3 of reset generator to ground (upper leg of C2)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=500px heights=500px perrow=2 caption=&amp;quot;Using the Dallas Maxim 1811 Reset Generator&amp;quot;&amp;gt;&lt;br /&gt;
File:Dallas_Maxim_Reset_scaled.JPG|A System 80 MPU with alkaline damage repaired/cleaned. Reset circuitry replaced with the much simpler Dallas Maxim 1811&lt;br /&gt;
File:Gtb sys80 reset gen jumpers updated.png|Illustrated picture of components to remove, keep, and jumpers to add.&lt;br /&gt;
File:Dallas_Maxim_Reset_scaled_with_markup.JPG|The same image, but with indications of jumper locations (yellow dots) and where to install the Dallas Maxim 1811, flat side facing the bottom of the board. &amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Note: View at full resolution&amp;lt;/b&amp;gt;&lt;br /&gt;
File:S80ResetCircuitDS1811Mine.png | Schematic, updated to reflect DS1811 implementation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80 Corrosion Area Parts Identification&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:System80CorrosionAreaPartsIdentification.jpg|1000px|center|System 80 Corrosion Area Parts Identification]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys80 MCP120 Reset Gen.JPG|300px|left|thumb|MCP120 reset generator installed with 4.7K pullup resistor]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a reset generator with an internal pullup resistor (MCP130 series) is not available, an MCP120 reset generator can be installed.  However, an external resistor must be installed between the reset and +5v.  The easiest location to install the resistor is between the through hole where the top leg of Q4 was, and through hole where the bottom leg of Q2 was.  In the adjacent image, an MCP120-460DI/TO is installed with the 4.7K 1/4 watt external pullup resistor highlighted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When installing this type of reset generator, remove all of the components, and add all of the jumpers related to the installation of an MCP130-460DI/TO reset generator.  Adding the external pullup resistor is the only additional step.  Failure to add the pullup resistor will result in the reset signal not going high, and the board will not boot.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TC1 Test Connector Connectivity Table====&lt;br /&gt;
[[File:TC1ContinuityTestChart.png|300px|thumb|left|TC1 Connectivity Table. Click for slightly larger image.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The table at left indicates connections between the 6502 microprocessor and the TC1 test connector. This may be useful when debugging corroded MPU boards.&lt;br /&gt;
&lt;br /&gt;
The signal at each TC1 pin is also shown.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slam Switch Modification ====&lt;br /&gt;
In order to test the CPU board on the test bench, a modification must be made to the CPU board to make the CPU think that the slam switch is closed. If the CPU thinks that the slam switch is not closed, the CPU will not complete the boot process, instead booting into a mode where the displays flicker all zeros at a very rapid rate (System 80 and 80A). See the image [[Gottlieb_System_80#Open_Slam_Switch | here]] for a depiction of what you&#039;ll see.  When the slam switch is open on a System 80B game, (the appropriate games where the slam switch is supposed to be closed), an &amp;quot;OPEN SLAM SWITCH&amp;quot; message will be shown on the display.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gottlieb® designed the slam switch as a normally closed switch. That is, the switch must be closed for the machine to operate normally. When a brute kicks the machine, the slam switch will open from the inertial force on the weight attached to the switch, and the slam switch will open. Since the CPU is on the bench, we need a way to have this switch closed at all times to properly test the board.&lt;br /&gt;
&lt;br /&gt;
Additionally, slam switches themselves fail. It&#039;s a good idea to implement this change as a preemptive fix for slam switch failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Slammod.png|300px|thumb|left|Slam Switch Mod]]&amp;lt;br&amp;gt;&lt;br /&gt;
The slam switch can effectively be permanently closed by making a small solder bridge across two traces to the right of Z26 (which is on the lower right side of the CPU board). To permanently close the switch, remove the solder mask by scraping with a sharp knife or screwdriver. Create the solder bridge between the two now bare traces. This change will connect pin 13 of Z26 to ground, permanently closing the switch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DefeatSlamSwitch.jpg|300px|thumb|left|Alternative Slam Switch Mod]]&lt;br /&gt;
[[File:Z26RemovedSlamSwitch.jpg|300px|thumb|right|Z26 removed. One can easily see that the two methods of defeating the Slam switch are equivalent.]]&amp;lt;br&amp;gt;&lt;br /&gt;
An alternate method of achieving the same results is to solder a clipped resistor leg across the bottom of capacitor (C30) and resistor (R20), both immediately to the left of Z26.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Ni-WumpfSlamMod.jpeg|300px|thumb|left|Slam Switch Mod for Ni-Wumpf CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
To permanently close the slam switch on a Ni-Wumpf CPU board, you need to connect pin A1J5-10 to ground on the board.  This picture shows how to do this from the back of the board by soldering a jumper wire.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the last 4 Gottlieb® System 80B games were released with normally open slam switches.  Do not perform the slam switch modification on these games.  This includes the following games:&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bonebusters, Inc.&lt;br /&gt;
*Night Moves (made by International Concepts using the 80B board set)&lt;br /&gt;
&lt;br /&gt;
Regardless of what platform the game is based on, there is only one slam switch used in a System 80/80A/80B game.  It is the weighted switch located on the coin door.  There is some confusion that the ball roll tilt and weighted tilt switch on the playfield are slam switches.  They are not.  These switches along with the pendulum tilt are all tilt switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== System 80B Daughter Board Solder Joints ====&lt;br /&gt;
[[File:GTB sys80B CPU.JPG|300px|thumb|left|A typical System 80B MPU Board, showing the location of the &amp;quot;daughter board&amp;quot;.]]&lt;br /&gt;
[[File:System80BFracturedJointsDaughterCard.jpg|thumb|right|300px|A closeup of Gottlieb® System 80B Daughter Board Male Header Pins with fractured solder joints. This board was cleanly removed from the CPU with great care.]]&lt;br /&gt;
Games with System 80B MPUs feature a &amp;quot;daughter board&amp;quot; to accommodate the 2764 game ROM as shown in the picture on the left. The daughter board connects to the MPU board at the location occupied by U3 in System 80/80A MPUs, via a 24-pin male header. That connection is a two-sided solder joint that can fail. As can be seen in the picture at right, these same header pins connect to the daughter board via a single sided solder joint. Since the daughter board is cantilevered over both the former location of U2 and U3, pressing on this board over time commonly results in fractured solder joints (as seen, right) at the single sided joint and sometimes at the two-sided joint.&lt;br /&gt;
&lt;br /&gt;
Typical symptoms of fractured solder joints at this location are failure to boot, random resets, and random lockups. Sometimes pressing on the daughter board will &amp;quot;fix&amp;quot; the issue temporarily. This is a sure indication of cracked solder joints.&lt;br /&gt;
&lt;br /&gt;
Correction of this issue is easier said than done. And, if you do not possess the tools, skills, and experience to desolder the daughter board, this task is best left to a professional pinball circuit board repair technician. Desoldering the 24 male header pins from the delicate solder pads without damaging the pads or pulling traces is non-trivial.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Continuity Chart of Pinouts for Damaged U2 / U3 Area=====&lt;br /&gt;
It is far too easy for inexperienced technicians to tear up the traces or eyelets at positions U2 and U3 when attempting to remove the daughter board from the System 80B MPU.  If the traces or through holes are damaged, clearly they must be repaired.  Nearly all of the signals which pass from U2 and U3 continue on to the 3 RIOTs at U4, U5, and U6 and also to the PROM 1 position. Below is a handy chart which can be used to ensure continuity between critical parts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U2 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U3 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U4, U5 &amp;amp; U6 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U1&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Signal&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A7&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A6&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A5&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A4&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A3&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A2&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A1&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A0&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D0&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;32&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;32&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D1&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;31&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;31&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D2&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1,21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;GND&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D3&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D4&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;28&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;28&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D5&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;27&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;27&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D6&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;26&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;26&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D7&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;19&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;19&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z12 Pin 10&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 12&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;/BAB12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z7 Pin 10&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;22&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;22&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A9&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;23&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;23&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A8&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;24&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;24&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;+5V&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====System 80B Daughter Board Replacement Options=====&lt;br /&gt;
[[File:U2U3AdapterGPE.jpg|300px|thumb|left|Replacement daughter board engineered by Great Plains Electronics. &#039;&#039;Image used with permission from Great Plains Electronics.&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Great Plains Electronics produced a better replacement daughter board. This board is designed to be installed in both the U2 and U3 sockets, eliminating the problem of board flex and cracked solder joints with the daughter board. Unfortunately, it is no longer available. If it needs to be installed on an MPU (especially where the U2/U3 chips are not socketed for easy removal), it is recommended to desolder the chips, fit the replacement board into quality machine pin sockets, then fit the entire assembly into the MPU board for soldering. The board is also designed with redundant traces for all but a few of the signals, as almost all signals are present at both the U2 and the U3 sockets.&lt;br /&gt;
&lt;br /&gt;
Pinitech has another replacement option called [https://www.pinitech.com/products/gottlieb_piggydeux.php Piggy Deux], but at the time of writing, it is not currently available. This module fits into the TC1 test socket near top of the MPU, which saves a lot of trouble by not requiring removal or repair of the original daughter board. The 2764 EPROM chip simply needs to be removed from the original daughter board and installed into the Piggy Deux module.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====An Alternate to the Daughter Board on System 80B MPU Boards=====&lt;br /&gt;
[[File:GTB Sys80B Alt D-Board.jpg|thumb|left|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 (Genesis)]]&lt;br /&gt;
[[File:GTB Sys80B Raven No D-Board jecourie.jpg|thumb|right|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 (Raven)]]&lt;br /&gt;
[[File:GTB Sys80B Alt D-Board_Back.jpg|thumb|left|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 - Back Side (Genesis)]]&lt;br /&gt;
[[File:GTB Sys80B Raven No D-Board back jecourie.jpg|thumb|right|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 - Back Side (Raven)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:GTB_Sys80B_Alt_D-Board_Cut_Trace.jpg|thumb|left|300px|Trace cut on an 80B MPU Board with an MCM68766 PROM installed at U3 (Genesis)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Connecting a logic probe to the MPU ====&lt;br /&gt;
A great place to source power for your logic probe while diagnosing the board is across the filter capacitor in the vicinity of connector J1. Connect the black lead of your logic probe to the negative lead of the capacitor for ground. Connect the red lead of your logic probe to the positive lead of the capacitor for 5V. The red lead can also connect to E1, the vertically-aligned 5V jumper wire, below the 6502 chip. Take care to ensure that the clips don&#039;t short to adjacent components.&lt;br /&gt;
&lt;br /&gt;
==== Using a PC Power Supply For Bench Testing ====&lt;br /&gt;
The MPU board is much easier to work on if it is removed from the backbox and placed on the test bench. An AT-style PC power supply can be used to power the MPU board on the bench. &lt;br /&gt;
&lt;br /&gt;
Obtain an old PC power supply. If you don&#039;t have an old computer laying around, head on off to the thrift store and pick one up. Remove the power supply from the case by unscrewing the appropriate screws. Be careful not to unscrew the power supply case itself.&lt;br /&gt;
&lt;br /&gt;
[[File:PowerSupply.png|300px|thumb|left|Power Supply]] &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Clip one of the connectors from the power supply wire bundle and clearly mark on the power supply box the value of each of the colored wires from the power supply. Typically, the yellow wire is 12V, red is 5V, and the black is ground. Strip insulation from the end of the red wire and the black wire as the System 80 MPU requires only 5V and ground to boot. Use alligator clips to connect 5v and ground to the appropriate J1 connection. I use larger alligator clips to make the connection easier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:MPUPower.png|300px|thumb|left|J1 Connector]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mark connector J1 where the positive and negative (common) connection is for the five volts from the computer power supply. The ground connection is on the top of the connector, the 5V connection is on the bottom. The image shows A1J1 with the markings. I took the picture with the board still mounted in the machine. Connect the 5v supply with alligator clips to the positive connector on J1 and the black wire (ground) to the negative connector of J1.&lt;br /&gt;
That&#039;s it! you&#039;re good to go!&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====List of Acceptable TTL Chip Substitutes on a System 80 CPU Board====&lt;br /&gt;
Several years ago, Ed from GPE replied to a System 80 chip substitution question on rec.games.pinball [http://groups.google.com/group/rec.games.pinball/msg/86f37cb479ece4c4 here] and later on Pinside [https://pinside.com/pinball/forum/topic/gottlieb-system-80-chip-replacement#post-4139713 here]. The info from those responses are summarized below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Most of the parts can be freely substituted.  But many cannot.  The clock oscillator circuit (Z3) is one example of a part that cannot be subbed.  Also, some IC&#039;s have hefty loads and cannot be subbed (some of the 7404&#039;s and a 7432).  The 7474 in question on this board can be freely subbed with a 74LS74 or a 74HCT74.  I went through all the standard logic devices on the Gottlieb System 80 MPU.  Based on loading and output characteristics, this is what I get as valid subs for the System 80 MPU.  Of course, substituting some of the parts will ripple through and allow others to be substituted as well - but this can get quite convoluted.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Chip Designation&lt;br /&gt;
!Part #&lt;br /&gt;
!Substitute (Y/N)&lt;br /&gt;
!Acceptable Substitutes&lt;br /&gt;
|-&lt;br /&gt;
|Z1 || 4528 || N ||&lt;br /&gt;
|-&lt;br /&gt;
|Z2 || 7474 || Y || 74LS74 and 74HCT74&lt;br /&gt;
|-&lt;br /&gt;
|Z3&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; || 7404 || ? || Possibly 74LS04 and/or 74F04; See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z4 || 4081 || N ||&lt;br /&gt;
|-&lt;br /&gt;
|Z7 || 74LS04 || Y || 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
|Z8 || 7402 || Y || 74LS02 and 74HCT02&lt;br /&gt;
|-&lt;br /&gt;
|Z9 || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z10&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt;  || 74LS05 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z11&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z12&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z13&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z14&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z15 || 7432 || Y || 74F32 and 74S32&lt;br /&gt;
|-&lt;br /&gt;
|Z16&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt;  || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
||Z17 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z18 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z19 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z20 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z21 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z22 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z23 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z24 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z25 || 74154 || Y ||74LS154 and 74HCT154&lt;br /&gt;
|-&lt;br /&gt;
||Z26 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z27 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z28 || 74LS139 || Y ||74HCT139&lt;br /&gt;
|-&lt;br /&gt;
||Z29 || 7416 || Y ||7406&lt;br /&gt;
|-&lt;br /&gt;
||Z30 || 7416 || Y ||7406&lt;br /&gt;
|-&lt;br /&gt;
||Z31&amp;lt;sup&amp;gt;(6)&amp;lt;/sup&amp;gt; || 7408 || Y ||74LS08&lt;br /&gt;
|-&lt;br /&gt;
||Z32 || 7417 || Y ||7407&lt;br /&gt;
|-&lt;br /&gt;
||Z33 || 74154 || Y ||74LS154 and 74HCT154&lt;br /&gt;
|-&lt;br /&gt;
||Z34&amp;lt;sup&amp;gt;(7)(8)&amp;lt;/sup&amp;gt;  || 7404 || Y ||74LS04, see note below&lt;br /&gt;
|-&lt;br /&gt;
||Z35&amp;lt;sup&amp;gt;(7)&amp;lt;/sup&amp;gt;  || 7404 || Y ||74LS04&lt;br /&gt;
|-&lt;br /&gt;
||Z36 || 4069 || N ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Note: Z3 cannot use a 74HC04 or 74HCT04, since these have &amp;quot;high impedance inputs&amp;quot; and won&#039;t work properly in an oscillator circuit. A 74LS04 should work, and possibly 74F04, but the better candidate would be a 74LS04. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; Note: Untested, but it may be possible to use an 74LS00 or 74HCT00 at Z10 in place of 7405. However, this will defeat the ability to test the MPU using the [https://www.greatplainselectronics.com/proddetail.asp?prod=120-102 QuickScan80 tester].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; Note: Z11 &amp;amp; Z12 only have to sink ~2mA, so they might be able to be replaced with 74LS04, but this might result in noisy switching.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; Note: Z13 &amp;amp; Z14 are in the switch matrix. 74LS00 might a possible substitute, but substitutions can result in noisy switching, and isn&#039;t recommended here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt; Note: If Z18, 20, and 22 are 74175, do not substitute.  If Z18, 20, and 22 are 74LS175 or 74HCT175, acceptable subs are 74LS04 and 74HCT04.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(6)&amp;lt;/sup&amp;gt; Note: Z31 can use 74LS08. 74HCT08 can be used as well, but 74HCT08 is not a good board-to-board driver, and isn&#039;t the best option here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(7)&amp;lt;/sup&amp;gt; Note: 74HCT04 can be used at Z34 &amp;amp; Z35 as well as 74LS04, but 74HCT04 is not a good board-to-board driver, and isn&#039;t the best option here. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(8)&amp;lt;/sup&amp;gt; Note: Had issues with a 74LS04 installed at Z34 in a Haunted House. The side effects were the lower playfield VUK would fire and partially lock on when the lower playfield 5-bank drop target would reset.  Also, the 5-bank drop target would continuously tried to reset when the lower playfield VUK switch was closed. The issue acted as if there was a switch matrix issue, but there wasn&#039;t.&lt;br /&gt;
&lt;br /&gt;
====Replacing the quartz crystal with a TTL Oscillator====&lt;br /&gt;
&lt;br /&gt;
Alkaline corrosion may damage the board in such a way that it&#039;s advantageous to replace the original quartz crystal oscillator with a TTL oscillator.&lt;br /&gt;
&lt;br /&gt;
[[Image:Clock_logic_sys80.jpg|300px|thumb|left|Clock section of the system 80 MPU]]&lt;br /&gt;
[[Image:oscillator.jpg|300px|thumb|right|The original crystal, Z3, and a few resistors may be replaced with a 900 kHz TTL Oscillator that is packaged like this 16Mhz version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 clock signal is produced by a 3.57Mhz crystal, a few resistors, and Z3 (a 7404). Z2 divides the clock by 4, resulting in a clock signal of approximately 900 KHz, which is provided at pin 9 of Z2.&lt;br /&gt;
&lt;br /&gt;
[[Image:CrystalGuts.jpg ‎|300px|thumb|left|The &amp;quot;guts&amp;quot; of an original S80 crystal. The quartz crystal is the round &amp;quot;disk&amp;quot; like part. It is sandwiched between two electrodes]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a 900 KHz TTL oscillator can&#039;t be obtained, a 1MHz oscillator works perfectly fine and gives your pin a 10% speed bump. Game play shouldn&#039;t be impacted, as long as the game doesn&#039;t have a timer related feature that was implemented via software timing, like Timeline. Even games like Timeline are minimally impacted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Clock_system80_vorher.jpg|300px|thumb|left|The original clock section as found on every System 80, 80A and 80B MPU]]&lt;br /&gt;
[[Image:Clock_system80_nachher.jpg|300px|thumb|right|The clock section after installing a TTL oscillator. Note that pin 1 of the oscillator is upper left in this image.]]&amp;lt;br&amp;gt;&lt;br /&gt;
To accomplish this mod, remove the following parts&lt;br /&gt;
*Y1 (Crystal)&lt;br /&gt;
*Z2 (TTL 7474)&lt;br /&gt;
*R3, R4 and R5 (the three resistors above Z2). &lt;br /&gt;
&lt;br /&gt;
Z3 is still required for other functions. Leave it in place. Install the DIP-14 oscillator (4-pins) into position Z2, with the ‘dot’ (pin 1) in the upper left corner. Since the clock signal previously emanated from Z2 pin 9, install a jumper (or solder bridge) between pin 8 and pin 9 of the original Z2 position. This connects the oscillator output to pin 9.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Using a WDC 65C02 in a System 80/80A/80B MPU====&lt;br /&gt;
[[File:65C02.png ‎|300px|thumb|left|Gottlieb® System 80 MPU using a WDC 65C02, requiring a 3K resistor between pin 36 and 5V. In this case, 5V is picked up from pin 8 of the 65C02]]&amp;lt;br&amp;gt;&lt;br /&gt;
Western Design Center (WDC) has reproduced the 6502 in a CMOS version designated 65C02. It works perfectly in all System 80 MPUs with one modification. Pin 36 of the 65C02 must be pulled up to Vcc (5VDC) via a 3K (or 3.3K) pull-up resistor. Pin 36 (BE) is the &amp;quot;bus enable&amp;quot; input which allows external control of the 65C02 busses. Pin 36 is unused by original 6502s and not connected to anything on System 80 MPU boards. Simply tack soldering a 3 - 3.3K resistor between pin 36 and a 5VDC trace will do the trick. An easy place to pick up 5VDC is pin 8 of the 65C02, as pictured at left&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Aftermarket Test Devices====&lt;br /&gt;
=====Great Plains Electronics (GPE) QuikScan80=====&lt;br /&gt;
[[File:QS80.jpg|300px|thumb|left|The Great Plains Electronics QuickScan 80 (no longer available)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video demonstrating both the GPE QS80 tester (NLS) and the Marco Test ROM in a PiniTech Test Device can be found [https://youtu.be/M58CB1xar6s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
The venerable QuickScan80, developed by Ed Kryzicki of Great Plains Electronics many years ago, is an excellent tool for testing every aspect of System 80/80A/80B MPU system operation. Unfortunately, this test device is no longer being manufactured with little prospect of ever being produced again.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Marco&#039;s Test ROM=====&lt;br /&gt;
[[File:PiggyDeux.jpg|400px|thumb|right|The Pinitech &amp;quot;PiggyDeux&amp;quot;]]&lt;br /&gt;
The Marco test ROM was developed by Marco Albus. It is easily paired with a chip carrier called [https://www.pinitech.com/products/gottlieb-piggydeux.php the &amp;quot;PiggyDeux&amp;quot; (developed by Pinitech)], but is not often available.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marco test ROM blink indications:&#039;&#039;&#039;&lt;br /&gt;
* May barely blink once at power on. This is just an artifact.&lt;br /&gt;
* Blink one time to indicate software is running.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by one blink indicating 5101 CMOS memory tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by two blinks indicating U4 6532 RIOT tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by three blinks indicating U5 6532 RIOT tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by four blinks indicating U6 6532 RIOT tested good.&lt;br /&gt;
* LED will continue to blink at about 1Hz as long as power is applied.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Marco&#039;s Test ROM Download&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:Download.png|link=File:MarcoSystem80MPUTestROMv33.zip]] Marco&#039;s test ROM can be found [[Media:MarcoSystem80MPUTestROMv33.zip|&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]].&amp;lt;br&amp;gt;&lt;br /&gt;
Many thanks to Marco for making this test ROM available.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====GoRaT80 Test Device=====&lt;br /&gt;
[[File:GoRaT80.jpg|300px|thumb|left|The LISY Project&#039;s GoRaT80 Test Device and Daughter Card Substitute]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another recent (May, 2025) addition to the System 80 test arsenal is the GoRaT80 (Gottlieb ROM and Test for System 80) designed by the [https://lisy.dev/gorat80.html LISY project].&lt;br /&gt;
&lt;br /&gt;
This handy board can carry Leon&#039;s Test ROM or Marco&#039;s Test ROM as well as replace original game ROMs in the same manner as the (no longer available) Pinitech &amp;quot;PiggyDeux&amp;quot;. The ROM image to execute is selected via DIP switches 3 and 4 on the device.&lt;br /&gt;
&lt;br /&gt;
Documentation in the manual indicates that DIPSW 4 ON maps test ROM software into the address space.&amp;lt;br&amp;gt;&lt;br /&gt;
Turning DIPSW 3 and 4 on maps game ROM software into the address space.&lt;br /&gt;
&lt;br /&gt;
This method is quite flexible as any two 64K images can be mapped into the normal address space occupied by U2/U3 (System 80/80A) or the daughter card (System 80B).&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating Marco&#039;s TEST ROM as well as TX Sector game ROMs in the GoRaT80 Test Device can be found [https://youtu.be/01MrEt6DLq8 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Resets===&lt;br /&gt;
System 80 games sometimes exhibit &amp;quot;resets&amp;quot;, especially when high power coils fire. Assuming you&#039;ve updated the power supply grounds and reflowed or replaced the header pins on the Power Supply, there are a few typical causes for System 80 resets.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 bad caps.JPG|300px|thumb|right|Gottlieb® System 80A Filtering Capacitors]]&amp;lt;br&amp;gt;&lt;br /&gt;
#The 12VDC filter capacitor in the cabinet bottom which, if still original, should always be replaced. Originally, this was a 6800uf/25V capacitor. Replace with a 6800uf to 12,000uf/25V cap such as [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=RCT123M025V3550B&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat=| this one] from Great Plains Electronics. The filtered 12VDC is regulated down to 5VDC on the power supply board.  Note that some games have two of these capacitors (as shown). Note: purchase a [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=VR3A&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= VR3A capacitor clamp] from Great Plains Electronics when replacing the large capacitor for a clean looking job.&lt;br /&gt;
#The bridge rectifier that originates the 12VDC&lt;br /&gt;
#Missing, broken, or failed coil diodes&lt;br /&gt;
#Poor 5VDC power connections between the power supply and the MPU. The female connector on the MPU connects 5VDC to the MPU via molex crimp-on pins and a &amp;quot;double-wide&amp;quot; edge connector pad. Ground is connected in the same way. But you&#039;ve done the ground mods, right?&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A / 80B Resets====&lt;br /&gt;
A failed or failing reset board can &#039;&#039;cause&#039;&#039; resets.  The reset board may cause problems all of the time, or just when the game is under stress, like multiball.&lt;br /&gt;
&lt;br /&gt;
To see if the reset board is the problem, disconnect it.  If disconnecting the reset board resolves the issue, there are two fixes:&lt;br /&gt;
&lt;br /&gt;
* Replace the large caps (C3 and C4).  These have dried out over the years and screw up the timing of these boards.&lt;br /&gt;
* Leave the reset board disconnected&amp;amp;mdash;if someone will always be in the general vicinity of the game to turn it off should the CPU lock up.&lt;br /&gt;
&lt;br /&gt;
When first trying to get a System 80A or System 80B game to boot properly, it is best to disconnect the reset board until the game is working.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Electrolytic capacitors C3 and C4 are both 470 uf @ 16 volts. C1 is a 47 uf @ 16 volts. Be careful when unsoldering these capacitors as the foil traces are very delicate. The connector pins also develop bad solder joints so it is wise to resolder it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Updating a dual game PROM MPU (1st generation) to a single game PROM configuration (2nd generation)===&lt;br /&gt;
&lt;br /&gt;
As noted earlier, the first five system 80 games used both sockets at PROM1 and PROM2, populating them with 512 byte masked ROMs. Should one of these ROMs fail, replacements might be obtainable, but they are becoming more pricey, more difficult to find, and are still prone to failure as they age.&lt;br /&gt;
&lt;br /&gt;
A more flexible solution would be to update the MPU to use a single 2716 UVEPROM at the PROM1 socket. &lt;br /&gt;
&lt;br /&gt;
Modifications must be made to both the solder side and the component side of the board. See the pictures below.&lt;br /&gt;
&lt;br /&gt;
Component side modification:&lt;br /&gt;
#Cut the trace that extends from the left of Z10 between pins 6 and 7. A Dremel with a &amp;quot;ball shaped&amp;quot; cutter bit works beautifully for this. In the second picture below, the cut has already been made. I&#039;ve filled the cut hole with black Sharpie! to better show the location of the cut.&lt;br /&gt;
&lt;br /&gt;
Solder side modifications:&lt;br /&gt;
#Cut the traces leading to PROM1 socket, pins 19 and 21. Again, the cuts have been highlighted with black Sharpie!&lt;br /&gt;
#Jumper from the PROM1 socket, pin 19, to the PROM2 socket, pin 21 (connects A10)&lt;br /&gt;
#Jumper from the PROM1 socket, pin 21, to the PROM1 socket, pin 24 (connects +5V to Vpp)&lt;br /&gt;
#Jumper from the PROM1 socket, pin 22, to the PROM2 socket, pin 18 (connects A9)&lt;br /&gt;
#Jumper from Z10, pin 13 to the via just below and to the right of Z9 (when viewing the back of the board)&lt;br /&gt;
&lt;br /&gt;
The MPU board is now configured for any System 80 game. All that remains is to acquire a 2716 EPROM containing the game&#039;s code. When using the original ROM images, which are 512 bytes, the DOS command to combine them is shown below. Note that in addition to combining the ROM images, this command also &amp;quot;doubles&amp;quot; the image so that it fills the 2716 EPROM. Modify as appropriate to match the file names.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;&lt;br /&gt;
copy /b prom1.bin + prom2.bin prom1.bin + prom2.bin combined.716&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This should result in a 2K image as shown by the computer&#039;s file manager&lt;br /&gt;
&lt;br /&gt;
A 2732 EPROM may also be used, even if the game doesn&#039;t require a 2732. This is possible because a 2732 has the same number of pins as a 2716. Build the EPROM image for a 2732 in much the same way, by doubling the 2716 image.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;&lt;br /&gt;
copy /b combined.716 + combined.716 combined.732&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This should result in a 4K image as shown by the computer&#039;s file manager&lt;br /&gt;
&lt;br /&gt;
The MPU may also be used in a System 80A game if U2/U3 are updated, and in a System 80B game if considerably more mods are made which frankly, just aren&#039;t worth it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px perrow=2 caption=&amp;quot;System 80 1st Generation to 2nd Generation Board Updates&amp;quot;&amp;gt;&lt;br /&gt;
File:DremelBallCutter.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Dremel Tool with &amp;quot;Ball Cutter&amp;quot;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Z10TraceCut.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut in trace extending Left from Z10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PROM2-to-PROM1JumpersAndTraceCuts.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;PROM2-to-PROM1 Socket Cuts and Jumpers&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Z10-Pin13-to-ViaJumper.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper connecting Z10, pin 13 to a &amp;quot;via&amp;quot;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Using a 2732 at the PROM2 position in a System 80B MPU===&lt;br /&gt;
====...in games that &amp;quot;normally&amp;quot; use a 2716====&lt;br /&gt;
It is easy to use a 2732 at position PROM2 with an MPU jumpered to use a 2732 for a game that normally populates that position with a 2716. Simply &amp;quot;double-up&amp;quot; the 2716 ROM image, and burn it into a 2732.&lt;br /&gt;
&lt;br /&gt;
The DOS command to accomplish this is ... &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;copy /b image.2716 + image.2716 image.2732&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====...using an MA-1133 or MA-774 MPU in games that REQUIRE a 2732====&lt;br /&gt;
Some System 80B games require 4K of code space at PROM 2, which dictates a 2732 EPROM. An MPU built to use a 2716 EPROM at PROM2 can be modified to work, as is discussed below. &lt;br /&gt;
&lt;br /&gt;
The CPU schematics of game manuals, such as &amp;quot;Bad Girls&amp;quot; and &amp;quot;Big House&amp;quot;, state that E3 is directly connected to AB15 (address bus 15).  However, there is no mention of the factory modification (outlined below) performed on CPU boards stamped MA-1133.  Equally, should the user have an MA-774 CPU board, (used in games starting with Chicago Cubs Triple Play and ending with Robo-War), this modification can be performed to use the board in the following games.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Excalibur&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bone Busters, Inc.&lt;br /&gt;
*Night Moves (made by International Concepts using the 80B board set)&lt;br /&gt;
&lt;br /&gt;
PROM2 is actually located at the socket marked &amp;quot;PROM 1&amp;quot; on the PCB. The area on the board marked &amp;quot;PROM 2&amp;quot;, which has solder pads but no socket, is a legacy carried over from the first generation System 80 CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following information was taken from a service bulletin located in the back of the 1992 Gottlieb® parts catalog.  This modification makes AB15 available to PROM 2, allowing the use of a 2732 EPROM at this position. &lt;br /&gt;
&lt;br /&gt;
This procedure can be used in reverse if you have an MA-1133 board and you need to use a 2716 at position PROM2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Procedure:&lt;br /&gt;
#If jumper E4 is installed, remove it. You will find the top of the E4 jumper located immediately to the right of the socket marked &amp;quot;PROM 1&amp;quot;.&lt;br /&gt;
#Install a jumper at E3. This connects the pad marked E3 to the dual pad marked E4.&lt;br /&gt;
#On the solder side of the board, follow the trace from the pad marked E3 Southeast 1/8 inch, then South about 1/2 inch to a via. &lt;br /&gt;
#Find this via on the component side of the board. It will extend to the left to another via.&lt;br /&gt;
#Cut the trace between the two vias.&lt;br /&gt;
#On the solder side of the board, install a jumper from TC1, pin 35 to the right solder pad of the via which was just cut.&lt;br /&gt;
#All other jumpers should remain installed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px perrow=2 caption=&amp;quot;System 80B PROM 2 2732 Update&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB_sysS80b_2732_prom2_front.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;E4 removed, E3 installed, and trace cut below E3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB sysS80b 2732 prom2 back.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper from TC1 pin 35 to E3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Alternate Method&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an easier and cleaner method that allows the use of a 2732 ROM at the PROM2 position. This method is also easier to revert back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&lt;br /&gt;
#Remove jumpers E3 and E4 which are located to the right of the socket marked &amp;quot;PROM1&amp;quot;. &lt;br /&gt;
#On the solder side of the board, install a jumper wire from TC1, pin 35, to either the upper pad marked E3 or the lower pad marked E4. These two pads are connected together on the component side of the board.&lt;br /&gt;
#All other jumpers should remain installed.&lt;br /&gt;
#Leave all traces intact. No cuts!&lt;br /&gt;
#That&#039;s it! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px perrow=2 caption=&amp;quot;System 80B PROM 2 2732 Update (Alternate Method)&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB Sys80B Alt Jump2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Both jumpers E3 and E4 are removed.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sys80B Alt Jump.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper from TC1 pin 35 to either upper E3 pad or lower E4 pad.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid problems===&lt;br /&gt;
&lt;br /&gt;
====The Driver Board====&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 drvr pw.png|300px|thumb|left|The System 80A / 80B Driver Board]]&lt;br /&gt;
The System 80 Driver board is responsible for all controlled lamps, relays, and &amp;lt;b&amp;gt;all solenoids&amp;lt;/b&amp;gt; in the game. The CPU controls the driver board operation via a simple interface between A1J4 on the CPU and A3J1 on the driver board.  Although the driver board went through some minor changes over the years, the same board can be adapted for all of the System 80 platforms.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
To control the games&#039; total of 52 &#039;&#039;&#039;lamp circuits&#039;&#039;&#039;, the interface provides &amp;quot;device select&amp;quot; signals for each of the 74175s (Quad-D Flip-Flops) on the driver board, and 4 &amp;quot;bits&amp;quot; of data that is loaded (or &amp;quot;clocked&amp;quot;) into a particular 74175 via the aforementioned device selects. Each lamp is driven discretely by a particular output of a particular 74175, which in turn drives an MPS-A13 or MPS-U45 transistor, (NDS-U45 transistors were used in place of MPS-U45s in some cases). &amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It is noteworthy that there are some dedicated transistors, which control specific game relay coils across the System 80 / 80A platforms.  Relays such as the game over, tilt, and coin lockout relays are controlled by Q1, Q2, and Q3 respectively.  The tilt and game over relays use the same designation for the System 80B platform, however, the use of a coin lockout relay was abandoned by this time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_drvr_board_coin_ctrs.JPG|300px|thumb|left|Driver Board with Coin Counter Transistors Highlighted ]]&amp;lt;br&amp;gt;&lt;br /&gt;
To control the games&#039; &#039;&#039;&#039;solenoids circuits&#039;&#039;&#039;, the driver board uses signals directly from the CPU to enable transistors on the driver board which turn on up to 9 solenoids.  For solenoid control, the driver board uses MPS-U45, 2N3055, and 2N6043 transistors.  Starting and ending with the System 80 platform, (games from Spiderman to Haunted House), three transistors were reserved to drive optional mechanical coin counters. These mechanical coin counter solenoids and associated transistors are: solenoid 3 (Q54), 4 (Q55), and 7 (Q56). Starting with the System 80A platform, (Devil&#039;s Dare), these transistors were no longer reserved for coin counters, and were used for other functions. Equally, the 3 diodes associated with these 3 transistors were changed to 3 zero ohm jumpers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The games&#039; &#039;&#039;&#039;sound&#039;&#039;&#039; signals (S1, S2, S4, S8) also pass through the driver board at Z13, a 7404 Hex Inverter. See below for S16 and S32.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Repurposed Driver Board Circuits====&lt;br /&gt;
[[File:Gtb under pf transistor.JPG‎|300px|thumb|left| A Typical Remote Transistor Mounted Under the Playfield]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since quite a few System 80 games employ more than 9 solenoids, and since the original driver board design will drive a maximum of 9 solenoids, Gottlieb® repurposed some lamp outputs to drive &amp;quot;under-playfield transistors&amp;quot; which drive additional solenoids.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb ma1011 trans board.JPG‎|300px|thumb|left| A Typical Transistor Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once playfields became littered with numerous &amp;quot;under-playfield transistors&amp;quot;, Gottlieb® opted to merge some of these transistors into a transistor driver board.  The transistor driver board started to appear on Gottlieb® games nearly midway through the System 80B platform, with the game Victory.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sound S16 and S32 signals are also repurposed lamp outputs. For instance, Haunted House and Black Hole both repurpose L9 to S16. Robo-War repurposes lamp 4 to S16. Note that S16 is not consistently implemented across the System 80 family. Note also that references to the usage of S32 are difficult to find.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:Sys80 driver screws.JPG|300px|thumb|left|Nuts / Screws Which Secure the 2N3055s Collector to Drive Line]]&lt;br /&gt;
[[File:System80-2N3055.jpg ‎|300px|thumb|right|If the metal casing of the transistor is not &amp;quot;making&amp;quot; with the trace it is connected to, the solenoid will not fire.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Make certain to inspect and tighten the screws which secure the 2N3055 TO-3 transistors to the driver board.  Specifically, the screws / nuts as marked in the pic.  They tie the transistor cases (collector) to the respective solenoid drive lines.  If these cases are not secured, the transistors will not function as intended.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Remote Mounted Transistors==== &lt;br /&gt;
[[File:UnderPFTransistor.jpg|300px|thumb|left|Under Playfield Transistor, with Emitter, Base, and Collector Labeled]]System 80 games have nine dedicated solenoid circuits on the driver board. To overcome this limitation, Gottlieb® added remote, high current transistors, mounted to brackets under the playfield. A lamp drive transistor is generally used to &amp;quot;pre-drive&amp;quot; the larger solenoid drive transistor. However, there are instances where a solenoid drive transistor is used to pre-drive a remotely mounted transistor. In later games, Gottlieb® Premier began to add (up to) three transistors on PCBs. These PCBs were mounted behind the game&#039;s lamp insert panel or on the side wall of the lower cabinet. While other games, such as Monte Carlo, have a large metal bracket installed under the playfield with 6 transistors installed, and a common ground on the collector of the metal bracket.  With 80B games, the game&#039;s diagnostics will drive these transistors during solenoid test, otherwise, they are typically driven during lamp test.&lt;br /&gt;
&lt;br /&gt;
On System 80 games, under playfield transistors were originally 2N5875s or 2N5879s. The failure rate of the original transistors tends to be rather high. Thirty years is a long time for a transistor of that technology. Should one fail, it can be replaced with one of its beefier siblings, a &amp;lt;b&amp;gt;2N5880, 2N5883 or 2N5884. An MJ2955&amp;lt;/b&amp;gt; can also be used.&lt;br /&gt;
&lt;br /&gt;
System 80B games used a mix of 2N5879 transistors and MJ2955 transistors to drive flash lamps and coils.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:RemoteTransistors.jpg|300px|thumb|left|An image/schematic/explanation (click)]]&amp;lt;br&amp;gt;&lt;br /&gt;
A ground wire is always connected to the tip of the transistor (collector) and leads to ground. On System 80 games, this wire is green/yellow (Gottlieb® wire color code 54).  On 80B games, ground wires are plain white with no trace (Gottlieb® wire color code 9).&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;emitter&amp;quot; should be connected to the lug of the coil that has the non-banded side of the diode facing it (black-blue-blue in this picture).&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;base&amp;quot; should be connected to the drive wire from the driver board (brown-red-red in this picture).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; Solenoids which use a remote mounted transistor can be enabled by temporarily connecting the associated driver board pre-drive transistor&#039;s tab to ground. This test is typically performed to test the integrity of the wiring and edge connectors from the drive transistor to the remotely mounted transistor and to the solenoid. This test does not prove that the pre-drive transistor is good since grounding a transistor tab bypasses the transistor&#039;s internal switch.&amp;lt;br clear=all&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
[[File:GottliebUnderPFTransistors.jpg|500px|thumb|left|Another image/schematic/explanation (click). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another diagram detailing remote mounted transistor connections, etc.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Remote Mounted Transistor Update=====&lt;br /&gt;
[[File:Remote transistor circuitry.png|left|thumb|300px|Gottlieb® Remote Transistor Circuit]]&lt;br /&gt;
During the run of Black Hole, Gottlieb® released a service bulletin recommending that the existing 10Kohm pullup resistor be changed to a 4.7Kohm resistor when changing from a 2N5875 to a 2N5879 or equivalent.  Affected Black Hole games were marked serial number 6271 to 9160.  However, there were several games prior to and after Black Hole, where a pullup resistor was never installed.  And, don&#039;t always bank on the playfields installed in a game being original to the cabinet&#039;s serial number.  Case in point is a recently acquired Black Hole where the main playfield had a factory pull up resistor for the ball release coil transistor, but the 3 coils on the [http://www.pinwiki.com/wiki/index.php?title=Black_Hole#Pull_Up_Resistors_Added_to_Remote_Transistors_.28Centrally_Located.29_on_Lower_Playfield lower playfield which use remote transistors] did not have the pull resistors added.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Pullup circuitry.png|left|thumb|300px|Gottlieb® Remote Transistor Circuit w/ Pull Up Resistor Upgrade]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is highly recommended to add this resistor.  This upgrade will decrease the chances of particular solenoids, which use a remote mounted transistor, from locking on when the game is powered up. The 4.7K resistor is soldered to the base of the remote mounted transistor, and then tied to the 24vdc solenoid bus.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Power On &amp;quot;Thunk&amp;quot;====&lt;br /&gt;
Due to the driver board design, certain solenoids and / or relays can pulse briefly as soon as a game is turned on.  To rectify the issue, please refer to the [[#Power_on_.22Thunk.22|Power on Thunk]] section above.  This applies to potentially all System 80/80A/80B games, where the solenoid / relay signal passes through one of the 74175 chips on the driver board.  &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Correcting Solenoid Problems====&lt;br /&gt;
Gottlieb&#039;s implementation to control solenoids was, at a top level, identical to every other game manufacturer. Power is present at the coil, sometimes routed through the &amp;quot;Game Over&amp;quot; relay. A path to ground is switched on by a transistor which is enabled by upstream TTL logic. For the System 80 platform, this TTL logic is located on the MPU board. Signals are conveyed from the MPU to the driver board via the A1J4-to-A3J1 wire harness. These signals directly switch a path to ground on for one of the 9 designed-in solenoid circuits.&lt;br /&gt;
&lt;br /&gt;
As noted above, to accommodate game implementations needing more than 9 solenoids, Gottlieb repurposed some of the lamp driver circuits, driving 2N5875 (generally) transistors either screwed to the bottom of the playfield, or located on dedicated transistor boards. &lt;br /&gt;
&lt;br /&gt;
Solenoid problems can be divided into two simple categories, solenoids that do not engage and solenoids that are &amp;quot;locked on&amp;quot;. Correcting these two situations is discussed below.&lt;br /&gt;
&lt;br /&gt;
=====Solenoid Doesn&#039;t Turn On=====&lt;br /&gt;
&lt;br /&gt;
First, note that not all solenoids are always tested by the built in solenoid diagnostics. The first example of this is the coin counter solenoids (numbered 3, 4, and 7). To avoid artificially incrementing the coin drop counters, these coils are not pulsed. Other coils may be pulsed during lamp test. This is most often the case with System 80B games, using repurposed lamp driver circuits.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;b&amp;gt;Problem Determination Procedure&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
With the game turned on and a game started, use a DMM to measure for coil power at the coil lug (generally either 24 or 38VDC). Power should be present at both lugs of the coil. If present on the coil lug attached to the banded side of the diode and not present at the coil lug attached to the non-banded side of the diode, then the coil winding or it&#039;s attachment to one of the coil lugs is open.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Next, test paths to ground for the coil. Attach a wire with clip leads to game ground. Any green wire with yellow stripe will work fine. First, &amp;lt;b&amp;gt;BRIEFLY&amp;lt;/b&amp;gt; touch the other end of the wire to the &amp;lt;b&amp;gt;non-banded&amp;lt;/b&amp;gt; side of the coil lug. The coil should pull in. If it does not, then either the coil winding is open or the coil wire is not securely attached to the coil lug. Next, identify the driver board transistor that switches ground for the solenoid in question. &amp;lt;b&amp;gt;BRIEFLY&amp;lt;/b&amp;gt; touch the other end of the wire to the tab (MPS-U45 or 2N6043) or case (2N3055) of that transistor. The solenoid should pull in. If it does, this proves the path from the coil to the transistor, but doesn&#039;t prove anything about the transistor. If it doesn&#039;t pull in, then there is a break in continuity between the transistor and the coil. Likely suspects are the connector pins, the IDC connection of the wire to the connector, and the actual wire itself.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
At this point in the process, we know that the coil has power, and the path to ground via the transistor is valid. The next step is to test the actual transistor. &lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::Testing an MPS-U45 (or NDS-U45) or an MPS-A13 transistor&lt;br /&gt;
:::*Set the DMM to diode check&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for one of the flanking legs.&lt;br /&gt;
:::*A measurement between 1.2 and 1.4 should be displayed for the other flanking leg.&lt;br /&gt;
:::*Readings outside of these ranges (generally dead shorts, sometimes opens) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
:::Testing a 2N6043 transistor&lt;br /&gt;
:::*Set the DMM to diode check&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for each flanking leg&lt;br /&gt;
:::*Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
[[File:TO-3Case2N3055.jpg|300px|thumb|right|Emitter, Base, and Collector parts of a TO-3 form transistor, like the 2N3055. Note that the emitter and the base pins are closer to one end of the TO-3 case.]]&lt;br /&gt;
:::Testing a 2N3055 transistor&lt;br /&gt;
:::*Set the DMM to diode check.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the metal casing of the transistor.&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the legs in turn.&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for one of the legs.&lt;br /&gt;
:::*A measurement of &amp;quot;null&amp;quot; (no reading) should be displayed for the other leg.&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the &amp;quot;base&amp;quot; lead of the transistor.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the other lead of the transistor (the &amp;quot;emitter&amp;quot;).&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the case of the transistor (the &amp;quot;collector&amp;quot;).&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed.&lt;br /&gt;
:::*Readings outside of these ranges (generally dead shorts, sometimes opens) indicate the part has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video demonstrating each of these transistors being tested can be found [https://youtu.be/CcDe95uUVvo?si=ILbopV5R9Oct6POR &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;ol start =4&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Test the output signal from the MPU at the driver board. This test completes the test of the driver board circuitry. If this test doesn&#039;t identify a problem, then the problem must lie upstream with the inter-board harness or on the MPU board itself. With a logic probe, and the game in solenoid test, probe the following points for solenoids 1 through 9. 1 - non-banded side of CR6, 2 - R53, 3 - non-banded side of CR2, 4 - non-banded side of CR4, 5 - R56, 6 - R59, 7 - non-banded side of CR4, 8 non-banded side of CR1, 9 - non-banded side of CR5. With the game in Solenoid test, each solenoid should be pulsed in order, with the pulse easily detectable with a logic probe on the appropriate spot. Note that the coin counter solenoids will not be pulsed in test, and games that don&#039;t use every solenoid won&#039;t pulse unused solenoid circuits. Consult the manual for solenoid numbering for a particular game.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Test the output signal of the TTL circuitry on the MPU. Solenoids 1 through 9 are all enabled via signals from Z29 and Z30 on the MPU board. Both ICs are 7416s. Z29 pins 2, 4, 10, and 12 drive solenoids 1 through 4 respectively. Z30 pins 2, 4, 6, 10 and 12 drive solenoids 5, 6, 8, 9, and 7 respectively (note the order is not strictly ascending). If the output signal on the MPU is present, but the signal is not present on the driver board, then the problem is probably the inter-board connector.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Solenoid Locked On=====&lt;br /&gt;
&lt;br /&gt;
A solenoid (or flasher) that is &amp;quot;locked on&amp;quot; is caused by coil power having a continuous path to ground. Remember, coil power is always present at the coil when a game is started and the game over relay is powered (for System 80/80A/80B games). 99.9% of the time, this continuous path to ground is caused by a shorted drive transistor; either an under-playfield transistor, a transistor on a transistor board, or a transistor on the driver board itself.&lt;br /&gt;
&lt;br /&gt;
Generally, a locked on coil will heat up, burn through the insulation on the coil windings, and cause direct shorts between windings. This effectively reduces the length of the wire and hence, the resistance. Once the resistance is reduced to less than 2 ohms or so, the continuous current through the transistor and the coil cause both to be irreparably damaged. For this reason, if you find a transistor shorted, check the associated coil. Likewise, if you find a coil shorted, or with significantly reduced resistance (ohms), check the associated transistor.&lt;br /&gt;
&lt;br /&gt;
Some solenoid driver circuits, like solenoid 8 that uses a 2N3055, are &amp;quot;pre-driven&amp;quot; by an MPS-U45 (or NDS-U45). Be sure to test the associated pre-driver transistor too.&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
Lamp problems are common with most any pinball machine, and Gottlieb® System 80/A/B games are no exception.&lt;br /&gt;
&lt;br /&gt;
For controlled and GI lamps, Gottlieb® System 80/A/B games use either a #44 or #47 lamp.  The choice of which lamp to use is the preference of the game owner.&lt;br /&gt;
&lt;br /&gt;
For games with flash lamps, a #67 bulb is used.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended &#039;&#039;&#039;not&#039;&#039;&#039; to replace or remove lamps with the power to the game on.  There are primarily two reasons for this.&lt;br /&gt;
#Some lamp sockets must have their mounting brackets bent back to access the bulb for replacement.  In turn, the potential of inadvertently shorting one lamp socket to another is possible.&lt;br /&gt;
#Lamps are constructed of an equal balance of glass and conductive metal.  If a bulb slips out of one&#039;s grasp when trying to remove or install with the power on, there are many areas in the bottom of the cabinet, where the metal of the bulb can short across.  A short across other circuits could potentially lead to other unplanned or otherwise unnecessary repairs needed to perform.&amp;lt;br&amp;gt;&lt;br /&gt;
So in short, change or remove bulbs with the game&#039;s power off, just to be safe.&amp;lt;br&amp;gt;&lt;br /&gt;
All System 80 games have three separate lamp circuits, and some have a fourth.  The circuits are comprised of:&lt;br /&gt;
*General illumination for the backbox&lt;br /&gt;
*General illumination for the playfield&lt;br /&gt;
*Controlled lamps for primarily the playfield, although, there can be four controlled lamps located in the backbox (shoot again, high score game to date, tilt, and game over), depending on the era of the game.&lt;br /&gt;
*Auxiliary lamps used for effect, such as chaser lamps used around the backglass border of Mars God of War and Black Hole.  Auxiliary lamps are not used on all games.  Jump to the [[#Auxiliary_Lamp_Driver_Boards | Auxiliary Lamp Board section]] to see what games use auxiliary lamps.&lt;br /&gt;
&lt;br /&gt;
Below are several approaches used to determine the source of a lamp problem, and how it can be resolved.&amp;lt;br&amp;gt;  &lt;br /&gt;
      &lt;br /&gt;
====Bad Bulbs====&lt;br /&gt;
The first thing when troubleshooting lamp problems, and this may seem blatantly obvious, but determine whether the lamp is good or not.  The bulk of all lamp problems are simply burned out light bulbs.  Always try a known good bulb as the solution first. Don&#039;t rely on the bulb being brand new either.  The ratio of brand new, bad bulbs is slim, but there is that chance a new bulb is not good.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Dying battery.JPG|thumb|left|300px|Making certain an old 9v battery is putting out an acceptable lower voltage]]&lt;br /&gt;
[[File:Testing bulb.JPG|thumb|right|300px|Testing a 6v bulb with a dying 9v battery]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bulbs used in a System 80/A/B game are powered by ~6 volts, (the exception is the bulbs powered for the lower [[#Replacing_Black_Hole_Lower_Playfield_Illumination_Lamps_with_.2344_Lamps | playfield illumination on Black Hole and Haunted House]]).  A great way to quickly test a bulb is to use a dying 9v battery.  Don&#039;t use a fresh 9v battery, or you will shorten the life of the bulb.  Find a battery that is roughly putting out 7v - 8.25v.  An old battery from a smoke detector works pretty well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place the tip of the bulb on one of the battery terminals, and cock the outer metal casing of the bulb to touch the other terminal.  Orientation of the bulb with regards to the positive and negative terminals does not make a difference in this case.  Do not hold the bulb across the battery terminals for very long.  Just long enough to determine if the bulb&#039;s filament is lighting or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may also use a known working socket to test bulbs in...but that requires the game to be on while testing...which always presents some risk and is not recommended.  However, if there is no other option but to use a known good socket for testing bulbs, the preferred method is to use a socket located in the backbox lamp insert panel.  This unfortunately does not pertain to 65% of the System 80B games, because a fluorescent lamp was used for backbox illumination for them.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Games that have not been played in a long time develop a film of corrosion between the lamp &amp;quot;nipple&amp;quot; and the lamp socket which prevents conductivity. Simply removing the lamp and scratching the nipple with something abrasive (like rubbing it on the lockdown bar receiver) may fix many &amp;quot;lamp out&amp;quot; problems. In some cases, a light socket cleaning stick (available from the Pinball Resource [http://www.pbresource.com/tools.html here]) may be useful for cleaning the lamp socket. Gottlieb® lamp sockets are comparatively beefy and do not fail often.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Lamp Power Issues====&lt;br /&gt;
Next, make certain there is power at the lamp socket.  The game will have to be turned on for the following procedures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====General Illumination Lamp Power Issues=====&lt;br /&gt;
GI lamps are powered by ~6VAC.  When testing a GI lamp socket for power, each lead of the DMM (now set in AC mode) will be placed on the two leads of the lamp socket.  If there isn&#039;t power at the lamp socket, suspect a bad fuse first.  Keep in mind that the playfield GI and backbox GI for System 80, 80A, and a few 80B games (the first 3 80B games and the last 2), have two separate fuses located on the transformer board in the bottom of the cabinet.  These are typically higher amperage rated fast-blo fuses. The backbox GI on a System 80 game is always on when the game is turned on.  If the backbox GI fuse is good, and no backbox lights are lit, the inline connection which feeds the GI could possibly be bad.  Unfortunately, this connection is not standard from game to game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80TiltRelayAnnotated.jpg|thumb|left|300px|Gottlieb® System 80 Tilt Relay with GI Lamps/Tilt Lamp Make-Break Switch Highlighted. This tilt relay is from a Gottlieb® Spiderman]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The playfield GI is always powered on too, except when the game is in tilt mode.  If the game was not tilted and /or the tilt switches are not stuck closed, check the switch stack on the tilt relay.  These switches can sometimes get bent or misaligned.  If the playfield GI fuse is good and the tilt relay switches are good, the inline connections may be suspect.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the fuse to a particular GI circuit is bad, and continues to blow every time a new fuse is installed, a short is probably causing the issue. A shorted lamp GI circuit is probably the worst and most difficult lamp related issue to resolve.  In most cases, the GI power lines are uninsulated wiring, which make them susceptible to shorted circuits.  First, determine if the GI short originates on the backbox lamp insert or on the playfield.  GI shorts on the playfield are typically more common than backbox lamp insert shorts.  Pop bumper lamps are generally not CPU controlled, and are included in the playfield GI string (some System 80B games are the exception, [http://www.ipdb.org/machine.cgi?id=1975 RoboWar] being an example).  Also, depending on the game, star rollover lamps and kickout hole lamps are sometimes part of the playfield GI circuit.  Consult the game manual for these particulars.&lt;br /&gt;
&lt;br /&gt;
Although it can be a pain and time consuming, the best approach is to remove all of the bulbs in the associated shorted GI string.  In removing all of the bulbs, we are trying to isolate whether the problem is a bad, defective bulb, or one of the GI power lines is shorting.&lt;br /&gt;
&lt;br /&gt;
=====Controlled Lamp Power Issues===== &lt;br /&gt;
Controlled lamps are powered by ~6VDC.  When testing a controlled lamp socket, the red lead of the DMM (now set in DC mode) will be placed on the lamp socket mounting bracket.  The bare wire soldered to the lamp socket&#039;s mounting bracket is the power bus not the ground bus, so be careful.  The black lead of the DMM will be placed on ground. If working under the playfield, the ground plate in the bottom of the cabinet is a good place to connect to ground.  If working in the backbox, find where one of the green wires with a yellow trace is screwed to the metalwork, and place the lead on it.  Depending on the game, System 80 side rails, lockdown bar assemblies, and other associated trim metalwork, except the coin door, were not grounded from the factory like Bally, Williams, and Stern.  Therefore, using any of these as a ground reference is not recommended.  Gottlieb® did start grounding the metalwork at the start of the System 80A platform.&lt;br /&gt;
&lt;br /&gt;
If there isn&#039;t any power at the lamp socket, suspect a bad fuse first.  The controlled lamp circuit has a separate fuse on the transformer board, and is normally a 5 amp slo-blo fuse.  If the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_fuses fuse tests fine], there is a separate set of switch leaves on the tilt relay, which pass the controlled lamp power to the playfield lamps.  Inspect and adjust these switches if necessary. If the controlled lamp fuse and the switches on the tilt relay both test good, there may be an issue with the source power connection to the rectified DC circuit on the game transformer board. Unfortunately, System 80/80A/80B used different connector designations for controlled lamp source power for different games. Consult the game manual / schematics to find the source of 6VDC on the transformer board power supply.&lt;br /&gt;
&lt;br /&gt;
If the fuse for the controlled lamps is bad, and continues to blow after a new fuse is installed, suspect a bad controlled lamp bridge rectifier.  The lamp bridge rectifier is located on the transformer board.  Please see the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier Testing a Bridge Rectifier] portion of the PinWiki guides. Before testing the bridge rectifier, try to isolate it as much as possible.  By isolating it, this will minimize the possibly skewed readings caused by attached devices (lamps and the power transformer).  Two key things to do would be to remove the lines which connect the bridge to the playfield and backbox lights, and remove the controlled lamp fuse. Keep in mind that a bridge rectifier can fail in such a way where it may not blow the controlled lamp fuse.  Although, a failed bridge blowing a fuse is a tad more common than not.&lt;br /&gt;
&lt;br /&gt;
If all of the above tests good, there may be a short on the controlled lamp bus line.  This is not a very common occurrence, but it can happen.  Inspect the underside of the playfield for any wires or brackets touching the controlled lamp bus line, which shouldn&#039;t be touching.&lt;br /&gt;
&lt;br /&gt;
====Bad Lamp Sockets====&lt;br /&gt;
Third, determine if the lamp socket is good.  Some games have been through the wringer, and the sockets didn&#039;t hold up too well due to abuse, a damp environment, or other various reasons.  Start by turning the &#039;&#039;&#039;power to the game off&#039;&#039;&#039;.  If the socket has some corrosion, try using a lamp socket cleaning tool first.  If a lamp socket cleaning tool is not available, a small wire brush used for cleaning copper fittings, a rolled up piece of 220 grit sandpaper, or a Dremel tool with a small wire brush attachment can all be used.  After the socket has been cleaned, place the bulb in the socket for the following procedures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If testing a &#039;&#039;&#039;GI lamp&#039;&#039;&#039; socket, use the dying 9v battery trick again. Remove the fuse of the particular GI circuit which the lamp socket being tested is located.  Connect the terminals of the 9v battery to the bulb socket with alligator clip leads.  Be careful not to short the alligator clips to each other at the battery&#039;s terminals.  Equally be very careful not to short the clip leads to an adjacent switch on the pinball machine, or anything else for that matter.   One clip will connect to one side of the socket, and the other lead will go to the other side of the socket.  &#039;&#039;&#039;DO NOT ALLOW THE BATTERY TO STAY CONNECTED VERY LONG&#039;&#039;&#039;.  Since this is a GI lamp circuit, other lamps in the string will be powered by the battery.  If the battery is connected to the string for too long, the battery will start to get hot.  The battery does not have enough power to light a string of bulbs for very long.  The lamp may only glow dimly, but that is enough to determine if the socket is good or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If testing a &#039;&#039;&#039;controlled lamp&#039;&#039;&#039; socket, remove all of the connector housings from the bottom of the driver board first (A3-J2/J3/J4).  Then remove the fuse for the controlled lamp circuit.  Clip one lead of the battery to the lamp socket mounting bracket and the other to the solder tab.  The orientation of the negative and positive leads of the battery terminals makes no difference.  Again, keep the battery connected just long enough to see if the lamp lights to determine whether the lamp socket is good or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Issues====&lt;br /&gt;
=====Lamp(s) Will Not Turn On=====&lt;br /&gt;
So, the bulb is good; the socket is good; there&#039;s power at the socket; and the lamp still won&#039;t light.  Well, this occurrence can only really happen if there is a controlled lamp involved.  If all three of the above things apply, it can only mean one thing - the bulb is not getting properly grounded, and will not turn on.  The source of this problem may be due to several different issues.  But, it is best to start at the bulb socket, and work backward towards the CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Determine if the connector and wiring from the output of the driver board to the lamp socket is good.  While the wires are usually solid, the single sided edge connectors are a frequent cause for loss of conductivity. Simply &amp;quot;buzzing&amp;quot; the connection from the lamp socket back to and onto the driver board may uncover the issue.  With the power off, check the continuity between the solder tab of the lamp socket and the collector (right leg) of the associated lamp transistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is continuity, it’s time to test the transistor. Transistors fail &amp;quot;open&amp;quot; (lamp never lights) and &amp;quot;shorted&amp;quot; (lamp is constantly on). A simple comparison of &amp;quot;diode check&amp;quot; readings between &amp;quot;same type&amp;quot; transistors on the driver board can identify failed transistors. &lt;br /&gt;
&lt;br /&gt;
Testing an &#039;&#039;&#039;MPS-A13&#039;&#039;&#039; transistor.&lt;br /&gt;
#Set your DMM to diode test&lt;br /&gt;
#Place the &amp;lt;font color=Red&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/font&amp;gt; lead of your DMM on the center leg&lt;br /&gt;
#Place the &#039;&#039;&#039;black&#039;&#039;&#039; probe on left leg (viewing the component side of the board). That leg should read about 1.3&lt;br /&gt;
#Move the &#039;&#039;&#039;black&#039;&#039;&#039; probe to the right leg. That leg should read about .7&lt;br /&gt;
#Readings close to these, or even similar to adjacent like components, indicate a good component. Failure to obtain these readings means the component has failed.&lt;br /&gt;
&lt;br /&gt;
Testing an &#039;&#039;&#039;MPS-U45&#039;&#039;&#039; transistor (or &#039;&#039;&#039;NDS-U45&#039;&#039;&#039; or &#039;&#039;&#039;CEN-U45&#039;&#039;&#039; which are equivalents).&lt;br /&gt;
#Set your DMM to diode test&lt;br /&gt;
#Measure on the solder side of the board, with J5 and J6 oriented toward you&lt;br /&gt;
#Place the &amp;lt;font color=Red&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/font&amp;gt; lead of your DMM on the center leg&lt;br /&gt;
#Place the &#039;&#039;&#039;black&#039;&#039;&#039; probe on left leg. That leg should read about 1.3&lt;br /&gt;
#Move the &#039;&#039;&#039;black&#039;&#039;&#039; probe to the right leg. That leg should read about .7&lt;br /&gt;
#Readings close to these, or even similar to adjacent like components, indicate a good component. Failure to obtain these readings means the component has failed.&lt;br /&gt;
&lt;br /&gt;
[[File:ReplacingMPS-U45WithMPS-A13.jpg|300px|left|thumb|An NDS-U45 replaced by the less expensive MPS-A13. This replacement is advised ONLY if the transistor drives a single lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80/80A/80B architecture does not utilize a lamp matrix. Controlled lamps are driven by individual transistors on the driver board, exactly like Gottlieb® System 1 games and Bally/Stern 6800 games. Driver board operation is pretty simple. The CPU places a signal on Logical Device lines 1 through 4 (LD1...LD4) and &amp;quot;strobes&amp;quot; the appropriate 74175 device select pin to latch the LDx values into the 74175 Quad FlipFlop&#039;s outputs. These outputs then drive the associated transistor(s) on, providing a path to ground for the lamp. That&#039;s all there is to it.&lt;br /&gt;
&lt;br /&gt;
The transistors on the driver board are a mix of 2N6043s, MPS-U45s (or NDS-U45s), 2N3055s, and MPS-A13s. 2N6043s drive coils. Generally, the MPS-U45 transistors drive coils, pre-drive coils via remote mounted transistors and 2N3055s, or drive more than one lamp. The 2N3055s drive coils (in some cases, not all 3 of these are used in a game). The MPS-A13s generally drive a single lamp.&lt;br /&gt;
&lt;br /&gt;
MPS-A13 transistors are still widely available and cheap. MPS-U45s are obsolete but may be replaced with CEN-U45 transistors [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=cen-u45&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= available from Great Plains Electronics] and Mouser.  A much cheaper MPS-A13 may sometimes be substituted for the less common and more expensive MPS-U45, as shown in the pic at left for Q22. Although this will work, you must ensure that the transistor is driving only a single lamp. This obviously limits the &amp;quot;portability&amp;quot; of the driver board. If Q22 were used to switch anything other than a single lamp on, it will be destroyed. Substitute with caution. &lt;br /&gt;
&lt;br /&gt;
2N6043 transistors used on the driver board are still available but becoming pricey. 2N6043s can be replaced by a TIP-102.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A nice convention Gottlieb® used with System 80 games is that lamp &amp;quot;n&amp;quot; is driven by transistor &amp;quot;n+1&amp;quot; on the driver board. This is always true.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the transistor tests fine, a gate on the 74175 may be bad, which is rare but does happen. Use a logic probe on the input and output of the associated lamp gate to check definitively.  Again, comparing the signal between different drive pins can help identify a failed driver circuit. 74175s can easily and reliably be tested using the procedure in the &amp;quot;General for all games&amp;quot; section, [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit here].  &lt;br /&gt;
&lt;br /&gt;
If more than one controlled lamp is not lighting, check the game’s manual / schematics to see if the bulbs are related in some way. &lt;br /&gt;
*When four lamps are not lighting, it may appear that the 74175 which controls the lamp transistors is at fault. This can happen, but the more commonly related issue is that the device select signal for a particular 74175 is lost between the CPU and driver board.  This can be due to a bad connection at A1J4 or A3J1.  See the chart below for the lamp device select signal path. &lt;br /&gt;
*When a whole group of lamps fail to light, review the schematics to see if the lamp transistors share a common ground path. Again, poor connections at the driver board, or the path to ground (generally green with yellow tracer or solid white wire) on the bottom board ground strap may be the root cause.&lt;br /&gt;
&lt;br /&gt;
If the connections, associated 74175, and lamp transistors are all correct, the circuitry on the CPU board is probably at fault.  Again, using a logic probe to determine which component on the CPU board has failed is the best course of action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Device Select&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;CPU Connector&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Driver Input&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Driver Quad Flip-Flop (74175)&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Transistor #s&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Lamp #s&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS1 || &amp;lt;center&amp;gt;A1J4-C&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-C&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q1-Q4&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Game Over relay, Tilt relay, coin lockout, L3&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS2 || &amp;lt;center&amp;gt;A1J4-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q5-Q8&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L4-L7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS3 || &amp;lt;center&amp;gt;A1J4-E&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-E&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q9-Q12&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L8, sound 16, L10, L11&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS4 || &amp;lt;center&amp;gt;A1J4-D&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-D&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q13-Q16&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L12-L15&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS5 || &amp;lt;center&amp;gt;A1J4-H&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-H&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q17-Q20&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L16-L19&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS6 || &amp;lt;center&amp;gt;A1J4-F&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-F&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q21-Q24&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L20-L23&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS7 || &amp;lt;center&amp;gt;A1J4-K&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-K&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q33-Q36&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L24-L27&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS8 || &amp;lt;center&amp;gt;A1J4-J&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-J&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q37-Q40&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L28-L31&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS9 || &amp;lt;center&amp;gt;A1J4-M&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-M&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L32-L35&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS10 || &amp;lt;center&amp;gt;A1J4-L&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-L&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z10&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L36-L39&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS11 || &amp;lt;center&amp;gt;A1J4-N&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-N&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L40-L43&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS12 || &amp;lt;center&amp;gt;A1J4-P&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-P&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z12*&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&amp;amp;nbsp;Q45-Q48 &amp;amp; Q49-Q52&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L44-L47 &amp;amp; L48-L51 (inverse of L44-L47)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;*Z12 not only outputs four lamp signals like all the other 11 74175s, but it also outputs four inverted lamp signals.  These signals are typically used for lamps located on opposite sides of the playfield which alternate on / off between each other.&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Lamp(s) Will Not Turn Off=====&lt;br /&gt;
If a single lamp is involved, or only a handful of lamps with different lamp device select signals, suspect the lamps&#039; associated drive transistors.  If a group of four lamps will not turn off, and they are all controlled by the same 74175, suspect the associated 74175 or the device select for that 74175 (&amp;quot;DS&amp;quot; on the schematics). If numerous groups of four lamps will not turn off, suspect the associated 7404 on the CPU board.&lt;br /&gt;
*Z17 for DS1-DS5 device select signals or,&lt;br /&gt;
*Z24 for DS6-DS11 device select signals or,&lt;br /&gt;
*Z26 for DS12-DS16 device select signals.  &lt;br /&gt;
If the lamps involved originate from more than one group of device select signals, suspect the 74154 at Z25 or, backing up one more step, the 6532 RIOT at U5.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flash Lamps===&lt;br /&gt;
Flash lamps are #67 powered by the 24VDC solenoid bus.  They are controlled like any of the coils that have a under-playfield transistor.  To step down 24V to a more lamp-friendly 13V, the power is routed through a single 4 ohm 7 watt resistor for powering paired flash lamps wired in parallel.  An 8 ohm 5 watt resistor is used for powering single flash lamps. &lt;br /&gt;
&lt;br /&gt;
On early 80B games, the power resistors are mounted to a small bakelite board under the playfield (up to 4), and the transistors are mounted to a bracket (up to 6).  On later games, starting with Arena, new PCBs were introduced that had the transistor, power resistor, and 4.7K pullup resistor all on the same board (up to 3).&lt;br /&gt;
&lt;br /&gt;
If lamps are locked on, or won&#039;t work, the remote mounted transistors associated with them have failed.  Generally, the pre-drive transistor on the driver board has also failed.&lt;br /&gt;
&lt;br /&gt;
Under-playfield flash lamp transistors are 2N5879s or MJ2955s.&lt;br /&gt;
&lt;br /&gt;
===Auxiliary Lamp Problems===&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Aux Board Headers.JPG|thumb|left|300px|Reflowed Header Pins on Auxiliary Lamp Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
For issues with lamps controlled by the auxiliary lamp driver board, follow the troubleshooting section for controlled lamps [[Gottlieb_System_80#Controlled_Lamp_Issues | above]].  Additionally, make certain that +5vdc and ground are present on the auxiliary driver board.  If either are missing, the potential for cracked header connections is possible.  Remove the existing solder from the header connections, and resolder the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Unconventional Lamps====&lt;br /&gt;
System 80B games added quite a few special lighting effects.  Gottlieb® never used software when hardware would do.  This is probably harkens back to their electromechanical days.  So, there are usually some creative, different ways used to control lamps.  For instance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Monte Carlo and Spring Break have Auxiliary Lamp Driver boards where power to a bunch of #44 lamps is switched by a relay.&lt;br /&gt;
&amp;lt;li&amp;gt; Genesis drives #67 lamps with an auxiliary power board.  Power to this board is controlled via a relay that turns itself to activate the &amp;quot;reveal&amp;quot;; this relay is activated by a lamp driver, but the relay will keep itself on until one revolution of the reveal gimmick is done.&lt;br /&gt;
&amp;lt;li&amp;gt; Spring Break has eight #44 lamps controlled by one relay; the relay is controlled with a lamp driver.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Diagnosing these is generally the same as other lamps, but first, understand the peculiar arrangement for the game in question.&lt;br /&gt;
&lt;br /&gt;
===Switch problems===&lt;br /&gt;
&lt;br /&gt;
==== Switch Matrix Operation ====&lt;br /&gt;
&lt;br /&gt;
The Gottlieb System 80 switch matrix is implemented via the 6532 RIOT (RAM, I/O, Timer) at U4, strobe ICs at Z11 and Z12 (7404), return ICs at Z13 and Z14 (7400), and DIP switch &amp;quot;read enables&amp;quot; at Z15. The switch matrix simply provides a TTL &amp;quot;low&amp;quot; pulse on a single switch matrix column, then listens for a &amp;quot;low&amp;quot; return on the switch rows. Closed switches complete the circuit and enable a switch matrix return. Switch returns are processed then the next column is strobed. The game software &amp;quot;debounces&amp;quot; all switches to accommodate less than electrically and mechanically perfect switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Scoring&amp;quot; Switches for Pop Bumpers and Slingshots are not part of the switch matrix====&lt;br /&gt;
[[File:GottliebPopBumper.jpg ‎|400px|thumb|left|Typical Gottlieb System 80/80A/80B pop bumper hardware and switches. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GottliebSlingShot.jpg ‎|400px|thumb|right|Typical Gottlieb System 80/80A/80B slingshot hardware and switches. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb System 80 Pop Bumpers and Slingshots are designed with two switches on each device. One switch connects the associated coil to coil power (two switches for slingshots). Another switch, mechanically connected to the device, acts as a &amp;quot;scoring switch&amp;quot;. Only the scoring switch is part of the switch matrix. &lt;br /&gt;
&lt;br /&gt;
During switch test, the scoring switch will register only if the associated slingshot coil plunger is pulled in, or if the associated pop bumper &amp;quot;rod and ring&amp;quot; assembly is manually pushed down. Since pop bumper spoon switches and slingshot standup switches are not on the switch matrix, they will not be reported during switch test.&lt;br /&gt;
&lt;br /&gt;
Pictured left and right are representative pop bumper and slingshot switches, annotated to show the function of each switch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Common Switch Matrix Faults ====&lt;br /&gt;
&lt;br /&gt;
===== Isolating Switch Problems to the MPU or the Game Wiring =====&lt;br /&gt;
&lt;br /&gt;
Since Gottlieb uniquely used edge connectors instead of more common header pins, isolating switch matrix issues to either the MPU or to the game wiring is not quite as easy. However, &amp;quot;jumping&amp;quot; from a switch column to a switch row is possible using the same technique. &lt;br /&gt;
&lt;br /&gt;
*Place the game into switch test&lt;br /&gt;
*Using a short length of wire, short each column drive to each row return, one at a time&lt;br /&gt;
*A single switch closure should be shown as each connection is made.&lt;br /&gt;
&lt;br /&gt;
If a single switch closure is shown for each and every connection made, then the MPU circuitry is probably undamaged, and the playfield wiring, switches, and diodes should be examined. If a switch closure isn&#039;t registered, or more than one switch closure is reported, then the MPU circuitry is damaged.&lt;br /&gt;
&lt;br /&gt;
===== MPU Switch Matrix Issues =====&lt;br /&gt;
&lt;br /&gt;
====== Blown Switch Matrix ICs ======&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebStackedSwitch.jpg|thumb|left|300px|The thin strip of &amp;quot;fish paper&amp;quot; physically isolating the flipper EOS switch and the &amp;quot;lane change&amp;quot; switch is all that prevents certain destruction of switch matric chips. &amp;lt;i&amp;gt;Image courtesy of Russell McIntyre.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:System80SwitchMatrixICs.jpg|thumb|right|400px|Identifying the System 80 MPU switch matrix ICs. Z15 is just below Z11/Z12.]]&lt;br /&gt;
[[File:System80MPUBlownZ13.jpg|thumb|left|300px|Diode testing Z13 uncovers a shorted IC caused by shorting HV to the switch matrix wiring.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The most prevalent reason for switch matrix failures is shorting high voltage (i.e. coil voltage) to the switch matrix. As always, it&#039;s inadvisable to work on the game with the power on. Sometimes, &amp;quot;fish paper&amp;quot; designed to isolate switch blades from higher voltage conductors becomes displaced, shorting high voltage to the switch matrix, and damaging some/all of the switch matrix ICs. Examples of such a switch are the kicking target under the upper playfield in Haunted House and the &amp;quot;lane change&amp;quot; stacked switch on the right flipper of games like Mars God of War, Rock, Genesis, Gold Wings, and Spring Break.&lt;br /&gt;
&lt;br /&gt;
A quick check of Z11 through Z15 using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test] will reveal failed ICs easily. An example is pictured at right.&lt;br /&gt;
&lt;br /&gt;
Using this same diode test on U4, comparing the results to U5 and U6, may help to identify a failed RIOT.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Alkaline Damaged Connectors ======&lt;br /&gt;
&lt;br /&gt;
Playfield switch wiring is connected to MPU edge connector J6, which is sometimes directly below, but at the very least in close proximity, of the OEM NiCad battery. These batteries frequently leak their corrosive contents onto the board, affecting nearby connectors, including the switch matrix connectors at J6 (playfield) and J5 (cabinet). Close examination of the friction pins in the connector as well as the copper traces at the edge connector may reveal alkaline corrosion impacting proper switch matrix operation.&lt;br /&gt;
&lt;br /&gt;
===== Playfield Switch Matrix Issues =====&lt;br /&gt;
&lt;br /&gt;
Once the switch matrix issue has been isolated to the playfield, follow the tips listed in the [http://www.pinwiki.com/wiki/index.php?title=General#The_Switch_Matrix Switch Matrix Diagnosis] section.&lt;br /&gt;
&lt;br /&gt;
One additional item to note is that Gottlieb did not attach isolation diodes directly to switches. Instead, isolation diodes are collected on &amp;quot;diode boards&amp;quot; which are screwed to the playfield underside or the cabinet bottom.&lt;br /&gt;
&lt;br /&gt;
===Display Problems===&lt;br /&gt;
The blue Futaba display glasses used by Gottlieb® System 1 and 80 machines are a fairly reliable, long-lasting display.  Although, they can and do still fail.  It&#039;s just a matter of diagnosing the symptoms of a failed display.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Display problems can primarily be classified into the following categories:&amp;lt;br&amp;gt;&lt;br /&gt;
#Power problems&lt;br /&gt;
#Display glass failure&lt;br /&gt;
#Data problems&lt;br /&gt;
#Tired displays&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 displays.png‎|thumb|550px|left|Gottlieb® System 80 Display Diagram]]&lt;br /&gt;
[[File:Gtb sys80A displays.png‎|thumb|550px|left|Gottlieb® System 80A Display Diagram]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Display Power Problems====&lt;br /&gt;
&lt;br /&gt;
Before even attempting to work on System 80/80A/80B displays, there are two caveats to heed.  First and foremost, the displays function due to the necessity of several voltages, including high voltage.  &#039;&#039;&#039;IF YOU ARE UNCOMFORTABLE WORKING ON HIGH VOLTAGE CIRCUITS, THEN DO NOT WORK ON THESE DISPLAYS!&#039;&#039;&#039;  High voltage can hurt or even kill you.  If you don&#039;t feel comfortable working around this type of scenario, then hire a professional to do the work.  Secondly, any time a display connector needs to be disconnected, &#039;&#039;&#039;DO NOT REMOVE ANY DISPLAY RELATED CONNECTOR WITH THE POWER ON!&#039;&#039;&#039;  This goes for the connectors located directly at the display, connectors A1J2 and A1J3 on the CPU board, A2J3 on the power supply board, and A7J3 / A7P3 (early System 80 up to Mars God of War), A10J1 / A10P1 (when used), A12J4 / A12P4 (Black Hole and after), or A10J7 / A10P7 (when used) from the transformer.  Removing connectors with the power on can damage the display, the CPU board, and / or you.  Sorry to &amp;quot;yell&amp;quot;, but it is extremely important to stress the above two statements.  Now that this is out of the way, let&#039;s move on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As stated above, the displays need several sources of voltage to function properly. The display voltages used are broken down by the type of display: +60VDC and 5VAC with a positive 8VDC offset are used for the 6-digit displays; +42VDC, +5VDC logic (for the 7432 chip - Z1), and 3VAC with a positive 4VDC offset are used for the 4-digit status display. When using a 6 digit display with DI513 Dionics chips, +5VDC is necessary for RP1 and RP2, both 8.2K resistor networks. Likewise, 7 digit displays also have a 7432 chip on them, and +5VDC is needed for them too. If any of the above voltages are missing, the display will never light.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prior to plugging in and turning the game on for the very first time, it is a good practice to check all of the fuse values located on the transformer board first. There is a 1/4 amp slo-blo fuse used for the display voltage, which is located on the transformer board in the bottom of the cabinet.  With the game unplugged from the wall outlet, remove the fuse from its fuse holder.  When checking fuses, never &amp;quot;eyeball&amp;quot; a fuse.  Your eyes may tell you that the fuse is good, but your eyes can fool you.  Use a digital multi-meter (DMM) or a continuity tester to check fuses. Put each lead of DMM on opposite ends of the fuse.  A tone should be heard.  If not, the fuse is bad, and should be replaced with the same value.  Fuses are used to protect equipment, the surroundings, and you.  Installing fuse values with higher ratings is very dangerous. &#039;&#039;&#039;DO NOT USE A FUSE RATED AT A HIGHER RECOMMENDED VALUE!&#039;&#039;&#039;  If the existing fuse is blown, it may not necessarily mean there is a problem.  Fuses do get stressed, and sometimes just fail.  However, there is more than likely a problem somewhere in the display power train.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the game still unplugged, the next course of action is to place connector A2J1 on the power supply.  A2P1 is the bottom connection on the power supply, and receives all voltages directly from the transformers and a single ground from the ground strip.  Once A2J1 is connected, remove any other connections from the power supply (A2J2 and A2J3).  All voltages should be tested before any boards or displays are connected to them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_psu_A2J3_highli.JPG|left|thumb|300px|System 80 Power Supply with A2J3 highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
At this point, plug the game in, and turn it on.  Using a DMM or volt meter, check all of the voltages at A2P3.  For the +60VDC (A2P3-1) and +42VDC (A2P3-3), any ground connection can be used as a reference. The +42VDC is derived from the +60VDC.  If there is +60VDC, but not +42VDC, The 18v CR6 zener diode or the R5 resistor may have failed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the two high voltages test all right, it&#039;s time to check the offset voltages.  The offset voltages are +5VDC (A2P1-6) and +8VDC (A2P1-9).  Use any ground connection as a ground reference to test these voltages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If displays are not lighting, but either the +42VDC is present on the display (status display) or the +60VDC is present on the 6 digit or 7 digit displays, check for the presence of AC voltage used to power the display filament.  Do not use ground as a reference when measuring these voltages, as they are AC.  Measurements must be taken from the send and return lines.  If the AC voltage is missing, check the in-line connection at A7J3 / A7P3 (early System 80 up to Mars God of War) or A12J4 / A12P4 (Black Hole and after).  Also, some games have more connectors which pass the AC voltages.  These additional connectors are A10J7 / A10P7 or A10J1 / A10P1. Check the voltages on the input and output of the connector to see if fatigued connectors are the source of the voltage loss.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
If all the display voltages are satisfactory, it is time to move onto the next step of visually inspecting the display boards for obvious defects.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====What is the DC Offset Voltage?=====&lt;br /&gt;
[[File:ACSineWave.jpg|left|thumb|300px|Representation of AC voltage with and without a DC offset component. Note the red sine wave is shifted &amp;quot;up&amp;quot; by the DC component.]]&lt;br /&gt;
[[File:DCOffsetClip.jpg|right|thumb|300px|A snippet from a typical System 80 schematic showing &amp;quot;DC offset&amp;quot; voltages connected to the center tap of the transformer secondary where AC filament voltages originate.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Futaba displays as used in Gottlieb System 1 and System 80 games require AC power that is &amp;quot;offset&amp;quot; by a specific DC voltage; 8VDC for the 6/7 digit displays, 5VDC for the 4-digit credit/match display. The DC component of the AC voltage raises the AC sine wave by that DC voltage. If the offset voltage is missing, inconsistent or wavy displays will result.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Glass Failure====&lt;br /&gt;
[[File:Good display.JPG|300px|thumb|left|Display with a good display glass]]&lt;br /&gt;
[[File:NippleGuard.jpg|300px|thumb|right|A cheap and easy way to protect your nipples]]&amp;lt;br&amp;gt;&lt;br /&gt;
The simplest and easiest problem to identify is display glass failure.  All of the 6 digit displays used by Gottlieb® System 80, and 7 digit displays used by System 80A games will have a black &amp;quot;blotch&amp;quot;, for lack of a better term, in the upper left and lower right corner of the glass.  The 4-digit status display typically has only one black blotch.  The evidence of a black blotch or blotches is good.&lt;br /&gt;
&lt;br /&gt;
[[File:Bad sys1 display1.JPG|300px|thumb|left|Display with Broken Nipple on Back]]&amp;lt;br&amp;gt;&lt;br /&gt;
However, if there is a muted white blotch visible at the corners of the display, it means the display&#039;s &amp;quot;vacuum&amp;quot; has been compromised, either due to a cracked glass or broken nipple. If this is the case, the display glass can not be repaired and is useless.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A simple, cheap, and effective way to &amp;lt;b&amp;gt;protect the glass nipple&amp;lt;/b&amp;gt; is to cut a ring of hose (garden hose was used in the picture at right), place it around the nipple, and then fill the ring with silicon caulk (preferred) or hot glue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Broken top filament1.JPG|300px|thumb|left|Display with Broken Top Filament. Note that this is the Dionics chipset version of the display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The display filaments within the glass can also break.  The end result will be segments with missing sections or &amp;quot;hot spots&amp;quot; when the display is powered.  The &amp;quot;hot spots&amp;quot; are caused by the &amp;quot;dangling&amp;quot;, broken filament shorting to other good filaments.  If a display filament breaks, do not use the display as shorted displays can damage other game components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=3 caption=&amp;quot;Example Display with Failed Filament&amp;quot;&amp;gt;&lt;br /&gt;
File:OpenCenterFilamentOFFAnnotated.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Another example of a broken filament. This one has broken and shorted to another part of the display.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:OpenCenterFilamentScoreOverall.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The same display, showing a dark line across the center where the filament has failed.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:OpenCenterFilament.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Closeup of same display.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even though the glass itself is bad, the chips on the display board may still be good.  So don&#039;t necessarily discount the display as being all bad.  UDN6118A and 7432, (chip used on status display only), chips are getting more costly, and Dionics DI513s are very scarce.  Since the display board is single sided, removal of the chips is quite easy.  Plus, the display PCBs are no longer being made.  The display board and / or chips may come in handy some time in the future.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====UDN6118 and Other Display Logic Chip Failures====&lt;br /&gt;
The majority of 4 and 6 digit displays utilize two UDN6118 &amp;quot;Vacuum Fluorescent Display Drivers&amp;quot;. These ICs do not fail often. However, when they do fail shorted, they can affect the performance of the rest of the display set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingUDN6118AndUDN7180.jpg|300px|thumb|left|Test method for a UDN6118 or UDN7180 display driver. Colored dots represent DMM probe locations (red lead, black lead)]]&amp;lt;br&amp;gt;&lt;br /&gt;
UDN6118 driver ICs can be tested using a DMM. Click on the image at left for the procedure.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video demonstrating the procedure on a failed UDN6118 can be found [https://youtu.be/PrIde9U4ios &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;A Blown UDN6118 Display Driver&amp;quot;&amp;gt;&lt;br /&gt;
File:UDN6118BlownTopSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Damage is hard to photograph, but the outline of the overheated chip core can be seen.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:UDN6118BlownBottomSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A much more visible image of the heat damage.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Credit Display Segment Locked On=====&lt;br /&gt;
[[File:Gottlieb4DigitGlassSegmentCLockedOn.jpg|300px|thumb|left|A 4 digit display with segment &amp;quot;c&amp;quot; locked on, caused by a failed 7432 on the board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Gottlieb 4 digit displays use two UDN6118s and a single 7432. The 7432 can fail in such a way as to cause segments to lock on, as shown in the picture at left showing segment &amp;quot;c&amp;quot; locked on. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Data Problems==== &lt;br /&gt;
When there are display issues, one first has to determine whether there is a problem with the display itself, the connectors involved, or the chips on the CPU board that control it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=red&amp;gt;NOTE: Do not connect or disconnect the display connectors or connectors A1J2 and A1J3 on the MPU (right hand side) with the power on! Doing so WILL damage the MPU board display logic ICs.&#039;&#039;&#039; &amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following applies to System 80 and 80A displays.  For information regarding the System 80B display board, scroll down to the end of this section.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebDisplaySegmentDigitOutAnnotated.jpg|340px|thumb|left|An excellent image to show both digit and segment problems. Note the red circles showing the same digit out on for players 1 and 3. Also note the yellow circles showing segment &amp;quot;g&amp;quot; out for players 1 and 2. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Display Issue Isolated to a Single Display&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If the problem is only showing up one display, suspect that the connector at the display itself is problematic, or there is an issue on the display board.  Problems on the display board can consist of a bad solder joint, a broken display lead from the display glass, or faults with the driver chips on the board (Sprague UDN6118 or Dionics DI513, if an old System 1 display is used).  The exception is if only 4 displays and a status display are used, which is common to most System 80/80A games.  In this display configuration, if there is a &#039;&#039;&#039;segment issue&#039;&#039;&#039; with the status display, there may be an issue with the segment drive chip on the CPU board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80LockedHSegment.jpg|340px|thumb|left|An example of a display showing segment &amp;quot;h&amp;quot; locked on. The segment was locked on for both the player 3 and player 4 displays. This was caused by a failure of the 7404 at Z16. This picture was snapped right after pressing the diagnostic button on the coin door. The display should be blank. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Display Issue With Multiple Displays&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If the problem shows up on two or more displays, suspect one of the two connectors on the CPU board (A1J2 or A1J3), one of the two connectors on the two displays (they are daisy-chained with an IDC connector), or the chips which control the display data on the CPU board.  If there is a &#039;&#039;&#039;digit issue&#039;&#039;&#039;, the issue will be present on &#039;&#039;&#039;player 1 and 3&#039;&#039;&#039; or &#039;&#039;&#039;player 2 and 4&#039;&#039;&#039; displays.  If there is a &#039;&#039;&#039;segment issue&#039;&#039;&#039;, the issue will be present on &#039;&#039;&#039;player 1 and 2&#039;&#039;&#039; or &#039;&#039;&#039;player 3 and 4&#039;&#039;&#039; displays, and the &#039;&#039;&#039;status display&#039;&#039;&#039;.  If more than 4 scoring displays are used, on games such as Pink Panther, Black Hole, Haunted House, Devil&#039;s Dare, etc., consult the game manual for display digit and segment mapping.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:Gtb sys80 displays.png‎|550px|left|Gottlieb® System 80 Display Diagram]]&lt;br /&gt;
[[File:Gtb sys80A displays.png‎|550px|right|Gottlieb® System 80A Display Diagram]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The charts listed below, map out each signal to each specific display.  The first chart maps the display digit information, while the second and third charts map the display segment information.  This information only applies to games where 4 scoring displays and 1 status display are used, although digit group names have been added, if more displays are used.  All of the charts apply to System 80 and 80A, but not 80B.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Display Digit Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Digit Number&lt;br /&gt;
!Display(s)&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| D16 (80A only) || Players 1 &amp;amp; 3 (Group F) || A1J3-16 || Z26-8 &lt;br /&gt;
|-&lt;br /&gt;
| D1 || Players 1 &amp;amp; 3 (Group D) || A1J3-1 || Z17-4&lt;br /&gt;
|-&lt;br /&gt;
| D2 || Players 1 &amp;amp; 3 (Group D) || A1J3-2 || Z17-6&lt;br /&gt;
|-&lt;br /&gt;
| D3 || Players 1 &amp;amp; 3 (Group D) || A1J3-3 || Z17-12&lt;br /&gt;
|-&lt;br /&gt;
| D4 || Players 1 &amp;amp; 3 (Group D) || A1J3-4 || Z17-10 &lt;br /&gt;
|-&lt;br /&gt;
| D5 || Players 1 &amp;amp; 3 (Group D) || A1J3-5 || Z17-8 &lt;br /&gt;
|-&lt;br /&gt;
| D6 || Players 1 &amp;amp; 3 (Group D) || A1J3-6 || Z24-2 &lt;br /&gt;
|-&lt;br /&gt;
| D13 (80A only) || Players 2 &amp;amp; 4 (Group F) || A1J3-13 || Z26-4 &lt;br /&gt;
|-&lt;br /&gt;
| D7 || Players 2 &amp;amp; 4 (Group E) || A1J3-7 || Z24-4 &lt;br /&gt;
|-&lt;br /&gt;
| D8 || Players 2 &amp;amp; 4 (Group E) || A1J3-8 || Z24-6  &lt;br /&gt;
|-&lt;br /&gt;
| D9 || Players 2 &amp;amp; 4 (Group E) || A1J3-9 || Z24-12 &lt;br /&gt;
|-&lt;br /&gt;
| D10 || Players 2 &amp;amp; 4 (Group E) || A1J3-10 || Z24-10 &lt;br /&gt;
|-&lt;br /&gt;
| D11 || Players 2 &amp;amp; 4 (Group E) || A1J3-11 || Z24-8&lt;br /&gt;
|-&lt;br /&gt;
| D12 || Players 2 &amp;amp; 4 (Group E) || A1J3-12|| Z26-2 &lt;br /&gt;
|-&lt;br /&gt;
| D13 || Status (Group F) || A1J3-13 || Z26-4&lt;br /&gt;
|-&lt;br /&gt;
| D14 || Status (Group F) || A1J3-14 || Z26-6 &lt;br /&gt;
|-&lt;br /&gt;
| D15 || Status (Group F) || A1J3-15 || Z26-10 &lt;br /&gt;
|-&lt;br /&gt;
| D16 || Status (Group F) || A1J3-16 || Z26-8  &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group A Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group A || A1J2-1 || Z19-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group A || A1J2-2 || Z19-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group A || A1J2-3 || Z19-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group A || A1J2-4 || Z19-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group A || A1J2-5 || Z19-9&lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group A || A1J2-6 || Z19-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group A || A1J2-7 || Z19-14&lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group A || A1J2-8 || Z16-12 &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group B Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group B || A1J2-9 || Z21-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group B || A1J2-10 || Z21-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group B || A1J2-11 || Z21-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group B || A1J2-12 || Z21-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group B || A1J2-13 || Z21-9 &lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group B || A1J2-14 || Z21-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group B || A1J2-15 || Z21-14 &lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group B || A1J2-16 || Z16-10  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group C Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group C || A1J2-17 || Z23-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group C || A1J2-18 || Z23-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group C || A1J2-19 || Z23-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group C || A1J2-20 || Z23-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group C || A1J2-21 || Z23-9 &lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group C || A1J2-22 || Z23-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group C || A1J2-23 || Z23-14 &lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group C || A1J2-24 || Z17-2  &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Display Issues====&lt;br /&gt;
&lt;br /&gt;
[[File:System80BDisplayDivotAnnotated.jpg|300px|thumb|left|A System 80B Display edge connector. One data conductor to the display was not &amp;quot;making&amp;quot; across the connection due to a corrosion &amp;quot;divot&amp;quot;. This caused the entire display to remain blank. Reflowing the edge connector solder corrected the issue. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
[[File:GottliebEdgeConnectorDivots.jpg|300px|thumb|right|Another System 80B Display edge connector, this one with corrosion marks on it. The corrosion also caused the entire display to remain blank. Reflowing the edge connector solder corrected the issue. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
System 80Bs displays are completely different how the digits and segments are decoded and driven.  Unlike System 80 and 80A, where the decoder chips are located on the CPU board, the System 80B display has a single segment (U3) and two digit decoder chips (U1 &amp;amp; U2) located on the display board itself.  Unfortunately, both of these chips (10941 &amp;amp; 10939 respectively) were a product of Rockwell International, and are not that prevalent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has been observed that if any of the display data signals are missing between the CPU board and the 7417 inverters on the display board, the two displays will not illuminate at all.  If voltages on the display board are within spec, it may be advantageous to check all of the data signal edge connector pins on the CPU board and the display board. If both the edge connector and the female connectors look good, use a logic probe to ensure signals are getting to the input side of both 7417 (or later 74LS367) inverters on the board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the System 80B jumpers, that replace the 7448s at Z19 and Z21 on System 80 and 80A boards, can be a source of discontinuity due to cracked solder joints.&lt;br /&gt;
&lt;br /&gt;
It has been observed that some of the earlier System 80B games are more prone to the display randomly being blank upon turning on the machine. Rock and Raven are the most common with this issue, however, the first three 80Bs, Chicago Cubs, Tag Team, and Bounty Hunter, are susceptible too. The best recourse is to repin both A1-J2 and A4-J1 / 1A4-J1.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rejuvenating Tired Displays====&lt;br /&gt;
[[File:System1-80DisplayBrightUp.jpg|300px|thumb|left|Rejuvenating tired System 1/80 displays]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80 displays, especially those that haven&#039;t been turned on for a long time, sometimes fade. These displays can be rejuvenated by applying voltage to the outside pins of the display glass. Note that voltage should be applied to the display glass pins, NOT the card edge pins. This process &amp;quot;burns&amp;quot; the impurities that accumulate on the filaments off.&lt;br /&gt;
&lt;br /&gt;
In the picture at left, general illumination power (7VAC) from the lamp insert panel is being used to rejuvenate a display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. Turn the game off&amp;lt;br&amp;gt;&lt;br /&gt;
2. Remove the connector from the display&amp;lt;br&amp;gt;&lt;br /&gt;
3. Connect jumper clips from a voltage source to each of the outside pins of the display glass. Note that the lower the voltage applied, the longer the display can tolerate this &amp;quot;rejuvenation&amp;quot;.&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;That is why some techs choose to use the lower GI AC voltage for this purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Power the game on for 1 minute.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Disconnect the jumper wires and reconnect the display.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Power on to test the display.&amp;lt;br&amp;gt;&lt;br /&gt;
7. If the display still isn&#039;t bright enough, repeat this process for 1 minute each time, until the display is satisfactorily bright.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that if the display filaments, which run across the display horizontally begin to glow orange (or worse, white), too much voltage is being applied or the display has been connected too long. This risks burning one or more of the display filaments out and ruining the display. A cautious, 1 minute at a time, process is warranted.&lt;br /&gt;
&lt;br /&gt;
Note also that one particular System 80 tech (&amp;quot;System 80, not just a job, it&#039;s an adventure&amp;quot;) suggests that merely leaving the game powered on for 24 hours will accomplish the same rejuvenation.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Does Not Light====&lt;br /&gt;
[[file:gottlieb-display-broken-legs.jpg|right|thumb|300px|Broken legs on display glass]]&lt;br /&gt;
If the glass of a 6 or 7-digit display does not light, but there are no white spots in the corners (white spots indicate bad glass), the outer-most legs on the glass may be broken. A magnifying glass may be necessary to inspect the pins since the gap in the breaks may be extremely small. The outer-most legs are responsible for supplying power to the glass, which is why the glass would not light in this situation.&lt;br /&gt;
&lt;br /&gt;
These legs may be broken especially on displays that have a green or blue plastic filter covering them. These legs can get broken after someone presses down on the plastic cover of the display when pushing the display onto the PCB supports mounted on the light board in the backbox.&lt;br /&gt;
&lt;br /&gt;
To repair, line up the two broken halves of the leg with needle-nose pliers, heat, and solder. If the solder isn&#039;t sticking, lightly sand back some of the black tarnish with fine sandpaper or a fiberglass eraser.&lt;br /&gt;
&lt;br /&gt;
====System 80 Display Test 19 Never Starts====&lt;br /&gt;
System 80 games provide a display test (number 19). The test &amp;quot;walks&amp;quot; all digits, from 0 to 9, through all displays. &lt;br /&gt;
&lt;br /&gt;
A failed 6532 RIOT at U5 can cause the game to appear dead, as if awaiting an input. The display test will never commence.&lt;br /&gt;
&lt;br /&gt;
====Individual 6-digit Display Interferes With Other Displays==== &lt;br /&gt;
&lt;br /&gt;
Sometimes, a particular display can interfere with the operation of other 6-digit/4-digit displays no matter which game or player position it is plugged into. These symptoms can include:&lt;br /&gt;
* Causing digits to go missing on other displays&lt;br /&gt;
* Causing certain digits to dim significantly on other displays&lt;br /&gt;
* Causing certain digits to display garbage or non-numbers&lt;br /&gt;
&lt;br /&gt;
The cause of these symptoms is a bad R1 resistor. When powered off, the resistor will give the correct reading. However, the resistor may fail when power is applied. The R1 resistor (10k ohm, 1/2 Watt, 5% resistor) may need to be replaced if the above symptoms are present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Individual 7-digit Display Causes Other Displays To Go Blank====&lt;br /&gt;
Sometimes, a particular display can interfere with the operation of the other 7-digit/4-digit displays no matter which game or player position it is plugged into. &lt;br /&gt;
&lt;br /&gt;
If a particular display causes all other displays to go blank, the likely cause is a failure of the Z2 6118P chip, which drives the digits of the display. This chip can be replaced with the more commonly found UDN6118A chip. Also keep in mind that it&#039;s possible the 7448 and the other 6118P controlling the segments could be damaged as well, so be prepared for that.&lt;br /&gt;
&lt;br /&gt;
===All Other Display Issues (Not Caused by Displays)===&lt;br /&gt;
There are several issues which appear to be display related, however, they ultimately are not.  In these instances, the displays are used instead as a visual identifier of a particular issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Open Slam Switch==== &lt;br /&gt;
If after turning a System 80 game on, and the scoring displays turn on immediately without a 5 second delay, there is a problem.  However, if the displays are showing all of the outer segments (all segments necessary to display a zero) lit, and &amp;quot;strobing&amp;quot; or &amp;quot;rolling&amp;quot; rapidly as simulated in the image below, this isn&#039;t a display problem. The cause of this problem is an open slam switch on the coin door. To address this issue, see the PinWiki section [[#Slam_Switch_Modification | Slam Switch Modification]].&lt;br /&gt;
[[File:Gtb 6digit slam scaled.gif|500px|thumb|left|Simulation of displays indicating an open slam switch. Note the &amp;quot;rolling&amp;quot; perimeter display segments. &amp;lt;i&amp;gt;Animation by Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====All Displays Dim or at Half Brightness====&lt;br /&gt;
This applies to System 80/80A games with 6 or 7 digit displays. If all the displays appear dim or at about half brightness, check the 60v test point on the power supply. If it reads about 30-35v, then the dim display issue is caused by the power supply.&lt;br /&gt;
&lt;br /&gt;
On the power supply, Q2 regulates the 60v, so if that component has failed, or if there is a problem with the solder joints or pads on the back of the board, this can result in half the voltage for the displays.&lt;br /&gt;
&lt;br /&gt;
Carefully inspect the back of the power supply for cracked solder joints or through-hole pads that have popped off the PCB. Because Q2 has a large/heavy heat sink, the component tends to move around lot, which may cause these issues. If nothing is apparent with a visual inspection, test for continuity between Q2&#039;s legs and the traces on the PCB .&lt;br /&gt;
&lt;br /&gt;
[[file:gottlieb-sys80-psu-q2-pad-problem.jpg|thumb|300px|left|The pad for the center leg of Q2 has separated from the PCB and will need to be repaired]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display Conversion for 6-Digit Games (Converting to 7-Digit Displays)===&lt;br /&gt;
[[Image:Gottlieb6DigitTo7DigitConversion.jpg|300px|thumb|left|Gottlieb® System 80 6-Digit to 7-Digit Signal Mapping. Click to expand. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:GottliebAmazingSpiderman7DigitScoringExample.jpg|300px|thumb|right|Gottlieb® System 80 Amazing Spiderman with player 1 converted to 7-Digit scoring. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The signal mapping diagram shown at left details the wiring changes necessary to replace a 19 pin 6-digit display connector with a 21 pin 7 digit display connector. Note that some signals and power must be picked up from the 4-digit credit/ball in play display.&lt;br /&gt;
&lt;br /&gt;
Once the wiring conversion has been completed, the appropriate game ROM that supports 7-digit scoring must be obtained and installed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
Before doing any kind of work, or blaming the sound board for not putting out sound, review the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting section] first.&lt;br /&gt;
&lt;br /&gt;
[[Image:System80DIPSwitches.jpg ‎|300px|thumb|left|Gottlieb® System 80 Game Feature Selection DIP Switches and 1N4148 Switch Isolation Diodes. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
In particular for System 80 games, ensure that the DIP switches that enable sound are set correctly. And, ensure that the dip switch actually works. Games like Spiderman use one of the 32 MPU dip switches to enable background and scoring sounds. Games like Haunted House, Black Hole, etc use dipswitch 5 on the Sound and Speech board to enable background sound.&lt;br /&gt;
&lt;br /&gt;
Each DIP switch is isolated in the &amp;quot;DIP switch matrix&amp;quot; by a 1N4148 diode located directly below the switch. If one of these diodes fails open, then the switch closure will never be read by the MPU. If one of these diodes fails shorted, this may cause &amp;quot;phantom DIP switch closure(s)&amp;quot; in exactly the same way as a shorted playfield switch diode will cause phantom switch closures. Since System 80/80A diagnostics do not display DIP switch settings, this can be difficult to detect. Simple diode testing of each of the 32 1N4148 diodes is the best course of action.&lt;br /&gt;
&lt;br /&gt;
Failed diodes in the &amp;quot;DIP switch matrix&amp;quot; can cause the switch(es) that enable sound features to be read incorrectly and therefore, sound behavior will be incorrect, such as lack of background sounds.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video of one such failure that caused the background sounds in Black Hole to not work can be found [https://youtu.be/Q80TQ-W6XZ0 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====The Long and Winding Road of the Sound Signals====&lt;br /&gt;
The sound signals follow very roundabout path before reaching their destination on the sound board.  Sounds S1, S2, S4, and S8 are originated on the MPU board by RIOT U6.  These 4 sound signals then pass through a 7404 inverter (Z27), pass through a 7408 2 input AND (Z31), and exit the MPU board via the A1J4 connection (MPU / driver board interconnect harness).  The signals enter the driver board via A3J1, pass through another 7404 inverter (Z13), and exit the driver board via A3J5.  Finally, they enter the sound board via the only connection on the sound board, A6J1.&lt;br /&gt;
&lt;br /&gt;
If any of the sound signals are lost, this potentially happens due to poor edge connections, however, 7404s are known to fail too.  The best way to check for discontinuity is to use a DMM or ohmmeter to check the path from the exiting chip to the chip it enters on the following board.  Another method for checking for signal loss is a logic probe.  This method is not as simple though, because some generations of System 80s do not have a sound test.  Therefore, waiting for a particular signal to trigger can be tricky.  The benefit of using a logic probe is to determine if a particular signal is entering and exiting a specific chip, and if the signal transforms (if it is supposed to) like intended (ie. the 7404 will invert the signal from high to low or low to high).&lt;br /&gt;
&lt;br /&gt;
Some sound boards use a fifth sound signal, known as S16.  S16 is actually driven by an MPS-A13 like any other single lamp drive. S16 can follow a very convoluted path too, depending on the particular game.  For example, Haunted House uses S16.  It originates on the MPU with all of the other lamp signals, and becomes lamp drive Q10 on the driver board.  It exits the driver board via A3J2, passes through a inline connector, A10J4, passes through another inline connector, A12P4, and finally reaches the sound board at A6J1.  That is a lot of mileage for just 1 little sound signal!&lt;br /&gt;
&lt;br /&gt;
System 80B games, starting with Rock, which use the dual 6502 processor sound boards, use Q5 as sound signal S16.  Please be aware that the System 80B documentation does not always notate this information regarding S16!!!  In this case, S16 follows a much simpler path.  It exits the driver board via A3J2 and goes directly to the sound board at A6J1.&lt;br /&gt;
&lt;br /&gt;
So, if appears that certain sound signals are missing or the wrong sounds are triggered, suspect a bad connection first.  Then, suspect a bad 7404 within the sound signal path.  Then, check all other potential problems.&lt;br /&gt;
&lt;br /&gt;
It is noteworthy that the 7404 U7 located on early System 80 sound boards (sound only) do fail also.&lt;br /&gt;
&lt;br /&gt;
====System 80 Sounds Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound.JPG|300px|thumb|left|Gottlieb® System 80 Sound Board (Sounds only)]]&lt;br /&gt;
This board, first used in Panthera, is problematic to fix. The main issue is that the board uses the long since obsolete 6503 processor (think of it as a short 6502) and a &amp;quot;masked ROM/RIOT&amp;quot; 6530. The 6530 was specifically programmed for Gottlieb System 80 sound boards. They are therefore, impossible to replace unless you can scavenge a working one from another sound board. Or, as late as mid-2025, Steve Young&#039;s PBResource still had stock available. Note that the 6530 appearing on late Gottlieb System 1 sound boards is programmed differently and is not interchangeable with the System 80 version.&lt;br /&gt;
&lt;br /&gt;
There are 2 replacement options at this time, other than sourcing a used board. One is Pascal Janin&#039;s reproduction board. This board is a bit pricey but is engineered quite well. The board can be found here: [http://www.flippp.fr/pifx.php?lg=en http://www.flippp.fr/pifx.php?lg=en]. The other option is an FPGA (TDA7267) based replacement board by LISY called the [https://www.lisy.dev/gosof.html GOSOF] which emulates System 1, 80, 80A, and early 80B.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:GottliebSoundsOnlyBoardCorrosion.jpg|300px|thumb|left|A leaky audio filter cap caused significant corrosion to several traces on this board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]][[Image:System80SoundsOnlyLeakyCap.jpg|300px|thumb|right|Audio filter cap removed, corrosion removed, traces tinned. The leaky cap can be seen in the top of the picture. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;This board operates on three different voltages: +5v, +12v, and -12v. The +5 volts comes in on J1 pin 5 from the machine&#039;s power supply board. The +12 volts comes in on J1 pin 1 from the machine&#039;s bottom panel. The -12 volts is generated on the sounds only board and it receives AC power input on J1 pins 3 and 4. You can measure the -12 volts by connecting your volt meter across zener diode CR5 (1N4742A).&lt;br /&gt;
&lt;br /&gt;
The test button on this era sound board will only work if the two dipswitches are set in opposite positions on the sound board.&lt;br /&gt;
&lt;br /&gt;
As noted above, this board is tough to repair. If the 6530 is dead...you&#039;re SOL. A dead 6503 might be replaced. The other ICs on the board, like the LM380 amp (OEM boards were sometimes stuffed with an equivalent chip, a ULN2280B) and the 555 timer are still readily available. The 1408 DAC (U3) can be replaced with its direct replacement: a DAC0808.&lt;br /&gt;
&lt;br /&gt;
A common issue with the board seems to be the leaky large capacitor on the board. Fortunately, this is easy to repair. Remove the old cap. Abate the corrosion as shown in the picture at right. Replace the cap. When this cap leaks, it can completely sever the sound signal path. Sounds might sound scratchy or incomplete too. The cap is easy to remove and replace. It&#039;s worth a shot.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Sound and Speech Board====&lt;br /&gt;
&lt;br /&gt;
=====Different Revisions of the Sound and Speech Boards=====&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=220px perrow=3 caption=&amp;quot;Revisions of the Gottlieb Sound and Speech board&amp;quot;&amp;gt;&lt;br /&gt;
File:SoundAndSpeechBoard-1Modified.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB SS Back B20887-2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB SS B-20887-3 Back.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB SS B-20887-3 Front Added Resistors.JPG|thumb|left|300px|B-20887-3 Sound and Speech Board with Resistors Highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
With the third revision sound and speech board, the resistors which were added to the solder side of the -1 and -2 boards were now incorporated in the board design. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Texas Instruments Sockets=====&lt;br /&gt;
[[File:TexasInstrumentsSockets.jpg ‎|300px|thumb|left|&amp;quot;Craptastic&amp;quot; Texas Instruments Sockets for the 6502 and 6532. Be gone! &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some Sound and Speech boards were manufactured with Texas Instruments sockets that are of the same poor quality as the ScanBe sockets that Williams used during System 3-6 manufacturing. All Texas Instruments sockets should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound and Speech Board Operation=====&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A nice video demonstrating some of the capability of the SC-01 can be found [https://youtu.be/ER0t3IYygDw &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The sound and speech board represents the high point in the System 80 family as far as sound generation is concerned. By combining sound and voice circuitry, the board is flexible enough to be used in several different games, with different voice calls, all generated via the Votrax SC-01 speech synthesizer. &lt;br /&gt;
&lt;br /&gt;
The sound and speech board is itself a single board computer, and should be debugged similar to any non-working MPU.&lt;br /&gt;
&lt;br /&gt;
The board interfaces with the System 80 MPU via a 6 bit (S1, S2, ..., S32) wide &amp;quot;data bus&amp;quot;. The 6 interface bits form a binary code which define specific sounds (or speech) to play. This enables 63 separate sounds to be played. Each communication between the MPU and the Sound and Speech board is &amp;quot;stand alone&amp;quot;. That is, the system does not make use of successive sound commands to mean different things as the Bally Squawk and Talk implementation does. In practice, since S32 is never used, a maximum of 31 unique sounds are commanded.&lt;br /&gt;
&lt;br /&gt;
Four of the bits in the interface are controlled (grounded) by circuitry on the MPU (starting at the U6 RIOT) and a &amp;quot;pass through&amp;quot; 7404 inverter on the driver board (Z13). The remaining two bits are implemented via &amp;quot;lamp drive&amp;quot; transistors (Q10 for S16) on the driver board, and comparator circuitry on the S&amp;amp;S board (U24).&lt;br /&gt;
&lt;br /&gt;
Sound select signals are fielded by the S&amp;amp;S board&#039;s 6532 RIOT which generates an interrupt to the 6502 processor. The 6502 reads the sound number commanded from the 6532 as it services the interrupt.&lt;br /&gt;
&lt;br /&gt;
The S&amp;amp;S board&#039;s 6502&#039;s program code, as well as sound data, is stored in two 2716 EPROMs, PROM 1 and PROM 2.  These EPROMs are typically labeled at the factory with the model number of the game they are for, and the suffixes /S1 &amp;amp; /S2. For example &amp;quot;668/S1&amp;quot; is the label on one of the Black Hole sound ROMs. Although the board can be strapped for two 2732 EPROMs, in practice, this was never done.&lt;br /&gt;
&lt;br /&gt;
The sound and speech board can field and queue sound commands at the same time as it is driving the sound and speech circuitry lanes. The board will never interrupt or prematurely terminate a sound being played. The board will also never reorganize the queue of sounds to be played. Each sound to be played will be played until it&#039;s conclusion. The 6502 knows when &amp;quot;sounds&amp;quot; have completed playing since it is solely in control of the sound lane. The 6502 knows when &amp;quot;speech&amp;quot; calls have completed processing by the SC-01 via a non-maskable interrupt sent via the SC-01&#039;s ~A/R signal to the 6502&#039;s NMI pin. Timing to sequence speech phonemes together rapidly is critical, hence the use of the non-maskable interrupt.&lt;br /&gt;
&lt;br /&gt;
The 6502 creates &amp;quot;sounds&amp;quot; via one circuitry lane. It creates &amp;quot;speech&amp;quot; through a second, separate circuitry lane. At the end of each lane, just prior to input to the main LM379S amplifier, sound and speech is summed. The relative volume of each lane can be tuned via 10K trim pots at the top of the board, R15 and R16.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sound Lane&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Simple sounds (not voice) are created by the 6502 reading data from the sound ROMs and latching it into two 74LS75 data latches. The 74LS75s latch the data when selected via a 74LS02 (NOR gate) at U10 which NORs the R/W signal along with a device select signal from the 74LS138 at U4. the device select signal selects U7 and U8 simultaneously to latch data bus signals DB0 - DB7 all at once.&lt;br /&gt;
&lt;br /&gt;
The two 74LS75s provide the data to a 1408 D-to-A (digital to analog) converter at U20. In this way, 511 different digital codes can be converted to analog levels by the 1408. The analog output of the 1408 can be attenuated via a 10K &amp;quot;variable resistor&amp;quot; at R13. The signal is then amplified and inverted by an LM741 analog inverter (U22). The analog signal is then fed to the LM379S for final amplification. Note that the 1408 DAC is obsolete, but may be replaced by the more available DAC0808.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Speech Lane&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Speech is ultimately created by the Votrax SC-01 voice chip. The SC-01 accepts &amp;quot;phoneme&amp;quot; codes and renders the analog speech output to the LM379S for final amplification. The phoneme codes are placed on the 6502 data bus and pass through a 74LS05 &amp;quot;level shifter&amp;quot; and inverter at U13. The codes are accepted by the SC-01 on pins 9 through 14 when pin 7 is strobed (the phoneme code is latched on the rising edge of the strobe). The &amp;quot;pitch&amp;quot; of the SC-01 voice is controlled by I1/I2 (pins 3 and 2). Frequency and timing control is achieved via MCK and MCR (pins 15 and 16, which are tied together). Frequency and timing are referred to in the schematics as the &amp;quot;Voice Clock&amp;quot; and can be adjusted via a 10K &amp;quot;variable resistor&amp;quot; at R6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reset signal&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The reset circuit is pretty simple. A 47uf/50V cap at C3 charges when power is applied. Once charged, the originating 5VDC power is twice inverted and cleaned up via a Schmitt Trigger at U1, and finally presented to the ~RESET signal (pin 40) of the 6502.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test button&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The test button, located on the upper left side of the S&amp;amp;S board, grounds pin 17 of the 6532 RIOT. After reading the RIOT data, the 6502 process then plays the appropriate test sound, which varies by game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SC-01 pinout&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin Number(s)&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Signal Name&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Signal Purpose&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1 || &amp;lt;center&amp;gt;Vdd&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Input Voltage&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2-3 || &amp;lt;center&amp;gt;I1, I2&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Instantaneous pitch adjustment. Will change pitch of phoneme being spoken.&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7 || &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Strobe to indicate a phoneme code is ready&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8 || &amp;lt;center&amp;gt;~A/R&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Acknowledge receipt of phoneme strobe, indicate completion of phoneme processing&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9-14 || &amp;lt;center&amp;gt;P5-P0&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Phoneme number select (from fixed phoneme table)&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;15-16 || &amp;lt;center&amp;gt;MCK/MCR&amp;lt;/center&amp;gt; || &amp;amp;nbsp;External Clock Signal (probably used to alter phoneme pronunciation via varying the clock)&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;20-22 || &amp;lt;center&amp;gt;CB, AF, AO&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Audio Output&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;18 || &amp;lt;center&amp;gt;Ground&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Ground&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Sounds and Speech board DIP switch settings=====&lt;br /&gt;
The Sound and Speech board has a bank of DIP switches. For at least Black Hole, the function of these switches is as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*DIP-1 - Used in self-test only&lt;br /&gt;
*DIP-2 - Not used&lt;br /&gt;
*DIP-3/4 - Attract mode speech frequency&lt;br /&gt;
** OFF/OFF - disabled&lt;br /&gt;
** ON/OFF - attract mode speech every 10 seconds&lt;br /&gt;
** OFF/ON - attract mode speech every 2 minutes&lt;br /&gt;
** ON/ON - attract mode speech every 4 minutes&lt;br /&gt;
*DIP-5 - ON = background sound enabled, OFF = background sound disabled&lt;br /&gt;
*DIP-6 - ON = all speech enabled, OFF = all speech disabled&lt;br /&gt;
*DIP-7 - Not used&lt;br /&gt;
*DIP-8 - Not used&lt;br /&gt;
&lt;br /&gt;
=====Sound &amp;quot;Locks Up&amp;quot; after certain switch closures=====&lt;br /&gt;
[[File:SC-01.jpg|thumb|300px|left|The long since obsolete, pricey, and hard to find SC-01 speech chip. This one is an SC-01-A, said to be a little beefier.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This problem may be caused by a malfunctioning or missing SC-01 (or SC-01-A) speech chip.&lt;br /&gt;
&lt;br /&gt;
Games such as Black Hole, Mars God of War, and Volcano utilized the SC-01 phoneme speech chip. These games &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;require&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; a working SC-01 to be present, not only for the speech portions of the sound, but for the sound to not &amp;quot;lock up&amp;quot; after the first time that a speech call is made. The CPU relies on an interrupt from the 6532 RIOT to restart sound command processing. That interrupt originates from an &amp;quot;all done&amp;quot; signal from the SC-01 speech chip (shown as ~A/R in the schematics, SC-01 pin 8). If the RIOT never receives an &amp;quot;all done&amp;quot; signal (at PB7) then it will not interrupt the processor and no further speech or sound will be created.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the 2N2222 at Q3 has failed, not allowing the interrupt signal to reach the RIOT. Q3 inverts the ~A/R signal and conveys it to the RIOT as A/~R and also to the MPU as a non-maskable interrupt (U3 6502, pin 6).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Game background sound continues after game over=====&lt;br /&gt;
&lt;br /&gt;
This has been noticed in &amp;quot;Mars, God of War&amp;quot; and &amp;quot;Volcano&amp;quot; predominately, but other System 80 games that use the Speech and Sound board may exhibit similar symptoms.&lt;br /&gt;
&lt;br /&gt;
The cause of the problem is MPU DIP switch 25. The switch MUST be ON, as noted in the manual. Even if the switch appears to be &amp;quot;on&amp;quot;, buzz across the switch solder pads on the back side of the board to ensure that the switch is making. Gottlieb sometimes used &amp;quot;rocker&amp;quot; switches, which seem to have a high failure rate.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;On Target&amp;quot; newsletter from June, 1981 discusses something similar to this problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound is &amp;quot;garbled&amp;quot; or phonemes appear jumbled=====&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating one instance of garbled speech can be found [https://youtube.com/shorts/TU-_vOB2CzY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Board circuitry upstream of the Votrax SC-01 (or SC-01A) as well as the SC-01 itself can be the cause of this issue. Speech isn&#039;t really jumbled, it just seems that way.&lt;br /&gt;
&lt;br /&gt;
First, since the chip is socketed, replace the SC-01 with a known working SC-01. &lt;br /&gt;
&lt;br /&gt;
If the known good SC-01 produces the same behavior, then suspect the 74LS05 &amp;quot;level shifter&amp;quot; at U13, the 7407 at U12, or the 74LS75 at U9.&lt;br /&gt;
&lt;br /&gt;
=====Using the MA-483 Sound Amp Board on a Sound and Speech Board=====&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback.JPG|300px|thumb|left|Gottlieb® MA-483 Piggyback Board]]&lt;br /&gt;
[[File:GTB SS Power Mod.JPG||300px|thumb|right|Gottlieb® Sound and Speech Power Supply with components highlighted. This board is configured to supply 30VDC power]]&lt;br /&gt;
[[File:ModifiedSystem80SoundPS.jpg||300px|thumb|right|Gottlieb® Sound and Speech Power Supply, modified as discussed to supply 18VDC power]]‎&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If using the MA-483 sound amp board on a Sound and Speech board, or if the sounds only System 80A sound board is going to be used, the factory Sound and Speech power supply cannot be used without modification.  The reason is because the original LM379S amp is powered by 30VDC, and the TDA2002 amp on the MA-483 can only withstand 16VDC. If a TDA2002 is powered by 30VDC, it will be destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; a substitute equivalent part, a ULN3701 was sometimes used in lieu of the more standard TDA2002. Also, A TDA2003 is a good substitute for the TDA2002.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The modification is simple, and is accomplished by replacing two components on the sound board power supply, R1 and CR1. R1 is 430 ohm 1/2 watt resistor. CR1 is a 1N4751A 30V 1 watt zener diode. R1 should be replaced with a 1.5Kohm 1/2 watt resistor and CR1 should be replaced with 1N4746A 18V, 1 watt zener diode.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Replacing the Obsolete LM379S Amplifier with a Modern Amplifier=====&lt;br /&gt;
&#039;&#039;This information originally published by J. &amp;quot;kirb&amp;quot; Kirby. Additional pictures and some editing provided by Chris Hibler. Used with permission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Gottlieb System 80 Audio Amp Replacment...why?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Gtb sys80&amp;amp;a s&amp;amp;s.JPG|300px|thumb|left|Gottlieb® System 80 Sound &amp;amp; Speech Board as used on Mars, God of War, Black Hole, Haunted House, Volcano, and some video games]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Gottlieb® Sound and Speech board uses an LM379 or LM379s audio amp in the final amplification section. This amp became hard to find around 1983. Gottlieb® provided an alternative for this amp (see prior section) and discontinued using the Speech and Sound board further.&lt;br /&gt;
&lt;br /&gt;
Their solution was to buy a piggyback board from Gottlieb® that used an LM2002 or a TDA2002 amp. But the LM2002 or TDA2002 amps require 16VDC to operate (instead of the 30VDC used by the LM379). This necessitated a change to the sound board power supply. There were many components to replace or remove, not to mention that you would have to make the piggyback board yourself.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOLUTION? Find a newer amp that required fewer components. A replacment amp can be put together using only the following parts which can be easily sourced. &lt;br /&gt;
&lt;br /&gt;
*LM1875T Audio Amp&lt;br /&gt;
*14 pin DIP socket&lt;br /&gt;
*Heat sink&lt;br /&gt;
*Heat sink compound&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve sourced these parts, a replacement amp is easy to construct and only requires removal of the old LM379 amp and addition of one jumper (to provide 12VDC, covered later).&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start with the basics. System 80 games used 4 different sound boards. This amp replacement applies only to the Sound and Speech board used in Mars: God of War, Black Hole (domestic version), Haunted House, Volcano, Devil&#039;s Dare, Caveman, Rocky, Q*bert&#039;s Quest, Super Orbit, Royal Flush Deluxe (early production), Amazon Hunt (early production), and video games like Q*bert.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;LM379 Audio Amp Testing&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
First of all, is your amp really bad? Basic tests to identify a failed amp...&lt;br /&gt;
&lt;br /&gt;
*With the game on, turn the volume pot up as high as it will go. Do you hear a hum? This is normal and is an indicator that your amp is working.&lt;br /&gt;
*Check the voltages at the sound board. 30VDC is required to power the amp. Verify that this is working correctly or your amp won&#039;t work at all.&lt;br /&gt;
*Make sure the speakers are connected and working right. You can test speakers using a &amp;quot;D&amp;quot; size battery. Briefly connect the battery across the speaker and you should see the speaker&#039;s cone push out. Do this for only a second or two...speakers don&#039;t like DC voltages.&lt;br /&gt;
*Make sure the volume adjustment pot is connected correctly and working properly. A dirty pot will make sounds junky, but they usually don&#039;t completely fail. You can &amp;quot;twizzle&amp;quot; the pot to remove oxidation that may have formed on the internal conductors.&lt;br /&gt;
*Headphones can be used to see if the sounds are getting to the amp. Connect one of the headphone conductors (the one closest to the headphone &amp;quot;handle&amp;quot;) to ground. Connect one of the other two headphone conductors (assuming stereo headphones) to the center leg of R15 or R16. You should be able to hear sounds that the board is making through the headphones. Your amp is probably bad if you can hear sounds at R15 or R16, but not through the speakers, assuming you&#039;ve tested the speaker to be good and you have 30VDC power at the sound board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;LM379 Audio Amp Replacement Procedure&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mark the &amp;quot;top&amp;quot; of the heat sink so you can later determine orientation of the original amp should this be necessary. Pin 1 of the amp can&#039;t be identifed without removing the two screws that secure the finned heat sink to the chips integrated heat sink. &lt;br /&gt;
&lt;br /&gt;
Remove the LM379 amp and heat sink assembly from the board. Desolder all 14 pins and pull the amp off the board. The LM379 heat sink may be soldered to the board so you&#039;ll need to remove that solder too. Be forewarned, the solder pads are delicate and easily damaged. &amp;lt;b&amp;gt;Note how the LM379 is upside-down in relation to other chips on the board.&amp;lt;/b&amp;gt; This will be important later.&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;b&amp;gt;Building the New Amp Assembly&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Solder the new amp to the 14 pin DIP. Use the diagram below as a guide. The pinouts are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Amp Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Socket Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Purpose&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 1 || &amp;amp;nbsp;pin 9 || &amp;amp;nbsp;+ amp input&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 2 || &amp;amp;nbsp;pin 8 || &amp;amp;nbsp;- amp input&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 3 || &amp;amp;nbsp;pin 4 || &amp;amp;nbsp;Ground&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 4 || &amp;amp;nbsp;pin 10 || &amp;amp;nbsp;Audio out&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 5 || &amp;amp;nbsp;pin 1 || &amp;amp;nbsp;Vcc (+30VDC)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It will take some fancy bending to connect all of the amp legs in a way that they do not touch one another, but it can be done. It is important that the amp stands straight up and that the pins don&#039;t touch each other. See the diagram below for  better info. Don&#039;t worry about the 12VDC connection right now. We&#039;ll connect that later.&lt;br /&gt;
&lt;br /&gt;
[[File:LM379ReplacementNewAmpPinout.jpg‎|600px|center|Pinout schematic to attach the LM1875 amp to a 14 pin DIP socket]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px perrow=2 caption=&amp;quot;One Tech&#039;s Implementation (Heat Sink Added Later)&amp;quot;&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpFrontSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpRearSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Rear side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attaching the heat sink&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First, yes, you need a heat sink. Audio amps run hot. Without a heat sink, the amps life will be dramatically shortened.&lt;br /&gt;
&lt;br /&gt;
Mount the heat sink to the amp/socket assembly. You may have to modify your heat sink so that it doesn&#039;t contact anything but the LM1875 amp.&lt;br /&gt;
&lt;br /&gt;
Heat sink compound should be spread on any metal to metal surface that is to conduct heat. This will improve the heat sink&#039;s efficiency and is a must on this device to work right. Without the compound, the amp will overheat and shutdown. It may even be damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=270px heights=270px perrow=2 caption=&amp;quot;Kirb&#039;s original completed assembly&amp;quot;&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpSideViewKirb.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Side view.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpFrontSideKirb.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front view.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;b&amp;gt;The Final Steps&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:CompleteAssemblyInSitu.jpg|300px|thumb|left|The completed assembly, mounted to the Sound and Speech Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Solder the new amp assembly directly to the board. Normally you would use a socket, but that will  lead to audio problems. It is better just to solder it into the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACHTUNG!&amp;lt;/b&amp;gt; Remember that pin 1 of the amp solder pads on the board is upside-down relative to every other IC on the board, and you need to install your new amp assembly with pin 1 &amp;quot;down&amp;quot;. Make sure this is done right. There is a 1 screened to the back of the board that should help you orient the assembly. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM379Replacement12VDCSource.jpg|300px|thumb|left|Connecting 12VDC to the amp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Now that the pins are soldered to the board, we have to connect 12VDC to pin 14 of the socket. This is easily found at the positive (+) side of C39. This 12VDC biases the +IN so that it won&#039;t saturate. Your amp will only work for about 30 seconds without this 12VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check all of your work one more time, then test the amp and see what you get. If you&#039;ve followed these steps correctly, your sound should be loud and clear!&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Sound Mapping =====&lt;br /&gt;
The interface between the driver board/MPU and the sound board is a simple bit map of 5 bits. S1, S2, S4, S8 and S16. S32 is available but never used.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of each sound made by &#039;&#039;&#039;Haunted House&#039;&#039;&#039; can be found [https://youtu.be/_SAv4fS-G1w &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Mars, God of War&#039;&#039;&#039;, see: https://www.pinwiki.com/wiki/index.php/Mars,_God_of_War&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Black Hole&#039;&#039;&#039;, see: https://www.pinwiki.com/wiki/index.php/Black_Hole#Sound_Mapping_for_Black_Hole&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A Sound Only Board====&lt;br /&gt;
=====Sound Cutting Out / No Sound=====&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback Back.JPG|300px|thumb|left|Piggyback Amplifier Board w/ Cracked Header Pins]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® had a tendency of using single-sided boards for their &amp;quot;piggy back&amp;quot; / daughter boards, and these boards are susceptible to cracked header pin solder joints.  The MA-483 amplifier board is no different.  If the sound appears to be cutting out or their are no sounds at all, the header joints on the MA-483 may have developed cracks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before suspecting the daughter board header joints, review the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section located in the &amp;quot;General for all games&amp;quot; section. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A / 80B Sound with Piggyback Board====&lt;br /&gt;
[[File:GottliebSystem80ABSoundsOnlyWithPiggyback.jpg ‎|300px|thumb|left|Gottlieb® System 80A / 80B Sound Board MA-490 w/ MA-488 Piggyback Board (Sounds only). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80A / 80B sound board is nearly the same as the first generation System 80 sound only sound board.  It utilizes a 2716 EPROM versus a masked ROM like the System 80 sound board.  This was potentially due to the Harris 7643 masked ROM being obsolete.  The 80A / 80B board does not use a test button.&lt;br /&gt;
&lt;br /&gt;
Like the System 80 sounds only board, this board has 2 obsolete chips on it, the CPU (6503) and the RRIOT (6530).  On the plus side, these boards did not get destroyed nearly as much as the original System 80 sounds only boards (plugging the System 80 sounds only board into a System 1 game would destroy it in a very short time).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-766)====&lt;br /&gt;
[[Image:GTB Sys80B Sound.JPG|300px|thumb|right|Gottlieb® System 80B MA-766 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This sound board has two independent 6502 CPUs.  One exclusively drives a DAC (digital-to-analog converter).  The other drives the speech chip, Orator, (not used for speech on this generation of sound board, but it is used to generate sounds), and two AY-3-8913 sound chips.  Each is pretty much independent, sharing essentially only the sound select lines, the reset signal, and the output section. The gates of one TTL chip are used by both 6502s to communicate between the subsystems via the NMI signal to each 6502 among other functions. The ROMs, CPUs, and accessory chips, are all localized to the particular subsystem other than the inter-processor communication just mentioned.&lt;br /&gt;
&lt;br /&gt;
Note that the LED and test switch are only relevant for the CPU that operates the speech and synthesizer chips, not the chip connected directly to the DAC. With this in mind, it should be possible to troubleshoot this board using a divide-and-conquer approach.  For instance, if the LED isn&#039;t blinking in/off at about a 50% duty cycle, then the subsystem for the 6502 that controls the LED has to have a fault, but the other subsystem may be fine.&lt;br /&gt;
&lt;br /&gt;
Since this sound board is really just a more complex MPU board, or single board computer, the usual diagnostic steps are in order.&lt;br /&gt;
#Verify the ROM images are valid.&lt;br /&gt;
#Ensure that the reset signal begins low and then transitions to high after about 1/2 second.&lt;br /&gt;
#Ensure that the external clock signal is present at pin 37 of both 6502 processors.&lt;br /&gt;
#Ensure that the data lines on the 6502 (pins 33 through 26) are pulsing.&lt;br /&gt;
#Ensure that the address lines on the 6502 (pins 9 through 20, 22 through 25) are pulsing.&lt;br /&gt;
#Ensure that the external clocks are pulsing at pins 3 and 39 of the 6502 processors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-886)====&lt;br /&gt;
[[File:GottliebMA-886.jpg|300px|right|thumb|A repaired MA-886 sound board. Resistors R15, R16, R14, and R13 (top to bottom) are shown with blue Sharpie marks on their left ends, the end to probe when testing the sound channel. The other two components in the rectangle are high frequency ceramic filter capacitors which rarely fail.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-886 is generally the same board as the MA-766 sound board.  The main differences are that the MA-886 uses .156&amp;quot; header pins instead of edge connections, the Orator chip was no longer used, and SW1 was abandoned.&lt;br /&gt;
&lt;br /&gt;
Troubleshooting this board is nearly identical to the steps noted above for the MA-766 board.&lt;br /&gt;
&lt;br /&gt;
One useful aspect of the board is that 4 channels of sound are summed by the LM324 at B1 before final amplification offboard. &lt;br /&gt;
*Channel 1 is the output from the 7528 DAC at E2. An example of the sounds that this channel makes is the &amp;quot;Destroy Alpha One&amp;quot; and other voices used in Robowar. This channel also contributes the &amp;quot;skittering&amp;quot; sound when the ball pass the rollunder on the ramp wireform and the &amp;quot;energy pulse&amp;quot; sound when the ball rolls over any of the top 4 lane rollovers. This signal passes through &#039;&#039;&#039;R16&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 2 is the output from the AY-3-8913 (if present) at H4. This signal passes through &#039;&#039;&#039;R14&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 3 is the output from the AY-3-8913 (if present) at K4. This signal passes through &#039;&#039;&#039;R13&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 4 is the output from the MF-4 at E5. This signal passes through &#039;&#039;&#039;R15&#039;&#039;&#039; before summing.&lt;br /&gt;
&lt;br /&gt;
Placing an oscilloscope probe on the end of these resistors attached to the sound generating circuitry for that channel should show a purposeful signal (versus noise). If not, it&#039;s a good bet that one of the devices in that sound channel has failed.&lt;br /&gt;
&lt;br /&gt;
Several games (Bone Busters, Hoops, Bell Ringer, Silver Slugger, Car Hop, Deadly Weapon, Title Fight, and Vegas to name a few) use the MA-866 sound board paired with the MA-1294 auxiliary sound board. The two boards are connected via a special ribbon cable with dip &amp;quot;pins&amp;quot; on each end. WARNING: remove these connectors ONLY by sliding a flat blade screwdriver under it. Trying to &amp;quot;pull&amp;quot; the connector off with fingers on each side WILL cause the connector to be damaged. This sound board pair makes a two tone sound at power on. The two tones are different notes, like &amp;quot;LA-TI&amp;quot;. The first tone originates from the YM2151 on the MA-1294 auxiliary sound board. The second tone originates from the 7528 DAC. If either tone is missing, or unclear, suspect the associated sound lane.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-886) Jumpers J7 and J8====&lt;br /&gt;
[[File:GottliebMA886JumperComparison.jpg|300px|left|thumb|The left board is from Silver Slugger (a System 3 game) which has both J7 and J8 installed. The right board is from Night Moves which has only J7 installed.]]&lt;br /&gt;
[[File:GottliebMA886SchematicSnippet.jpg|300px|right|thumb|A snippet of the schematic for the two boards showing that without J8 installed, the sound board will not be &amp;quot;interrupted&amp;quot; to indicate a new sound command is to be processed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-886 sound board was used in both System 80B and System 3 games. Two jumpers allow the board to be configured to accept the signal at connector P1, pin 9, as input. J8 IN enables this. J8 OUT defeats this. It&#039;s important to ensure these jumpers are installed appropriately for a particular game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
[[File:Sys80 Flippers.jpg|400px|left|thumb|Typical System 80 Flippers]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® System 80 flipper assemblies are very well engineered, and very little goes wrong with them.  Due to this, they are considered to be the &amp;quot;Sherman Tanks&amp;quot; of flippers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gottlieb® System 80/80A/80B games other than Bone Busters utilize the traditional &amp;quot;fat&amp;quot; flipper bat design (similar to Bally, Chicago Coin, and Stern), which is a carry over from the last flipper design of Gottlieb® System 1 games. The 3&amp;quot; plastic flipper bat is technically called a &amp;quot;flipper island&amp;quot; (Gottlieb® part number A-13150), and uses a 3/8&amp;quot; wide rubber ring versus the more common 1/2&amp;quot; wide rubber all other manufacturers use.  Another anomaly regarding Gottlieb® flippers from this era is that they are the only flipper design that uses an upper and lower flipper bushing system.  Neither bushing protrudes through the playfield.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
System 80/80A/80B flippers (other than Bone Busters) use an A-17875 (standard), A-24161 (stronger), or A-20095 (strongest) dual wound flipper coil.  The general design is a coil with two windings, the &amp;quot;power stroke&amp;quot; (low resistance) and &amp;quot;hold&amp;quot; (high resistance) windings, just like most other flipper coil designs. However, only a single diode is used with this serial winding design versus others which employ a dual diode, parallel winding design.  Here&#039;s how it all works.  When initially engaged via the flipper cabinet button switches, both the power stroke and hold windings receive power, however, the hold winding is bypassed or shorted by the end of stroke (EOS) switch (electricity follows the path of least resistance).  As the flipper actuates and opens the EOS switch, the power is then transferred to both the power and hold windings (the resistance sum of the two windings), creating a very high resistance.  The high resistance allows the coil to remain turned on without creating stress on the low resistance power winding.  Hence, the coil can stay turned on indefinitely in theory.&lt;br /&gt;
&lt;br /&gt;
Gottlieb® System 80/80A/80B flipper systems do not use a flipper relay per se.  Flipper power flows through switch pairs on Q &amp;amp; T relays located under the playfield, along with other non-computer controlled coils like slingshots.&lt;br /&gt;
&lt;br /&gt;
For problems and resolutions for the flippers used in Bone Busters, please see the [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_3#Flipper_Problems Flipper Problems] section in the Gottlieb System 3 repair guide. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers Won&#039;t Work at All====&lt;br /&gt;
Like any flipper issue, it has be determined whether the problem is electrical or mechanical in nature.  Start with obvious first.  Look for broken wires at the flipper coil, EOS switch, and cabinet switch first.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During visual inspection, make certain that the flipper EOS switch is closed (use an ohmmeter to determine this), and the switch pairs on the tilt and game over relays are properly gapped and closed.  Equally, inspect the switch pairs to see if any of the switch blades are broken or missing their contacts.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since high current passes through all of the switches which enable the flipper, any of the switches may be suspect.  It is somewhat common for games which have been sitting dormant for years that the cabinet switch and / or EOS switch become so fouled, the flipper will not budge at all.  The remedy is to file these switches with an ignition file.  See the [http://www.pinwiki.com/wiki/index.php?title=General#How_to_Properly_File_Switch_Contacts How to Properly File Switch Contacts] section.  A flexstone will not work for this job, as the cabinet and EOS switch contacts are very hard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inspect the cabinet switches for broken female spade connectors where the cabinet wiring attaches to the switch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, look at the flipper plunger / link assembly.  The plunger link is a hefty plastic piece which inserted into at hollowed out end of the flipper plunger.  The link is connected to the plunger with a small roll pin.  The link can break or the roll pin can fall out, due to vibration.  If the link is no longer connected to the plunger, the flipper will not move at all.  Refrain from trying to engage the flipper with the cabinet switches.  Continuing to enable the flipper coil will stress the coil, because the EOS switch will not open, transferring power.  The end result is an overheated flipper or damaged flipper coil.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers are Weak, Sluggish, or Erratic====&lt;br /&gt;
&#039;&#039;&#039;Wrong Flipper Coil Installed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb manuals of this era are a little confusing and misleading when documenting the flipper coils used in each game.  The manual usually has a chart in the front half of the manual that lists all the coils that &amp;quot;could be&amp;quot; used in the game.  This chart is the same for every game and lists multiple flipper coils (i.e., A-17875, A-24161, or A-20095), but not necessarily what is installed in that specific game or where it is used.  To determine that, the schematics in the later half of the manual should be used to identify the coils that are supposed to be installed for each of the flippers in that specific game.  It&#039;s somewhat common to see Gottlieb games with the wrong flipper coils installed; likely either because the operator didn&#039;t have the correct coils on-hand, or because the installer misinterpreted the information in the manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System1-80FlipperLinkDamageAnnotated.jpg|thumb|left|300px|A Gottlieb® System 80/80A/80B Flipper Plunger/Link/Crank Parts. Note the &amp;quot;hogged out&amp;quot; part of the link]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn Flipper Link&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The design of the flipper crank and flipper link / plunger is peculiar to Gottlieb® games.  Gottlieb® games from the System 80/80A/80B era use a very meaty flipper link, which does not have a pivot point between it and the connected plunger.  To achieve the necessary fulcrum, the flipper link has an oval opening at the point where the link and flipper crank connect.  The two pieces are simply connected with a roll pin protruding through the two parts.  Over time, the roll pin can sometimes cut into the opening in the link, and the roll pin will catch as the flipper crank pivots.  The result is a weak flipper or a flipper which does not return to the at rest position.  Using a roll pin punch tool, remove the roll pin, and replace the flipper link / plunger assembly.  Pay close attention when installing the roll pin into the new plunger link.  It is very easy to cut into the link with the roll pin, deeming the new link / plunger worthless.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flipper Crank Installed Incorrectly&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Reassembling a flipper bat / shoe incorrectly can result in a weak flipper.  Before tightening the two set screws which hold the flipper shaft in place, make certain that the flipper crank is centered equidistant between the upper and lower flipper bushings.  If placed too close to the upper bushing, it will &amp;quot;sandwich&amp;quot; the upper bushing between the crank and bat.  If placed too close to the lower bushing, the crank will have friction between it and the lower bushing.  The end result is a weak flipper or a flipper which does not return to the at rest position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fouled / Pitted Switch Contacts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fouled switch contacts can reduce current, which in turn reduces power / strength.  Make certain that the EOS switch, cabinet switch, and switch pairs on the game over (Q) and tilt (T) relays are all clean and not pitted. Filing the contacts with an ignition file will remedy the problem, provided that the contacts are not heavily pitted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bad Connection to Cabinet Switch&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem related to the cabinet switches is the female spade connector used to connect the cabinet wiring to the switch.  These spade connectors can sometimes become sloppy or break.  In most cases, the break is not evident, until the connector is removed and reinstalled on the cabinet switch tab.  The spade connector can be removed and a new one crimped on, or the better solution is to solder the cabinet switch wires to the tabs on the cabinet switch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn Flipper Plunger&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A mushroomed flipper plunger can create excessive drag within the coil sleeve.  When replacing the plunger / link, replace the coil sleeve and coil stop too.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Coil Stop&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The coil stop &amp;quot;slug&amp;quot; is pressed into the coil stop bracket.  It is somewhat common for the slug to become detached from the coil stop bracket.  The coil stop slug will then be &amp;quot;free floating&amp;quot; within the coil sleeve.  This can create some interesting problems, but the most noticeable are reduction in flipper power, decrease in flipper stroke or both.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incorrect Flipper Rubber Installed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® used 3/8&amp;quot; wide rubber on flippers.  It fits perfectly into the groove on the plastic flipper bat.  Everybody else used 1/2&amp;quot; wide rubber, and that tended to get installed on the Gottlieb® games, too.  When a 1/2&amp;quot; wide ring is used, it almost fits, but because of the groove, it will present a funny angle to the ball instead of a flat plane.  The results are either air balls, or the flipper will smack the ball downward into the playfield.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cracked / Broken Plastic Bat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes the flipper bat cracks.  Replacements are available.  The screw that holds the plastic flipper bat on the metal shoe is located on the underside of the flipper.  Loosen the two set screws on the flipper crank, and the shoe and bat will come free.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Hold Winding&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Erratic flipper function is defined as a flipper which will not remain in the up (hold) position when activated.  The flipper will move rapidly up and down as if it is &amp;quot;machine gunning&amp;quot;.  This is typically the result from a break in the hold winding right at the flipper coil lug.  One resolution is to locate the broken coil winding (this will be the thinner of the two windings), and unwind one turn from the coil.  This can be accomplished if the side of the winding is not connected to the common lug of the flipper coil.  Note that the power winding cannot be unwound if it breaks.  This is because the power winding is wound on the coil bobbin first, and is located beneath the hold winding.  Once one turn of the hold winding is unwound from the coil, the excess length must be shortened.  After the correct length is determined, the portion of the winding which will be soldered to the coil lug must have its insulation stripped off.  The red or green hue on the coil winding is actually a thin insulation, which is used to keep the winding from shorting to adjacent windings.  Gently scrape the coating off the winding by using an exacto or utility knife, exposing the copper wire of the winding.  Then wrap the uninsulated winding around the coil lug, and solder it.  If a single winding cannot be removed from the existing coil, complete coil replacement is the solution.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers Will not Return to at Rest Position====&lt;br /&gt;
The EOS switch assembly is actuated by the pointed part of the flipper crank assembly.  This is a metal-on-metal contact point.  Due to the design of the flipper crank, it will eventually wear a hole in the EOS actuating blade.  The fix is to replace the EOS switch assembly.  About halfway through the System 80B games (around TX-Sector or so), the EOS switch was slightly relocated, and a modified flipper crank actuates the switch with a roller.  An MA-988 or MA-989 kit can be purchased to perform this upgrade on any System 80/80A/80B game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, the flipper link can become cut by the roll pin which secures it to the flipper crank.  This can also cause the flipper to not return to the rest position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also mentioned in the previous section, the flipper coil stop slug can detach from the coil stop bracket, causing the flipper not to return completely.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the flipper return spring has become stretched or is no longer connected to the flipper crank or coil stop anymore, the flipper will not return properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pop bumper problems===&lt;br /&gt;
[[File:Gtb pbdb new.JPG|thumb|300px|left|Corrected/Modified Gottlieb® System 80/80A/80B Pop Bumper Driver Board]]&lt;br /&gt;
[[File:PBDBDiagram.jpg|thumb|300px|right|Gottlieb® System 80/80A/80B Pop Bumper Driver Board Parts Locator. Click this link for an interactive parts locator: &amp;lt;br&amp;gt;https://www.pinballschematics.com/pop-bumper-board-a8/]]&lt;br /&gt;
The pop bumpers on all System 80 / 80A / 80B games are controlled by an under playfield mounted board known as the pop bumper driver board (PBDB). Remote pop bumper driver boards are unique to Gottlieb® System 80 games. No other manufacturer made this design decision. The reason Gottlieb® did this is probably to supplement the number of coil drive circuits as well as to solve the common problem of pop bumpers locking on with subsequent damage to the games components.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each pop bumper has its own board.  Each board provides a consistent, strong pop regardless of how long the spoon switch is activated, and ensures (when working properly) only a single pop per actuation of the spoon switch. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These boards are single-sided construction, where the traces are located only the solder side of the board.  Due to this construction, the solder connections crack easily.  Reflowing the solder of the header pins on any suspect boards is recommended to ensure a good mechanical and electrical connection.  The components should be inspected as well, because they can also have cracked solder connections that will need to be touched up.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the pop bumper fires but does not score, examine the secondary switch on each pop bumper to see if it needs cleaning or adjustment.  This switch is part of the switch matrix, and can be tested by manually pulling the pop bumper rod and ring down to activate it.&lt;br /&gt;
&lt;br /&gt;
====Pop Bumper Driver Board Power and Ground Source====&lt;br /&gt;
[[image:PBDBPowerGroundConnection.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
As can be seen in the schematic snippet above, Pop Bumper Driver Boards receive 5V power and a connection to ground via MPU connector A1J6, pins 18 and 9 respectively. A poor connection at these pins will render the pop bumper driver board, and hence the associated pop bumper, inoperative.&lt;br /&gt;
&lt;br /&gt;
Testing to see if the PBDB is receiving 5VDC and ground can be accomplished by measuring between pin 7 (ground) and pin 14 (5VDC) on either of the integrated circuits on the board. &lt;br /&gt;
&lt;br /&gt;
Lack of 5VDC power (or ground) may also be caused by fractured solder joints on the PBDB header.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Pin 2 of each pop bumper driver board connector is the path to ground for solenoid power. This ground is connected to the transformer chassis via one of the many equally dicey methods Gottlieb used. See: [[Gottlieb_System_80#Recommended_Ground_Improvements_for_System_80B|Recommended Ground Improvements for System 80B Games]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Updating the Pop Bumper Driver Board====&lt;br /&gt;
Gottlieb® issued a service bulletin to correct a design error with the PBDB. A great many of these boards were delivered in games prior to correcting the design at the factory. Examine the PBDBs to ensure that they have been updated. See the pictures below, noting the differences. &#039;&#039;&#039;A dead giveaway would be the lack of a jumper to replace CR1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=150px perrow=2 caption=&amp;quot;System 80/80A/80B PBDB Before/After Modification&amp;quot;&amp;gt;&lt;br /&gt;
File:Gottlieb-UnModifiedPBDB.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Unmodifed PBDB&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gottlieb-ModifiedPBDB.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Modifed PBDB&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gottlieb-ModifiedPBDBPartsExplanation.jpg|thumb|300px|right|Gottlieb® System 80/80A/80B PBDB Update]]&lt;br /&gt;
Should your PBDB require update, follow this procedure:&lt;br /&gt;
&lt;br /&gt;
*Acquire the following parts&amp;lt;br&amp;gt;&lt;br /&gt;
**Cut to length .156 Molex male header pins with locking ramp (you&#039;ll need a 6 pin length)&amp;lt;br&amp;gt;&lt;br /&gt;
**47uf/10V electrolytic capacitor (C4)&amp;lt;br&amp;gt;&lt;br /&gt;
**4.7uf/10V capacitor (C3, tantalum or electrolytic, may be axial or radial)&amp;lt;br&amp;gt;&lt;br /&gt;
**Jumper material (use the remaining leg cut from C4 when you install it)&amp;lt;br&amp;gt;&lt;br /&gt;
*Remove CR1, C3, and C4&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the Molex connector or reflow the solder on each header pin&amp;lt;br&amp;gt;&lt;br /&gt;
*Install C4 (47uf/10V) with the negative side facing the male header pins&amp;lt;br&amp;gt;&lt;br /&gt;
*Use the remaining part of the capacitor leg from C4 as a jumper to replace CR1. Any jumper wire will work...the cap leg is convenient, available, and looks professional when installed nice and straight.&amp;lt;br&amp;gt;&lt;br /&gt;
*Install C3 (4.7uf/10V), reversing the original polarity so that the positive side faces the jumper just installed and the negative side faces the nearest board edge. Note that C3 may be axial (leads from both ends along the components &amp;quot;axis&amp;quot;) or radial (leads on one end of the component). The board is designed to accept either style.&amp;lt;br&amp;gt;&lt;br /&gt;
*Ensure that the large can transistor (2N6057, 2N6059, PMD10K40 or PMD10K60) solder joints are solid and that the bolted end is making good contact with the PCB trace.&amp;lt;br&amp;gt;&lt;br /&gt;
*Test the large can transistor...&amp;lt;br&amp;gt;&lt;br /&gt;
**DMM set to &amp;quot;diode test&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
**Black lead on the nut that secures the transistor&amp;lt;br&amp;gt;&lt;br /&gt;
**Red lead on each leg of the transistor&amp;lt;br&amp;gt;&lt;br /&gt;
**A measurement between .5 and .7 should be seen. Readings significantly outside of these ranges indicate a failed transistor which should be replaced.&amp;lt;br&amp;gt;&lt;br /&gt;
*Examine the remaining solder joints on the board to ensure good solid joints and no lifted traces. Note that the trace between the jumper that replaces CR1 and R2 is particularly susceptible to damage and if broken, will cause the associated pop bumper to lock on.&lt;br /&gt;
*Reinstall the PBDB and test.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an update for the PBDB that gives the board a bit more &amp;quot;pop&amp;quot;. Simply replace R1 (1.5Kohms) with a 10Kohm 1/4W resistor and replace C1 (0.01mfd) with a 1 mfd 100 volt (non polarized) capacitor.&lt;br /&gt;
&lt;br /&gt;
Also, to avoid random, uncommanded pops caused by &amp;quot;noise&amp;quot; on the switch line, you can add an electrolytic capacitor to the solder side of the board. Use a 4.7 mfd 16 volt radial capacitor (both leads on one end). Solder the negative lead of the capacitor to pin 4. Solder the positive lead of the capacitor to pin 5.&lt;br /&gt;
&lt;br /&gt;
=====Replacing the 2N6057 with a TIP-102=====&lt;br /&gt;
&lt;br /&gt;
[[File:popdrivertip102.jpg|300px|thumb|left|A TIP-102 installed on a Pop Bumper Driver Board (PBDB)]]&lt;br /&gt;
[[File:PBDTIP102.JPG|300px|thumb|right|Closer view of a TIP-102 installed on a PBDB]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 2N6057 used on Gottlieb games is obsolete, so it is hard-to-find and expensive.  A cheap and effective substitute for the 2N6057 as used on the PBDB is a TIP102 transistor.  It&#039;s not the most elegant &amp;quot;hack&amp;quot;, but it works well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====using Pop Bumper Driver Board for a Kicker solenoid====&lt;br /&gt;
With some games, Gottlieb® used pop bumper boards to control kicker solenoids (for example Victory, uses a PBDB for the top kicker). However, on these boards the pulse time for the solenoid is different! Standard pop bumper boards have a pulse time of 40 milliseconds, while the boards for controlling a kicker have a pulse time around 110 milliseconds.&lt;br /&gt;
&lt;br /&gt;
The pulse timing is controlled by the components at R2 &amp;amp; C3. The standard pop bumper board uses 12KOhm resistor at R2 and a 4.7uF capacitor at C3. On the pop bumper boards intended for the kickers, R2 has a 33KOhm resistor. &lt;br /&gt;
&lt;br /&gt;
pulse time (t) = 0.7 x R x C&lt;br /&gt;
&lt;br /&gt;
So if the kicker is too weak, check the R2 resistor&#039;s value on the kicker&#039;s pop bumper board.&lt;br /&gt;
&lt;br /&gt;
===Drop Target Problems===&lt;br /&gt;
&lt;br /&gt;
====Early System 80 / 80A Drop Target Removal====&lt;br /&gt;
For now, please review the drop target removal guide available at [http://www.papinball.com/tips/gottlieb_drop_target_guide2.html PAPinball.com].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later System 80B Drop Target Removal==== &lt;br /&gt;
This is a stub&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vari-Target Problems===&lt;br /&gt;
The single largest problem with vari-targets is adjusting the spring tension, which returns the vari-target to the at rest position.  The spring can be adjusted by hooking it to one of two screws which hold the spring in place.  In most cases, there is only one screw, but two screw holes are placed 180 degreees from one another within the vari-target frame.  Spring adjustment should be made so that the vari-target barely returns to the home position, when the playfield is upright (resting against the backbox).  Once the playfield is placed in its proper position, gravity will help with the extra &amp;quot;bump&amp;quot; that the vari-target needs to return home.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, the switch leaves of the vari-target, which &amp;quot;ride&amp;quot; along the rivet board need enough tension to make good solid contact with the rivets. Since it&#039;s impossible to bend the switch leaves closer to the rivet board with the rivet board in place, removal of the vari-target rivet board must be done to make this adjustment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vari-targets seldom require adjustment as they were correctly adjusted at the factory. It is possible to move parts of the mechanism so that the switch no longer comes to rest on a rivet when the vari-target &amp;quot;gear&amp;quot; is stopped by the reset relay armature.&lt;br /&gt;
&lt;br /&gt;
Vari-targets are a rare example of where lubrication helps the operation of the mechanism. A thin film of lithium grease on the rivets helps the switch blade &amp;quot;wipe&amp;quot; cleanly across them. Like [http://en.wikipedia.org/wiki/Brylcreem Brylcreem], &amp;quot;a little dab&#039;ll do ya&amp;quot;. Note: That&#039;s humor son...Brylcreem is not a suitable lubricant...for pinball machines. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Roto Target Problems===&lt;br /&gt;
By the time System 80 games first came out, the roto target was a dying assembly.  The believed reason is due to the amount of playfield &amp;quot;real estate&amp;quot; in which it used underneath a playfield.  Circus is the only System 80 game which used the roto target.	 	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===Cabinet===&lt;br /&gt;
* Power cable strain relief bushing, 80A games: Heyco 7k-2&lt;br /&gt;
&lt;br /&gt;
==Game Specific Problems and Fixes==&lt;br /&gt;
&lt;br /&gt;
Black Hole issues have been moved to the dedicated [http://www.pinwiki.com/wiki/index.php?title=Black_Hole Black Hole] page.&lt;br /&gt;
&lt;br /&gt;
===Alien Star Game Start Failure===&lt;br /&gt;
Alien Star has a major fault when running the original 689 code.  For the game to properly start, one ball must be in the trough and one ball in the outhole.  If both balls are located in the trough, only the single trough switch will be closed, and not the outhole switch.  When only the trough switch is closed, the game *thinks* that only one ball is installed, (2 balls total are needed), and will do absolutely nothing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has not been verified, but running 689A code may resolve this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Haunted House - Upkicker Plastic Tube Mounting Bracket===&lt;br /&gt;
&lt;br /&gt;
[[File:Cornell_VR4_cap_bracket.jpg|300px|thumb|left|Mounting bracket for the plastic tube.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The metal mounting bracket that secures the longer plastic upkicker tube to the main playfield breaks its tabs (ears) off allowing the tube to flop around loose. This bracket is actually an electrolytic capacitor mounting bracket for computer grade capacitors. If broken, Mouser Electronics sells this item as part number [http://www.mouser.com/ProductDetail/Cornell-Dubilier/VR4/?qs=0r35cIPu56HWvTGFwxXK2g%3d%3d 539-VR4]. The OEM part is a VR4, which is manufactured by Cornell-Dublier (Mallory).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spring Break - Shooter Lane Switch Required to work or ball will drain and game will &amp;quot;brick&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
[[File:SpringBreakBallLaunchGateCropped.jpg ‎|300px|thumb|left|Ball gate at exit to Spring Break shooter lane. The spring actuates a switch below the playfield. &amp;lt;i&amp;gt;Image courtesy of Russell McIntyre&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spring Break is configured to start a multiball at the start of every ball. The game uses a &amp;quot;shooter lane exit&amp;quot; switch or any scoring switch, to know that a ball has been put into play, enabling subsequent balls to launch. If this switch is malfunctioning, and a ball is launched that scores no points before draining, the game will be &amp;quot;bricked&amp;quot; requiring a power cycle. The key is scoring points and the shooter lane exit switch scores 300 points. This seems like a &amp;quot;hack&amp;quot; created by Gottlieb once this &amp;quot;feature&amp;quot; was discovered.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Devil&#039;s Dare - All Displays out except status display===&lt;br /&gt;
[[File:DD Resistor Before.jpg|thumb|left|300px|Burnt 200 Ohm resistor on +60VDC display power line]]&lt;br /&gt;
[[File:DD Resistor After.jpg|thumb|right|300px|Replacement 200 Ohm 2 watt resistor on +60VDC display power line]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the game in question is a Devil&#039;s Dare, and all of the displays are out except for the status display, and the +60VDC is present at the power supply, but not at the displays, the following may apply.  Some Devil&#039;s Dare games, (it is unknown exactly which ones at this point), have a 200 ohm resistor installed in series with the +60VDC power line for the displays.  The resistor is located on the lamp insert board, just behind the lower right 6 digit display.  The resistor is soldered to two solder eyelets, so replacement is relatively easy.  It is unknown what the purpose of this resistor is, but it is fairly common for the resistor to overheat and potentially fail.  The recommended replacement for this is a 200 ohm 2 watt resistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no information regarding the value or placement of this resistor in the Devil&#039;s Dare manual / schematics.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Volcano Kick Back Ends Prematurely ===&lt;br /&gt;
[[File:VolcanoKickBack.jpg|300px|thumb|left|The Volcano kickback mechanism.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The kickback mechanism in Volcano, once enabled by a playfield feature, remains available until the player uses the feature by pressing the green cabinet button in front of the flipper switch. The game knows that the feature has been used by sensing the switch at the rear of the mechanism. As the plunger pulls in, the normally closed switch is opened by the ring on the rear of the plunger. If this normally closed switch isn&#039;t &amp;quot;making&amp;quot; solidly, the game will think that the plunger has pulled in. The kickback feature will be considered used and hence disabled.&lt;br /&gt;
&lt;br /&gt;
The behavior looks like the feature has timed out prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Games with Playfield Windows: Black Hole, Haunted House, Genesis, Monte Carlo, etc. ===&lt;br /&gt;
Playfield windows use foam washers that provide &amp;quot;counter force&amp;quot; to help keep the window flush with the playfield. If the window isn&#039;t flush with the playfield, the &amp;quot;lip&amp;quot; of the sunken window in its mount will cause airballs and/or the edge of the playfield will wear excessively.&lt;br /&gt;
&lt;br /&gt;
After a couple decades, springy foam washers turn into hard, crumbly foam washers. Weatherstripping (&amp;quot;beer seal&amp;quot;), cut really small, works in a pinch, but the Pinball Resource stocks the proper foam washers (GTB # 21219). Strips of tool box drawer liner work as well, but there is only one chance to crank them down before they compress.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Repair Logs==&lt;br /&gt;
Did you do a repair? Log it here as a possible solution for others.&lt;br /&gt;
====Volcano and Devil&#039;s Dare Left Outlane KickBack Not Working====&lt;br /&gt;
[[File:GottliebBallSaveKickBack2.jpg ‎|300px|thumb|left|With the plunger not pulled in, the normally closed switch &amp;quot;makes&amp;quot;. &amp;lt;i&amp;gt;Image courtesy of PinSider NeedaVirus&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GottliebBallSaveKickBack1.jpg ‎|300px|thumb|right|With the plunger pulled in, the normally closed switch is opened. &amp;lt;i&amp;gt;Image courtesy of PinSider NeedaVirus&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The &amp;quot;kickback ball save&amp;quot; implementation on games like Volcano and Devil&#039;s Dare is enabled via game play achievement(s) but is not &amp;quot;automatically&amp;quot; driven. The player must use a dedicated button adjacent to the cabinet flipper button to fire the plunger at just the right time. Once the plunger is fired, the feature is considered &amp;quot;used&amp;quot; and disabled until the same game play achievement(s) have been accomplished again.&lt;br /&gt;
&lt;br /&gt;
A particular issue with the mechanism is &amp;quot;premature cancellation&amp;quot; of the feature. The feature is enabled via game play, but then immediately disabled. This is caused by the normally closed switch under the apron being maladjusted and not &amp;quot;making&amp;quot;. A simple adjustment of this switch, to ensure it is normally closed, but opens when the plunger is pulled in, will correct the issue. &lt;br /&gt;
&lt;br /&gt;
These pictures...are better than 1,000 more words.&lt;br /&gt;
[[File:BallSaverSchematic.png ‎|600px|thumb|center|The applicable schematic snippet showing the &amp;quot;Ball Saver Switch&amp;quot; and the ball saver relay, a crude but effective implementation. &amp;lt;i&amp;gt;Image property of Gottlieb LLC&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Game Displays 000000 On Power Up and It&#039;s Not The Slam Switch ====&lt;br /&gt;
If you power the game on and all of the displays immediately display all zeros without strobing the problem is usually with the slam switch. However, if the slam switch modification has been done or the slam switch is working properly there is a problem with the switch matrix.&lt;br /&gt;
&lt;br /&gt;
I had this problem on my Haunted House machine. I finally found that chip Z15 (7432) was bad.&lt;br /&gt;
&lt;br /&gt;
I was fixing a kicker solenoid on the playfield, the playfield was still in the machine and fully in the upright position. While I was soldering the wire to the new solenoid I did not adequately protect the components below from a solder drip. Well, I did have a solder drip that landed right on a pop bumper driver board connector and shorted the connector. The short caused more than just this problem but for this narrative we will restrict to the slam/switch matrix problem.&lt;br /&gt;
&lt;br /&gt;
Reading in other materials I recognized the problem as the slam switch issue. I used a logic probe to test other components and found the CPU board working, mostly as it should except for acting like the machine was slam tilted. There was little written about the problem outside of the slam switch. I decided to check the matrix by doing a diode check on all of the diodes in the switch matrix. When I did this, I found that many of the diodes were testing bad. These were being tested with the board removed from the machine.&lt;br /&gt;
&lt;br /&gt;
Having replacement diodes in my parts drawer I decided that these must have gone bad during the short. I began unsoldering a few of the diodes. Once disconnected from the circuit board I remeasured the removed diodes and found the correct values on my meter, they were not bad. I then noticed that the bad diodes were all in the same row on the switch matrix. They all traced back to the Z15 chip. I replaced the Z15 7432 and the problem was resolved.&lt;br /&gt;
&lt;br /&gt;
====Game Displays a single 0 or 1 on Displays====&lt;br /&gt;
If an 80A game does not boot and displays just a single zero, just a single 1, or alternates between a single zero and single 1, this may indicate one or more bad IC(s) on the MPU:&lt;br /&gt;
* CPU&lt;br /&gt;
* Z7&lt;br /&gt;
* Z8&lt;br /&gt;
&lt;br /&gt;
The CPU itself may still output data that can be picked up with a logic probe, but still might be bad.&lt;br /&gt;
&lt;br /&gt;
[[File:Gottlieb-sys80a-bad-cpu-display-symptom.gif|thumb|300px|left|Animation of symptom of alternating 0 and 1]]&lt;br /&gt;
[[File:Gottlieb-sys80a-bad-cpu-display-symptom-zeros.jpg|thumb|300px|left|Symptom of the displays showing a single zero]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Testing the Q relay ====&lt;br /&gt;
Had a problem with my Black Hole - Q relay didn&#039;t activate. Played a bit with wires, did ground mods, .. &lt;br /&gt;
After a while I noticed it did work but didn&#039;t stay enabled - at the start of a game it closed, 1 coil (ball drain) kicked and the Q relay deactivated again. Noticed this with the playfield in up position, no pinballs installed.&lt;br /&gt;
Finally tested with playfield down - and pinballs installed - suddenly the behaviour was different: ball drain coil kicked and then the next coil also that put a coil in the shooter lane. Seems the Q relay did work all this time, but will only stay enabled when pinballs are installed in the game ?!&lt;br /&gt;
&lt;br /&gt;
==== Results of a locked on coil ====&lt;br /&gt;
[[File:BurntCoil1.jpg|300px|thumb|left|Melted coil sleeve.]]&lt;br /&gt;
[[File:BurntCoil2.jpg|300px|thumb|right|Burned coil wrapper.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a coil locks on (due for example to a bad driver board transistor), the coil will burn. Here is a coil which had locked on. Note the burn marks on the paper wrapping and the melted coil sleeve, which prevented the coil plunger from moving through the coil. The resistance of this coil was 0.9 ohms (the specified resistance for this particular coil should be 3.35 ohms), also indicating it&#039;s bad due to an internal short (adjacent windings shorted together due to overheating the coil wire insulation).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Black Hole top rollover switches ====&lt;br /&gt;
When Black Hole serves a ball, it must go through the top rollovers before hitting any other switch.  The playfield design ensures this.  But if it doesn&#039;t (I had the glass off and started testing some other feature), things get very weird: suddenly, I seemed to be in a 3-ball, 4-player game with some of the score displays blank.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t usually a problem in practice but it is worth making sure that the three top rollovers have clean switches.&lt;br /&gt;
&lt;br /&gt;
==== Replacing the 80B 5V pot ====&lt;br /&gt;
I got a Monte Carlo and replaced the 5V adjustment pot on the regulator.  It was working fine.  After the old one had been chopped off, I discovered it was the same as the new one.  It had already been replaced!  A bunch of rework on the regulator, and ground mods on the transformer frame, should have been my clue.&lt;br /&gt;
&lt;br /&gt;
==== 80B sound doesn&#039;t work ====&lt;br /&gt;
I got a Spring Break and the sound didn&#039;t work.  The LED didn&#039;t light in any predictable way, and the game put out a lot of white noise.  At one point I thought I heard some sounds underneath.&lt;br /&gt;
&lt;br /&gt;
Fortunately, I had a Monte Carlo sitting next to it where the sound did work.  I spent some time trying to understand the problem, and finally just swapped all the socketed chips (three EPROMs and the &amp;quot;Orator&amp;quot; speech synthesizer).  The problem followed the EPROMs, not the board.  Ultimately I replaced all three ROMs, although it seems likely that only one was likely bad.&lt;br /&gt;
&lt;br /&gt;
Note that the sound board has two separate CPUs, and only one controls the LED, so it is likely one of the two EPROMs associated with that CPU that is actually bad.&lt;br /&gt;
&lt;br /&gt;
==== Two flash lamp problems ====&lt;br /&gt;
Monte Carlo has four pairs of flashers controlled by &amp;quot;lamp&amp;quot; drive transistors, stepped up by under-playfield transistors.  On my game, I had two unrelated problems with different flash banks.  &lt;br /&gt;
&lt;br /&gt;
The two sockets by the roulette wheel were missing their lamps, and the under playfield was a little burned near where the lamps had been.  Apparently they were locked on, and someone had pulled the bulbs rather than fix the problem.  I replaced Q17, which was out of spec according to the measurements on this page.  I didn&#039;t replace the under-playfield MJ2955 because it seemed to measure correctly.  One down, one to go.&lt;br /&gt;
&lt;br /&gt;
The other flasher, the two on the left side, just didn&#039;t work.  Lamp bulbs were fine, and all transistors seemed OK by the tests given above.  I checked for continuity in the wiring and even tried grounding the transistor side of the circuit, but no lamps lit.  Finally, I pulled the plastic off to take the bulb out (to measure at the socket) and I found that the two lugs of the socket were bent and touching!  So the lamp was a short, but because of the resistor, not short enough to blow the fuse or fry the transistor.  A little bending back seems to have fixed it. -- [[User:Ts4z|ts4z]] ([[User talk:Ts4z|talk]]) 16:29, 7 February 2014 (CST)&lt;br /&gt;
&lt;br /&gt;
==== 80B Display has garbage on one display glass ====&lt;br /&gt;
Chicago Cubs had garbage/nonsensical characters on just the lower score display. I found chip U2 (type 10939) which controls the lower display to be bad. Replacing the chip cured the problem. I also installed a 40 pin IC socket for the replacement chip. If by chance you encounter the same symptom except that it is on the upper display, then chip U1 (type 10939) is bad. U1 controls the upper score display.&lt;br /&gt;
&lt;br /&gt;
====Rebuilt 80/80A Power supply, solenoid fuse blows on power up====&lt;br /&gt;
If a System 80/80A power supply has been rebuilt and the solenoid fuse blows as soon as the game is turned on, take a look at the power supply capacitor at C1. It might have been installed in the wrong direction. Make sure the (-)side on the capacitor matches the (-) side notated on the PCB.&lt;br /&gt;
&lt;br /&gt;
==== Haunted House ten thousand digit out on several displays ====&lt;br /&gt;
Encountered the ten thousand digits missing on three displays: player 1, player 3, and bonus display. Tried several known good cpu boards and problem remained. Tried swapping displays and problem remained. I traced the problem to the wiring harness on the main playfield. At the playfield mounted transistor Q2, the transistor mounting bracket had cut into the wiring harness. I repaired the harness with electrical tape and routed the harness farther away from that bracket with a couple of wire ties. Problem fixed and all displays are now working correctly.&lt;br /&gt;
&lt;br /&gt;
==== Multiple Pop Bumpers dead (maybe) ====&lt;br /&gt;
&lt;br /&gt;
I have a Counterforce, an early 80 game with two pop bumpers. I shopped it and took it to a show. It got put back in my garage and left idle for over a year. I went to play it, and the lower pop bumper didn&#039;t work. I looked into it, and after some poking around, including pulling a connector off of a PBDB. Now, neither pop bumper worked. I checked fuses and voltages but they looked OK. After I got over my frustration at making the problem worse, I realized it was likely something related to having moved the game. I checked both PBDBs and both had cracked header pins. Both boards had the same problem independently. Fixing both boards fixed the pop bumpers.  [[User:Ts4z|ts4z]] ([[User talk:Ts4z|talk]]) 02:49, 18 October 2022 (CDT)&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80&amp;diff=26075</id>
		<title>Gottlieb System 80</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80&amp;diff=26075"/>
		<updated>2026-10-13T22:23:05Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* Sound Only Board with Piggyback */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Gottlieb_Repair_Guides | Gottlieb® solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 1st gen boardset.jpg‎|300px|thumb|left|Gottlieb® System 80 Board Set - 1st Generation ]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
			&lt;br /&gt;
Gottlieb&#039;s® second generation of solid state pinballs is System 80.  Capabilities were increased in terms of controllable lamps, solenoids, gameplay, and sound.  No longer tied to an EM-esque platform, Gottlieb® started to introduce games with more unconventional asymmetric playfields.  System 80 marked a foray into double and triple level playfields, speech, and multiball. Unfortunately, it also represented a lateral step in reliability, with battery corrosion, connectors, and bad grounding plaguing the design.  Nearly all the same issues as were present with the System 1 platform.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
			&lt;br /&gt;
[[File:System80cabinet.jpg|300px|thumb|left|Gottlieb® System 80 Board Set - 2nd Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Just like the System 1 games, the System 80 / 80A / 80B design relied solely on connectors and daisy-chained wiring to transport the ground lines from board to board. The exception is that the large ground plane used with System 1 games was no longer used behind the boards with the System 80 games. Gottlieb® still opted to use plastic standoffs to elevate and secure the boards to the backbox or the back side of the lamp box insert. Thus, if a single ground connector failed in the chain, the logic ground could fail for one or several of the circuit boards. This could potentially lead to locked on coils, relays, and / or controlled lamps. In turn, transistors and chips would fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:Later gtb sys80a boardset.jpg|300px|thumb|left|Gottlieb® System 80A Board Set]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 platform was used for a total of nine years from 1980-1989.  During this period, there were three main versions of the boardset.  These three versions are referred to as: System 80, System 80A, and System 80B.  System 80 was used from 1980-1982, System 80A was used from 1982-1985, and System 80B was used from 1985-1989.  The easiest way to differentiate between the three versions is by looking at the style of displays which were used.  System 80 used 6-digit displays for scoring, and in some instances, for bonus values or timers.  System 80A used 7-digit displays for scoring, and 6-digit displays for bonus values or timers too.  Both the 6-digit and 7-digit displays were limited to displaying numeric values.  System 80B differed the most by using two 20-digit alpha-numeric displays, which were stacked on top of each other.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
[[File:Early gtb sys80b boardset.jpg|300px|thumb|left|Gottlieb® System 80B Board Set - Early]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Shortly after the onset of using the System 80B boardset, it was evident that the complexity of playfield designs had quickly outgrown the boardset.  Remote satellite boards, and transistors littered the underside of the playfield and inside the cabinet, because the driver board was too undersized to handle these extra duties.  A new boardset, known as the System 3 platform, was under development, but was not released until nearly 4 years later in 1990.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
	 &lt;br /&gt;
[[File:Typical gtb sys80b boardset.jpg|300px|thumb|left|Gottlieb® System 80B Board Set - Typical]]&lt;br /&gt;
[[File:GTB Later 80B Backbox.JPG|300px|thumb|right|Gottlieb® System 80B Board Set - Later Games (Hot Shots, Bad Girls, and Big House]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once a System 80 / 80A / 80B game has been methodically gone through with board design grounding flaws and connectors corrected, they are just as reliable as any of their contemporaries.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Games==&lt;br /&gt;
===System 80 Prototype===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|The Incredible Hulk || 1979 || Unknown (10 presumed, 4 confirmed) || 500 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit || A small number of games were used as a testing platform, which featured the system 80 boardset instead of the system 1 boardset. Confirmed games include serials 01440, 01442, 01443, 01447.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80 1st Generation===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|The Amazing Spiderman|| 05-1980 || 7625 || 653 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Panthera|| 06-1980 || 5220 || 652 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||   6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Circus|| 06-1980 || 1700 || 654 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit || Ultra Widebody &lt;br /&gt;
|-&lt;br /&gt;
|Counterforce|| 06-1980 || 3870 || 656 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||   6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Star Race|| 08-1980 || 870 || 657 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit || Ultra Widebody  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80 2nd Generation===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;Sound&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|James Bond|| 10-1980 || 3625 || 658 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Time Line|| 12-1980 || 3167 || 659 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Force II|| 02-1981 || 2000 || 661 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Pink Panther|| 03-1981 || 2840 || 664 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Mars, God of War]]|| 03-1981 || 5240 || 666 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || First Gottlieb® with speech, lane change, and multi-ball&lt;br /&gt;
|-&lt;br /&gt;
|Volcano|| 09-1981 || 3655 || 667 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || Export games used [[Media:Gtb_sys80_sound.JPG | sound only]] board&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Hole]]|| 10-1981 || 8774 || 668 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || First Gottlieb® with 2-Level playing area, Export games used [[Media:Gtb_sys80_sound.JPG | sound only]] board and a simple single backglass with no spinning disc.&lt;br /&gt;
|-&lt;br /&gt;
|[[Haunted House]]|| 06-1982|| 6835 || 669 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 6-digit || First game with 3-Level playing area, Sound only, but used sound &amp;amp; speech board w/o the speech chip installed.&lt;br /&gt;
|-&lt;br /&gt;
|Eclipse|| 1982 || 193 || 671 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit || Production game and available as a kit for James Bond 007 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80A===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Devil&#039;s Dare|| 08-1982 || 3832 || 670 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || Export games used the [[Media:Gtb_sys80_sound.JPG | sound only]] board&lt;br /&gt;
|-&lt;br /&gt;
|[[Caveman]]|| 09-1982 || 1800 || PV810 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || Pinball / Video game hybrid &lt;br /&gt;
|-&lt;br /&gt;
|Rocky|| 09-1982 || 1504 || 672 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|[[Spirit]]|| 11-1982 || 1230 || 673 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Punk!|| 12-1982 || 959 || 674 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board  &lt;br /&gt;
|-&lt;br /&gt;
|Striker|| 11-1982 || 910 || 675 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Krull|| 02-1983 || 10 || 676 || [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Goin&#039; Nuts|| 02-1983|| 10 || 682 || [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Q*bert&#039;s Quest|| 03-1983 || 884 || 677 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Super Orbit|| 05-1983 || 2100 || 680 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]]  || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board &lt;br /&gt;
|-&lt;br /&gt;
|Royal Flush Deluxe|| 06-1983 || 2000 || 681 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]]  || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board  &lt;br /&gt;
|-&lt;br /&gt;
|[[Amazon Hunt]]|| 09-1983 || 1515 || 684 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]] or [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board. Later production games used the [[Media:Gtb_sys80a%26b_sound.JPG|sound only]] piggyback sound board &lt;br /&gt;
|-&lt;br /&gt;
|Rack &#039;Em Up!|| 11-1983 || 1762 || 685 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Ready... Aim... Fire!|| 11-1983 || 390 || 686 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Jacks to Open|| 05-1984 || 2350 || 687 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Star]]|| 06-1984 || 1065 || 689 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || 689A Denotes a revision in the ROM code&lt;br /&gt;
|-&lt;br /&gt;
|The Games|| 08-1984|| 1768 || 691 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Touchdown|| 10-1984 || 711 || 688 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|El Dorado City of Gold|| 09-1984 || 905 || 692 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Ice Fever|| 02-1985 || 1585 || 695 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80B===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Chicago Cubs Triple Play|| 05-1985 || ~1365 || 696 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Bounty Hunter|| 07-1985 || 1220 || 694 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Tag Team Pinball|| 09-1985 || 1220 || 698 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] ||  Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Rock|| 10-1985 || 1875 || 697 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 || DIP switches 7 and 8, while listed as &amp;quot;spares&amp;quot;, 7 is actually used to turn attract sounds on / off.  There is an addendum added to the first page of the manual stating as such.&lt;br /&gt;
|-&lt;br /&gt;
|Raven|| 03-1986 || 3550 || 702 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Rock Encore|| 04-1986 || 245 || 704 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||Production game using same playfield art as Rock, but mainly available as a conversion kit for Rock&lt;br /&gt;
|-&lt;br /&gt;
|Hollywood Heat|| 06-1986 || 3400 || 703 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Genesis|| 09-1986 || 3500 || 705 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings|| 10-1986 || 3260 || 707 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break|| 04-1987 || 3550 || 706 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo|| 02-1987 || 4315 || 708 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]||  Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Arena|| 06-1987 || 3099 || 709 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]||Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Victory|| 10-1987 || 3315 || 710 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Lady|| 02-1988 || 2700 || 711 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|TX Sector|| 03-1988 || 2336 || 712 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War|| 04-1988 || 2130 || 714 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Excalibur|| 11-1988 || 1710 || 715 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||Start of the MA-1133 CPU Board. No actual speech callouts are present in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls|| 11-1988 || 2500 || 717 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||  &lt;br /&gt;
|-&lt;br /&gt;
|[[Big House]]|| 04-1989 || 1977 || 713 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 || &lt;br /&gt;
|-&lt;br /&gt;
|Hot Shots|| 04-1989 || 2342 || 718 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||  &lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters Inc.|| 08-1989 || 2000 || 719 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 || Uses 3 sound boards - uses 50v to power flippers &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game date of release, production numbers, and model number provided by the Internet Pinball Database - http://www.ipdb.org&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
===Recommended Documentation===&lt;br /&gt;
====Manuals====&lt;br /&gt;
* A game manual.  Pinball Resource has many factory originals still left, and reprints of everything else.&lt;br /&gt;
&lt;br /&gt;
====Theory of Operation &amp;amp; Repair Guides====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Gottlieb Star Series 80 Service Manual&lt;br /&gt;
|[[file:Gottlieb-star-series-80-service-manual-cover.jpg|thumb|left|140px]][[file:Gottlieb-star-series-80-service-manual-cover-alt.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Information on how system 80 operates, with troubleshooting information outlined.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1983 Technical Seminar Workbook&lt;br /&gt;
|[[file:Gottlieb-technical-seminar-workbook-1983-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Information on how system 80 operates, with troubleshooting information outlined.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parts Catalogs====&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; schematics, and diagrams for controlled lamp, solenoid, and rubber locations. Gottlieb tended to publish a lot of game-specific information in parts catalogs. These have exploded diagrams of assemblies, particularly in earlier games that had the thinner, much less helpful manuals. Playfield parts, lamps, and switches are all diagrammed out. These also have collected service bulletins. Reprints are available from Pinball Resource.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1982 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1982-parts-catalog-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Counter Force, Star Race, James Bond, Time Line, Force II, Pink Panther, Mars God Of War, Volcano, Black Hole, Haunted House, Devil&#039;s Dare, Caveman, Rocky. This catalog also features system 1 games.&lt;br /&gt;
|Includes parts assemblies, plus switch matrix and controlled lamp locations, board layouts, schematics, and board parts lists, coin door parts, and some cabinet parts. Includes System 1 and 80 parts and boards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1987 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1987-parts-manual-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Volcano, Black Hole, Haunted House, Devil&#039;s Dare, Rocky, Spirit, Rock, Striker, Q*bert&#039;s Quest, Super Orbit, Royal Flush, Amazon Hunt, Rack &#039;Em Up, The Games, Chicago Cubs Triple Play, Rock Encore, Ready Aim Fire, Touchdown, Bounty Hunter, Raven, Jacks To Open, El Dorado City Of Gold, Tag Team, Hollywood Heat, Alien Star, Ice Fever, Rock, Genesis&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1992 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1992-parts-manual-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Covers 80B games starting from Gold Wings and the first 9 System 3 titles (games #706-#730).&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One interesting note about the part numbers is that the single letter that preceded the number indicated the size of the paper that was used for the original drawing/blueprint of the part. Paper sizes A up through F were used.&lt;br /&gt;
&lt;br /&gt;
===Connector Designations===&lt;br /&gt;
All Gottlieb® machines have a common naming convention for all of the connectors in the game.  A specific connection uses two parts - a prefix and a suffix.  The prefix is the board number or an inline wire junction, and the suffix is the connection on the board or a sequential wire junction number.  When referencing a specific connector pin within a housing, a dash follows the connection number.  For example, the connector pin for the slam switch signal on the CPU board is A1J5-10.  The coin door connection used on Devil&#039;s Dare is A15P1 and A15J1 - the connector pin for switch return 7 on the coin door is A15J1-8.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following boards are assigned the same numbers throughout the System 80 / 80A / 80B platforms.&lt;br /&gt;
*CPU Board - A1&lt;br /&gt;
*Power Supply - A2&lt;br /&gt;
*Driver Board - A3&lt;br /&gt;
*Sound Board - A6&lt;br /&gt;
*Pop Bumper Driver Boards - A8&lt;br /&gt;
*Reset Board - A24&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There are several other board designations used, however, they change from game to game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Wiring Color Code===&lt;br /&gt;
&lt;br /&gt;
Unlike every other pinball manufacturer, which adopted a two-color wiring code system, Gottlieb® used three colors.  Most wiring in a Gottlieb® game used a white base color, which is the wire&#039;s insulation color, and three &amp;quot;striped&amp;quot; traces on each wire.  I state most cases, because there are some wires which only used two colors - the green insulated ground lines which have a single yellow trace, or only one color - the white ground wires used in System 80B games with no trace at all.  Below is the Gottlieb® color chart.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
|-&lt;br /&gt;
| Color || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#000000&amp;quot;&amp;gt;Black&amp;lt;/span&amp;gt;  &lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#A52A2A&amp;quot;&amp;gt; Brown &amp;lt;/span&amp;gt; &lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#800080&amp;quot;&amp;gt; Purple &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#808080&amp;quot;&amp;gt; Gray &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#000000; background:#FFFFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Does the color chart look familiar?  Well, if you have an electronics background, it should.  The Gottlieb® wire code system is the same as the resistor color coding system.&lt;br /&gt;
&lt;br /&gt;
Here are some examples of the color coding system.  The color wire code for switch strobe line 0 is 400.  400 would be a white insulated wire with a yellow trace and two black traces, or commonly referred to as a yellow-black-black wire.  The ground lines in early System 80 games are code 54.  54 would be a green insulated wire with one yellow trace.&lt;br /&gt;
&lt;br /&gt;
There is one word of caution, which should be pointed out.  If the connections on A1J2 and A1J3 are being replaced, there are wire colors on these connections which are very similar.  Although each wire is located on a different housing, please proceed with caution, as it can be difficult to see all three traces without spinning the wire around.  The wires which come to mind are 344 and 677 on A1J2, and 433 and 766 on A1J3.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Matrix===&lt;br /&gt;
====Switch Matrix Wire Coloring====&lt;br /&gt;
[[File:GottliebSystem80A1J6SwitchMatrixWireColors.png|right|thumb|500px|Gottlieb® System 80 Switch Matrix Wire Coloring at Connector A1J6. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Wire colors used for the switch matrix, as connected to A1J6 on the MPU, were identical across all Gottlieb System 80/80A/80B games. They are, from pin 1 to 19, and right-to-left &amp;lt;b&amp;gt;(backwards)&amp;lt;/b&amp;gt; as you view the front of the connector as installed on the MPU...&lt;br /&gt;
#yellow-black-black&lt;br /&gt;
#yellow-brown-brown&lt;br /&gt;
#yellow-red-red&lt;br /&gt;
#yellow-orange-orange&lt;br /&gt;
#yellow-yellow-yellow&lt;br /&gt;
#yellow-green-green&lt;br /&gt;
#yellow-blue-blue&lt;br /&gt;
#yellow-purple-purple&lt;br /&gt;
#white (ground)&lt;br /&gt;
#blue-black-black&lt;br /&gt;
#blue-brown-brown&lt;br /&gt;
#blue-red-red&lt;br /&gt;
#blue-orange-orange&lt;br /&gt;
#blue-yellow-yellow&lt;br /&gt;
#blue-green-green&lt;br /&gt;
#blue-blue-blue&lt;br /&gt;
#blue-purple-purple&lt;br /&gt;
#blue-slate-slate (+5VDC)&lt;br /&gt;
#empty&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; that not all games use all rows and/or all columns of the switch matrix. Unused switch matrix circuits are not wired.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Switch Numbering====&lt;br /&gt;
[[File:Sys80 switch matrix.png|left|thumb|600px|Gottlieb® System 80 Switch Matrix]]&lt;br /&gt;
The Gottlieb® System 80 / 80A / 80B switch matrix consists of a maximum of 64 switches.  There are a total of 8 switch strobes and 8 switch returns. However, not every switch in the matrix is used on every System 80 game.&lt;br /&gt;
&lt;br /&gt;
Just like the System 1 switch numbering system, the System 80 switch numbers have a similar naming convention.  Except, the System 80 switch numbering system is the opposite of System 1.  If you are accustomed to working on System 1 games, pay close attention.  With Gottlieb® System 80 switches the first number of the switch is its strobe number, while the second number is switch&#039;s return number.  An example would be switch 54.  Switch 54 is located on strobe 5 and return 4 of the switch matrix.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Strobe 0&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-1 / A1J5-2)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 1&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-2 / A1J5-3)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 2&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-3 / A1J5-4)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 3&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-4 / A1J5-5)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 4&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-5 / A1J5-6)&lt;br /&gt;
! Strobe 5&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-6 / A1J5-7)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 6&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-7)&lt;br /&gt;
!Strobe 7&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-8 / A1J5-9)&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 0 (A1J6-10)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 00&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 10&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 20&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 30&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 40&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 50&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 60&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 70&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 1 (A1J6-11)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 01&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 11&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 21&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 31&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 41&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 51&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 61&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 71&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 2 (A1J6-12)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 02&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 12&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 22&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 32&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 42&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 52&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 62&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 72&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 3 (A1J6-13)&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 03&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 13&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 26&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 33&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 43&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 53&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 63&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 73&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 4 (A1J6-14)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 04&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 14&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 24&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 34&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 44&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 54&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 64&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 74&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 5 (A1J6-15)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 05&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 15&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 25&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 35&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 45&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 55&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 65&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 75&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 6&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-16 / A1J5-8)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 06&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 16&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 26&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 36&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 46&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 56&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 66&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 76&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 7&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-17 / A1J5-1)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 07&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 17&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 27&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 37&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 47&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 57&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 67&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 77&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
====The &amp;quot;Missing&amp;quot; Gottlieb® System 80 Switches====&lt;br /&gt;
&lt;br /&gt;
With the Gottlieb® System 80 series of games, there are some switch assignments that are designated the same throughout the System 80, 80A, and 80B platforms.  These switches are typically not listed in the switch matrix portion of the manual.  You have to review the cabinet schematics, and decipher what switches use what return and strobe.  However, it appears that Gottlieb® / Premier® changed this section of the schematic starting with Excalibur or Bad Girls by no longer listing the strobes for these switches.  So, below are the &amp;quot;missing&amp;quot; switch assignments for any Sys80B.  All the info applies for Sys80 and Sys80A, except the two advance buttons, which weren&#039;t used prior to Sys80B.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;06&#039;&#039;&#039; - left advance button, also pause both lamp and relay/ solenoid tests (Sys80B only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;07&#039;&#039;&#039; - play / test switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;16&#039;&#039;&#039; - right advance button (Sys80B only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;17&#039;&#039;&#039; - left coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;27&#039;&#039;&#039; - right coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;37&#039;&#039;&#039; - center coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;47&#039;&#039;&#039; - replay button&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;57&#039;&#039;&#039; - plumb bob and ball roll tilts (these have the same switch assignment as the playfield tilt switch)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Black Hole is an exception.  The switch assigned for the tilt on Black Hole is 26.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The coin door slam switch is not part of the switch matrix.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Language Selection ===&lt;br /&gt;
&lt;br /&gt;
The only way to change the language displayed is to install the correct language ROMs. Gottlieb didn’t incorporate a “soft” method of changing language selection. &lt;br /&gt;
&lt;br /&gt;
===Enabling Free Play===&lt;br /&gt;
Free play options were unavailable in the original System 80/80A/80B game code. However, there are some hardware modifications that can be done, stacked switches can be added to the start/credit button, or  EPROMs with free play code can replace original PROMs.&lt;br /&gt;
&lt;br /&gt;
====Free Play EPROMs====&lt;br /&gt;
For system 80/80A, the U2/U3 PROMs can be replaced with an [http://www.flipprojets.fr/Freeplay_EN.php EPROM with free play code]. Replacing U2/U3 will require an adapter, such as the [https://www.greatplainselectronics.com/proddetail.asp?prod=140-101 module from GreatPlainsElectronics (no longer available)], [https://lisy.dev/u2u3-_adapter.html LISY], [https://www.flippp.fr/u2u3pcb.php?lg=en flippp], or a [http://www.actionpinball.com/tech/sys80mod.php#system custom adapter board]&lt;br /&gt;
&lt;br /&gt;
For System 80B, the game PROM can be replaced with an [http://www.flipprojets.fr/Proms80B_EN.php EPROM with free play code].&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80 Games====&lt;br /&gt;
Early Gottlieb® solid state pinball machines, prior to 1990, did not have a free play option available within the game settings.  With this simple modification, a game can be set up for free play.  First, identify the diode strip in the bottom of the cabinet.  Once the diode strip is found, locate the credit button and coin switch strobe line wires.  The wires will be located on the left of the diode strip - the non-banded side of the diodes.  Below is a list of the wires.&lt;br /&gt;
&lt;br /&gt;
* Credit button wire - Green-Yellow-Yellow&lt;br /&gt;
* Left coin switch wire - Green-Brown-Brown&lt;br /&gt;
* Center coin switch wire - Green-Orange-Orange&lt;br /&gt;
* Right coin switch wire - Green-Red-Red&lt;br /&gt;
&lt;br /&gt;
[[File:Gtbsys80board.jpg|300px|thumb|left|Typical location of System 80 diode board in cabinet]]&lt;br /&gt;
[[File:System80FreePlayJumper.jpg‎|300px|thumb|right|Gottlieb® System 80 Black Hole diode board with jumper (yellow wire) to implement free play]]&lt;br /&gt;
&lt;br /&gt;
Solder a small lead wire from the credit button wire to any of the coin switch wires. The wires will change to different colors on the other side of the diode. You want to solder to the side of the diode (non-banded) with the color wire specified above. &lt;br /&gt;
&lt;br /&gt;
Make sure that the diode, credit button wire, and coin switch wire are still soldered securely to the diode strip terminal when finished.  If soldering is not an option, use a small alligator clip test lead. Now, when the credit button is pressed, a credit will be incremented and decremented. A game can be easily started without the need to open the coin door to trip the coin switches anymore.&lt;br /&gt;
&lt;br /&gt;
For this &amp;quot;hack&amp;quot; to work properly (adding a credit and then decrementing a credit), the MPU DIP switches for the associated coin chute must be configured so that one coin drop adds one credit. In other words, if the DIP switches are set to require more than one coin drop through the associated chute, the free play &amp;quot;hack&amp;quot; will not work correctly because the &amp;quot;hack&amp;quot; mimics a single coin drop.&lt;br /&gt;
&lt;br /&gt;
Please note that this modification does not apply to Gottlieb® System 80A and System 80B machines. System 80A and 80B machines use diode boards with edge connections, which are typically located on the cabinet wall near the left flipper cabinet switch. Jumpering the diodes on System 80A and 80B games do not give the intended free play results of jumpered System 80 diodes. This is attributed to how the diode boards are physically placed differently in circuit with respect to the switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TimeLineFreePlay.jpg‎|300px|thumb|left|Gottlieb® System 80 Time Line diode board with jumper (the red wire...I mean...it&#039;s a red flippin&#039; wire. You HAVE to be able to see it!) to implement free play]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left ties the center coin chute wire (Green-Orange-Orange) to the credit button wire (Green-Yellow-Yellow).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80A Games====&lt;br /&gt;
[[File:ExampleSwitchStack.jpg ‎‎|300px|thumb|left|A &amp;quot;donor&amp;quot; switch pair.]]&lt;br /&gt;
[[File:System80AStackedSwitch.jpg ‎ ‎‎|300px|thumb|right|Donor switch pair atop original credit button switch pair.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There is no method to implement free play for System 80A games at this time, other than &amp;quot;stacking&amp;quot; the credit button switch with one of the coin drop switches.&lt;br /&gt;
&lt;br /&gt;
The image at left shows a &amp;quot;donor&amp;quot; switch pair. A diode is not required on the switch as switch isolation diodes for coin door switches are located elsewhere in the game. This switch pair is from an early Williams solid-state game and is a bit too long. As implemented, the switch tabs were clipped, an additional 3/16&amp;quot; hole was drilled forward of the existing two holes, so that the switch pair length approximated the original credit button length. The insulating fish paper is necessary and will be reused.&lt;br /&gt;
&lt;br /&gt;
The image at right shows both the original credit button switch pair (inside) and the new switch pair with the coin drop wires from one of the coin chutes soldered tightly. The two switch pairs are insulated from each other with fish paper from the donor switch. Two new 5x40 by 1 inch screws have been used to secure the switch stack tightly. The original screws are too short for two switches. The additional switch has been adjusted to close just after the credit button switch closes.&lt;br /&gt;
&lt;br /&gt;
This implementation attempts to start a game, then adds a credit, making it normal to have to press the credit button twice if the game has no credits. One might think that swapping the switches would work better by adding a credit and then starting a game. However, at least for this game (Spirit), doing this didn&#039;t work. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80B Games====&lt;br /&gt;
A System 80B game does not have a built-in free play option available, so the fallback option to add credits is usually to open the coin door and trip the coin switches. However, there are a couple of methods that can be used to avoid doing that.&lt;br /&gt;
&lt;br /&gt;
=====Free Play (80B) Diode Board Modification=====&lt;br /&gt;
Locate the diode board used for all of the coin door switches (normally inside the cabinet to the left of where the coin box would be placed). Remove the diode board. Add a jumper between pin 4 and pin 10 of the diode board on the solder side of the board, (this can be done on the component side instead). Make certain that the jumper is soldered onto the banded side of the diodes. This jumper essentially ties the right advance button on the front of the cabinet to the center coin switch.&lt;br /&gt;
&lt;br /&gt;
Now, when the right advance button is pressed, credits will be added to the game. There have not been any unwanted side effects observed when the right advance button is pressed while scrolling through characters used to enter high score initials.&lt;br /&gt;
&lt;br /&gt;
An alternative method that achieves the same result is to use a jumper wire with minigrabber ends and clip them on to the bottom of the 4th and 9th diodes (from the right) on the front of the board. This requires no soldering and the diode board doesn&#039;t even need to be removed.&lt;br /&gt;
&lt;br /&gt;
The jumper modification should work on games from Chicago Cubs Triple Play to Excalibur. Hot Shots, Bad Girls, Big House, and Bone Busters, Inc. do not have a diode board for the coin door, so this specific modification cannot be done on those titles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=400 class=center&amp;gt;&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board.JPG|Typical location of System 80B diode board on cabinet wall&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Added.JPG|Added jumper to back of diode board&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Location_Front.JPG|Location to add jumper to front of diode board&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Added_To_Front.JPG|Added minigrabber jumper to front of diode board&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Free Play ROM (80B) =====&lt;br /&gt;
Another option is a free play ROM, produced by a group of kindly fellows in France. By burning the revised image into a 2764, and installing the new ROM on the daughter card, the game will now be on free play. Their implementation notices when zero credits are on the game and the credit button has been pressed. The new code then adds 20 credits to the game, and starts a game. The System 80B free play ROMs can be found [http://www.flipprojets.fr/Proms80B_EN.php here].&lt;br /&gt;
&lt;br /&gt;
[[image:PinSideLogo.png]] PinSider &amp;quot;McZonk&amp;quot; has hacked the 80B ROM set to include a very nice free play option. This code modification displays the letters &amp;quot;FP&amp;quot; on the display in lieu of the credit count when enabled. More information regarding this modification can be found on [https://pinside.com/pinball/forum/topic/free-play-mod-for-raven the Pinside discussion thread here].&lt;br /&gt;
&lt;br /&gt;
=== Bookkeeping &amp;amp; Diagnostics ===&lt;br /&gt;
[[File:GTB sys80 test button.jpg|300px|thumb|left|Gottlieb® System 80 Coin Door Test Button Highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
To enter the bookkeeping / diagnostic mode, open the coin door and press the red momentary switch. (Note this switch has no credit function)  Depending on the particular game, the self test button may be mounted on a bracket located on the coin door or just inside the cabinet near the coin door hinge.  Upon pressing this button, the 4-digit status display used with System 80 and System 80A games will display &amp;quot;&#039;&#039;&#039;00&#039;&#039;&#039;&amp;quot; in the credit window. Pressing the self test button again will advance to the next step in the bookkeeping.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an option to bypass all of the bookkeeping functions, entering diagnostic mode directly.  To achieve this, the self test button must first be pressed.  &amp;quot;&#039;&#039;&#039;00&#039;&#039;&#039;&amp;quot; will shown on the status display.  Then, the credit / start button should be pressed once.  The status display should now show &amp;quot;&#039;&#039;&#039;16&#039;&#039;&#039;&amp;quot;. &amp;quot;&#039;&#039;&#039;16&#039;&#039;&#039;&amp;quot; is the first test in diagnostic mode.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bookkeeping (System 80/80A)&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1 - Coins thru left chute&amp;lt;br&amp;gt;&lt;br /&gt;
2 - Coins thru right chute&amp;lt;br&amp;gt;&lt;br /&gt;
3 - Coins thru center chute&amp;lt;br&amp;gt;&lt;br /&gt;
4 - Total plays&amp;lt;br&amp;gt;&lt;br /&gt;
5 - Total replays&amp;lt;br&amp;gt;&lt;br /&gt;
6 - Game percentage&amp;lt;br&amp;gt;&lt;br /&gt;
7 - Extra ball&amp;lt;br&amp;gt;&lt;br /&gt;
8 - Total tilts&amp;lt;br&amp;gt;&lt;br /&gt;
9 - Total slam tilts&amp;lt;br&amp;gt;&lt;br /&gt;
10 - Number of times the HSTD has been beaten&amp;lt;br&amp;gt;&lt;br /&gt;
11 - First high score level&amp;lt;br&amp;gt;&lt;br /&gt;
12 - Second high score level&amp;lt;br&amp;gt;&lt;br /&gt;
13 - Third high score level&amp;lt;br&amp;gt;&lt;br /&gt;
14 - High score to date score&amp;lt;br&amp;gt;&lt;br /&gt;
15 - Average game time &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Diagnostics&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
16 - Lamp test&amp;lt;br&amp;gt;&lt;br /&gt;
17 - Coil test (will cycle and display coil number of coils used in the game. Coin counter coils, if installed, are excluded)&amp;lt;br&amp;gt;&lt;br /&gt;
18 - Switch test. (99 = no switches closed)  You can check switch numbers by pressing them on the playfield during this step.&amp;lt;br&amp;gt;&lt;br /&gt;
19 - Display test. The displays will cycle through each digit&amp;lt;br&amp;gt;&lt;br /&gt;
20 - Memory test. (99 = no fault)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80-7641-2Error.jpg|300px|thumb|left|Gottlieb® System 80 &amp;quot;7641&amp;quot; Error]]&amp;lt;br&amp;gt;&lt;br /&gt;
An example of a ROM image checksum error (or perhaps a ROM memory access error) displayed during test 20 is pictured at left. During test 20, if a checksum error is detected, the ROM code in U2/U3 will indicate &amp;quot;7641-X&amp;quot; in the player 1 display window, with &amp;quot;X&amp;quot; being &amp;quot;1&amp;quot; to indicate PROM 1 or &amp;quot;2&amp;quot; to indicate PROM 2. If you have followed the procedure to combine the original game ROMs into a single 2716, this error message is an indicator that the checksum of either the 1st half or the 2nd half of that ROM failed. Replace the ROM.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80A5101.jpg ‎|300px|thumb|left|Gottlieb® System 80A &amp;quot;5101&amp;quot; Error]]&amp;lt;br&amp;gt;&lt;br /&gt;
An example of a probable 5101 CMOS RAM error (or perhaps a CMOS RAM memory access error) displayed during test 20 of a System 80A &amp;quot;Spirit&amp;quot; game is pictured at left. During test 20, if a RAM error is detected, &amp;quot;5101&amp;quot; will be displayed in the player 1 display window.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
System 80B uses the same process as System 80/80A to enter bookkeeping / diagnostics.  The only difference is upon pushing the self test button the first time, the top alphanumeric display will display &amp;quot;&#039;&#039;&#039;TEST MODE&#039;&#039;&#039;&amp;quot;.  Pressing the self test button again will enter bookkeeping mode, while pressing the credit / start button will enter diagnostics mode.  After entering either mode, pressing the self test button will advance through each step in the appropriate mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80BZ5Error.jpg ‎|300px|thumb|left|Gottlieb® System 80B &amp;quot;ERROR- Z5&amp;quot;]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80B memory test will throw a memory error, &amp;quot;ERROR- Z5&amp;quot; as shown at left. This could indicate a failed 5101 (most likely) or it could mean that the processor can not access the 5101 due to chip select, address signal line, or data line signal line issues.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following notes apply to all System 80/A/B games.&lt;br /&gt;
*Any diagnostic test can be repeated by pressing the credit / start button.&lt;br /&gt;
*Waiting 60 seconds will reset the CPU and return the game to attract mode. &lt;br /&gt;
*The slam switch or tilt switch can be triggered to exit diagnostics. This is probably the only benefit of keeping the slam switch functional. However, considering the sometimes strange side effects which can arise from a maladjusted or malfunctioning slam switch, [[Gottlieb_System_80#Slam_Switch_Modification | disabling the slam switch]] is generally a better idea.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Default High Score To Date (HSTD)====&lt;br /&gt;
If a high score to date is not explicitly set (setting 14), then some (most) games use a default HSTD of either 770,000 or 790,000. Some games (such as Volcano or Black Hole) also have an auto-reset back to the default HSTD value after a player&#039;s score exceeds 980,000.&lt;br /&gt;
&lt;br /&gt;
====Pausing the Lamp and Solenoid Test (System 80B Only)====&lt;br /&gt;
[[File:Gtb sys80B left advance.jpg|left|thumb|300px|The left advance button on a System 80B Game]]&amp;lt;br&amp;gt;&lt;br /&gt;
The following only applies to System 80B lamp and solenoid tests.  A little known fact is that the lamp and solenoid tests can be &amp;quot;paused&amp;quot; on a single lamp or single solenoid.  To stop whichever item is being tested during lamp or solenoid test, and repeat the test on the particular item, simply push and hold in the left advance button located on the front of the cabinet, as shown in the picture to the left.  The left advance button can then be released, pressed, and held in again to step to the next item in the test.  This is a particularly nice feature, because the lamps and solenoids or relays tend to be pulsed rather quickly in test, and cannot be observed very well, until the test repeats itself.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rubber Ring Chart===&lt;br /&gt;
Although the Gottlieb® System 80 game manuals do list the location and part numbers for rubber rings used, some fail to list the actual rubber ring size.  Below is a handy chart, which lists the Gottlieb® rubber OEM number and its size.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gottlieb® #&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|A-14793 ||23/64&amp;quot; White Mini-Post&lt;br /&gt;
|-&lt;br /&gt;
|A-15705 ||27/64&amp;quot; White Mini-Post&lt;br /&gt;
|-&lt;br /&gt;
|A-10217 ||5/16&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-17493 || 7/16&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10218 || 3/4&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10219 || 1&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10220 || 1-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10221 || 2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10222 || 2-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10223 || 3&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10224 || 3-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10225 || 4&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10226 || 5&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-13151 || 3/8 x 1-1/2&amp;quot; Standard Red Flipper&lt;br /&gt;
|-&lt;br /&gt;
|A-13149 || 3/8 x 1&amp;quot; - Small Beaded Red Flipper&lt;br /&gt;
|-&lt;br /&gt;
|A-1344 || Rebound Rubber&lt;br /&gt;
|-&lt;br /&gt;
|1872 || Shooter Tip&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
&lt;br /&gt;
===[[System 80 / 80A / 80B Board Set]]===&lt;br /&gt;
Clicking the link above will direct you to a new page showing all of the System 80/80A/80B boards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 boards 3.png‎|800px|center|Gottlieb® System 80 Board Diagram]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following functional block diagram depicts the main PCBs and the input/output signals between them (#n = wire count).&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:sys80b_IO_lines.png|800px|center|Gottlieb® System 80/B functional blocks and I/O lines]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[System 80 / 80A / 80B Satellite Boards]]===&lt;br /&gt;
Clicking the link above will direct you to a new page showing all of the System 80/80A/80B satellite boards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Supplies===&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Power Supply====&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 psu.JPG‎|300px|thumb|left|System 80 / 80A Power Supply]]&lt;br /&gt;
[[File:Gtb sys80 psu back.JPG|300px|thumb|right|System 80 / 80A Power Supply - Showing the Large Heat Sink]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 / 80A power supply is very similar to the System 1 power supply, where as the circuit board is secured to a large &amp;quot;hot plate&amp;quot; heat sink. This style power supply is used for all System 80 and 80A games from Spiderman to Ice Fever, and is the source of the following:&lt;br /&gt;
* +5 VDC logic power&lt;br /&gt;
*+8 VDC offset voltage needed for the displays&lt;br /&gt;
*+60 VDC for the 6 or 7 digit displays&lt;br /&gt;
*+42 VDC for the status display&lt;br /&gt;
*Ground from earth ground located on the transformer panel&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the System 1 power supply, the +5 VDC logic power is no longer rectified and filtered on the power supply itself.  This process is now handled by a bridge rectifier and a large filtering capacitor located on the transformer panel.  The System 80 power still employs a [http://en.wikipedia.org/wiki/Crowbar_%28circuit%29 crowbar circuit] for the logic power, which protects from over-voltage situations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although these power supplies are fairly reliable, there are some drawbacks to the design.  By incorporating a large heat sink for the PMD10K40 / 2N6059 TO-3 transistor on the board, a lot of heat is dissipated throughout the whole board.  This in turn will limit the life expectancy of the other electronic components on the board.  Equally, the heat sink must be removed in order to perform component level repairs to the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Sound &amp;amp; Speech Power Supply==== &lt;br /&gt;
&lt;br /&gt;
A sound &amp;amp; speech board (S&amp;amp;S) is used starting with Mars God of War (MGOW).  Because of the voltages needed to drive some of the components on the S&amp;amp;S board, this secondary power supply is added to the power train.  The voltages generated from this board are:&lt;br /&gt;
*+12 VDC used for the analog inverters and voice synthesizer chip&lt;br /&gt;
*-12 VDC used for the analog inverters&lt;br /&gt;
*+30 VDC used by the sound amplifier (LM379)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 sands power1.JPG|300px|thumb|left|System 80 Sound &amp;amp; Speech Power Supply (1st Generation)]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There are two different variations of this power supply.  The first style is used only with MGOW and Volcano, and is not a printed circuit board (PCB).  The electronic components were screwed to a block of wood, which is located on the left wall of the lower cabinet.  Conducting tests and repairs to this style power supply can be awkward and difficult.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys80 s&amp;amp;s psu.JPG|300px|thumb|left|System 80/80A Sound &amp;amp; Speech Power Supply (2nd Generation)]]&lt;br /&gt;
[[File:System80SpeechAndSoundPS.jpg|300px|thumb|right|System 80/80A Sound &amp;amp; Speech Power Supply (2nd Generation), with test points added. Unstuffed component locations facilitate easy addition of voltage test points The ground test point requires a hole to be drilled in the PCB. Negative 12V is measured at the non-banded end of the 1N4742 zener diode.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Black Hole, the S&amp;amp;S power supply is now on a circuit board (MA-188), which is located in the head of the game with the other circuit boards.  Even though each style of S&amp;amp;S power supply uses different components for the generation of +12 VDC, the end result is the same.  The S&amp;amp;S power supply was no longer used when Gottlieb® went a step backwards, and installed the System 80A sounds only board with the piggyback board.  This change occurred during the run of Amazon Hunt.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The generation 1 and generation 2 sound board power supplies are not pin compatible. One could be exchanged for the other by rearranging connections of a 9-pin molex connector. However, this is not recommended.&lt;br /&gt;
&lt;br /&gt;
====System 80B Power Supplies====&lt;br /&gt;
&lt;br /&gt;
Starting with Chicago Cubs, the Gottlieb® power train went through a bit of a face lift. The System 80B platform uses two separate boards to supply power.  This design change is mainly due to the single display board, which rectifies the high voltage on the board itself.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80b psu.JPG|300px|thumb|left|System 80B +5 VDC Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
The small power supply with the finned heat sink is only used to generate +5 VDC for logic power.  Although, removing the heat sink is not necessary to work on the board, this power supply has its own set of issues.  First, it does not have a crow bar circuit.  If the LM338K voltage regulator fails, and fails whereas the voltage increases drastically, it can destroy electronic components on the other circuit boards.  Secondly, it&#039;s not as bad, but heat is still dissipated throughout the board.  Third, the adjustable potentiometer (pot) on the power supply is prone to failure, due to dirt, dust, and contaminants.  Finally, it is typical for the header pins on the input and output of the board to develop cracked solder joints.  The two latter problems can easily be overcome, and will be addressed in the [http://pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Recommended_Repairs_for_the_System_80B_Power_Supply_Board Recommended Repairs for the System 80B Power Supply Board] section below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80b aux psu.JPG|300px|thumb|left|System 80B Auxiliary Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Rock, the second power supply is added, and is referred to as the auxiliary power supply. The primary functions of this board is used to power the sound board, and amplify the audio output. This sound amplifier board is used in concert with MA-766 and MA-886 sound boards. A breakdown of the voltages supplied by the auxiliary power supply are as follows:&lt;br /&gt;
*-12 VDC&lt;br /&gt;
*+12 VDC&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80B-MA1017AuxPowerSupply.jpg |300px|thumb|left|System 80B Auxiliary Power Supply with .156 headers versus edge connector]]&lt;br /&gt;
[[File:BoneBustersSpecificAmpBoard.jpg |300px|thumb|right|A BoneBusters Inc specific Auxiliary Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
This Auxiliary Power Supply board changed with the release of Bad Girls. Edge connections were no longer used. Instead, .156&amp;quot; header pins were added to the board as shown at left. Note that the System 80B Auxiliary Power Supply board is slightly different from the System 3 Auxiliary Power Supply board. The System 80B board uses a 1K ohm, 2 watt resistor at R8. The System 3 board uses a 330 ohm 1/2 watt resistor at that location.&lt;br /&gt;
&lt;br /&gt;
[http://www.ipdb.org/machine.cgi?id=347 Bone Busters Inc.] uniquely used a modified Auxiliary Power Supply board as pictured at right. A connection was made between pin 12 and the intersection of R1 and R2 to connect the audio output of the second, less populated sound board to the amplifier circuitry. A 1.8K ohm 1/4 watt resistor makes the connection while balancing the audio level from this input. No other game used pin 12 or this configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===CPU Board===&lt;br /&gt;
[[File:Gtb sys80 cpu divided.png‎|300px|left|thumb|Gottlieb® System 80 CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 CPU board is a 6502 based microprocessor system. The 6502 microprocessor (the very same one used in the first Apple computer and the Atari 2600) executes the basic operating system contained in the masked ROMs at U2/U3.  The masked ROMs at U2 and U3 have the same code for all of the different generations of the System 80 platform.  U2 and U3 code changed with the System 80A platform.  The game code &amp;quot;personality&amp;quot; augments the basic operating system PROM(s).  Early System 80 games which used two ROMs at PROM1 and PROM2 positions were masked ROMs.  Later, when the game code could be held in a single 2716, an EPROM was used instead. Battery-backed memory for audits and adjustable game parameters is added via a 5101 256x4 bit CMOS memory at Z5. &amp;quot;Scratchpad&amp;quot; memory is contained in the three 6532 RIOTs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Control of peripheral devices (in this case lamps, displays, solenoids, switches and sound) is accomplished via three 6532 RIOTs (RAM-I/O-Timer) at U4, U5, and U6. Each RIOT in turn controls it&#039;s own &amp;quot;subsystem&amp;quot; to drive these devices.&lt;br /&gt;
&lt;br /&gt;
*Switch matrix (U4)&lt;br /&gt;
*Displays (U5)&lt;br /&gt;
*Solenoids (U6)&lt;br /&gt;
*Lamps (U6)&lt;br /&gt;
*Sound (U6)&lt;br /&gt;
&lt;br /&gt;
There are four generations of the System 80 board.  All of the CPU boards can be easily identified by their revision numbers notated just below the operator adjustable dip switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====1st Generation CPU Board====&lt;br /&gt;
[[File:GTB sys80 CPU 1st ver.JPG|300px|thumb|left|System 80 CPU Board - 1st Generation]]&amp;lt;br&amp;gt;&lt;br /&gt;
The first generation CPU is used in the first 5 System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-001&lt;br /&gt;
*DET PB03-D102-001&lt;br /&gt;
*REV B&lt;br /&gt;
This board uses two masked PROM chips for the game code.  The chips are typically labeled with the three digit game model number followed by /1 or /2, designating the game PROM position.  An example of this naming convention is shown in the pic to the left.  652/1X and 652/2X are game PROM 1 and PROM 2 for Panthera.  The &amp;quot;X&amp;quot; in this case designates a code revision.  The masked ROMs at position U2 and U3 are not socketed on this board.&amp;lt;br&amp;gt;&lt;br /&gt;
With some simple modifications, this board is upward compatible to use a single 2716 EPROM placed in the PROM 1 socket of the board.  With the change of U2 and U3, this board can be used in System 80A games.  The board could potentially be used in a System 80B game with many modifications, and the addition of a daughter board, however, it is not recommended.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:EarlySystem80MPUFactoryCutJumper.jpg|300px|thumb|left|The corrected trace layout error in the 1St generation System 80 MPU]]&amp;lt;br&amp;gt;&lt;br /&gt;
This generation of board has a trace layout error that was corrected by a cut and jumper which moves the trace that terminates at Z5 (5101) pin 20 from Z36 pin 10 to pin 9.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB sys80 cpu front scale.png|300px|thumb|left|System 80 CPU Board - 1st Generation (Front)]]&lt;br /&gt;
[[File:GTB sys80 cpu back scale.png|300px|thumb|right|System 80 CPU Board - 1st Generation (Back)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;skeletal&amp;quot;, semi-populated board scans can be very useful when having to replace or follow traces on a CPU board.  Although the scans are of the 1st generation CPU board, most areas can be used for other generation CPU boards too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====2nd Generation CPU Board====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Placeholder for System 80 CPU Board - 2nd Generation]]&lt;br /&gt;
The second generation CPU is used in some System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-??? (check boards for the suffix)&lt;br /&gt;
*DETAIL PB03-D107-001&lt;br /&gt;
This board uses a single 2716 EPROM chip for the game code located at the PROM 1 socket position.  The chips are typically labeled with the three digit game model number.  Occasionally, the chip&#039;s game number label will be followed by /1, /2, /3, or even /4. In this case, the number following the slash is the code revision number.  An example of this naming convention is 658 /2, which is a game PROM for James Bond - code revision 2.  The masked ROMs at position U2 and U3 are not socketed on this board either.&amp;lt;br&amp;gt;&lt;br /&gt;
With the change of U2 and U3, this board can be used in System 80A games.  The board could potentially be used in a System 80B game with many modifications, and the addition of a daughter board, however, it again is not recommended.  The second generation CPU is backward compatible, provided a doubled up, single game PROM is used at the PROM 1 position.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====3rd Generation CPU Board====&lt;br /&gt;
[[File:GTB sys80 CPU 2nd gen.JPG|300px|thumb|left|System 80 CPU Board - 3rd Generation]]&lt;br /&gt;
The third generation CPU is used in some System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-011&lt;br /&gt;
*DETAIL PB03-D107-003&lt;br /&gt;
This board is essentially the same as the second generation board, except an eyelet ground trace was placed just above Z33 on the board.  This ground trace was never used.  All information which applies to the second generation CPU board, applies to this board.  The third generation CPU is backward compatible, provided the same is done to it as the 2nd generation board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====4th Generation CPU Board (System 80A)====&lt;br /&gt;
[[File:GTB sys80A CPU.JPG|300px|thumb|left|System 80A CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fourth generation CPU is used in all System 80A games, and is marked with the following:&lt;br /&gt;
*D 20869&lt;br /&gt;
This board is the same as the third generation board, except the U2 and U3 masked ROM chips have different code, and are now socketed.  The PROM 2 socket is no longer populated on the board.  The fourth generation CPU is backward compatible, provided the System 80 ROM code is installed at U2 and U3.  If used on a game with the 1st generation CPU, the game code must be doubled up on a 2716 EPROM, and installed at the PROM 1 position.  This board is forward compatible with System 80B, provided all of the above outlined modifications are performed.  Out of all the System 80 CPU boards, this is the most compatible with System 80B, due to using the same base circuit board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5th Generation CPU Board (System 80B)====&lt;br /&gt;
[[File: GottliebSystem80BMPUChris.jpg|300px|thumb|left|System 80B CPU Board (Refurbished; battery removed, NVRAM module installed)]]&lt;br /&gt;
The fifth generation CPU is used in all System 80B games, and is marked with the following:&lt;br /&gt;
*D 20869&lt;br /&gt;
Even though the base circuit board is identical to the fourth generation CPU board, it&#039;s being named the fifth generation board, due to all of the major changes.  The U2 and U3 masked ROM and sockets have been replaced with a piggyback daughter board soldered via header pins mounted in the U3 position.  The daughter board uses a 2764 EPROM.  Most of the related display segment and digit chips are no longer populated.  This is due to the single display board handling these functions on its own board.  The missing chips once used for the displays are Z19, Z21, Z22, Z23, Z24, and Z25. Equally, jumpers have been placed where Z19 and Z21 once resided. The fifth generation CPU is backward compatible, after the daughter board has been removed, and the missing display chips populated.  Note that there technically are two different 80B CPU boards - MA-774 and MA-1133.  The only difference between these two boards is a cut trace on the component side and a long trace wire added on the solder side from the E3 jumper to pin 35 of TC1. This modification is done to increase the ROM size of PROM 2 from a 2716 to a 2732.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Any of the Gottlieb® System 80 / 80A / 80B CPU boards are compatible cross platform.  It&#039;s just matter of how much work must be done to modify each board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80B CPU Jumper Settings=====&lt;br /&gt;
[[File:GTB Sys80B Jumpers.jpg|300px|thumb|left|The location of jumpers discussed...]]&lt;br /&gt;
All System 80B games have the E1 and E2 jumpers installed.  Jumpers E8, E9, E10, E11, E12 are unused in all games.&lt;br /&gt;
&lt;br /&gt;
The first five System 80B games, Chicago Cubs, Bounty Hunter, Tag Team Pinball, Rock, and Rock Encore, use a single ROM at the daughterboard chip socket. Therefore, jumpers associated with PROM 2 connections may not be installed. If jumpers are installed, it doesn&#039;t matter what position(s) they are placed in.&lt;br /&gt;
&lt;br /&gt;
For all games after the first five System 80B games and prior to the last five, jumpers E4, E5, and E7 should be installed.&lt;br /&gt;
&lt;br /&gt;
For the last five System 80B games, Excalibur, Bad Girls, Big House, Hot Shots, and Bone Busters, jumpers E3, E5, and E7 should be installed.&amp;lt;br&amp;gt;&lt;br /&gt;
For Night Moves (made by International Concepts using the 80B board set), these same jumpers should be installed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;The last five System 80B games, along with Night Moves, used a 2732 PROM at the &amp;quot;PROM 1&amp;quot; position.  The socket is marked PROM 1&amp;quot;, but PROM 2 is inserted into this chip socket . Additional modifications to the PCB may be necessary. See [[Gottlieb_System_80#...using_an_MA-1133_or_MA-774_MPU_in_games_that_REQUIRE_a_2732 | &amp;quot;...using an MA-1133 or MA-774 MPU in games that require a 2732&amp;quot;]], for more information.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====U2/U3 ROM Part Numbers====&lt;br /&gt;
[[File:GottliebSystem80ROMs.jpg|300px|thumb|left|System 80 ROMs]]&amp;lt;br&amp;gt;&lt;br /&gt;
All Gottlieb System 80 U2/U3 ROMs will be labeled as pictured at left.&amp;lt;br&amp;gt;&lt;br /&gt;
U2 is labeled &amp;quot;R3273-12&amp;quot; on the center line. The top line is the part number, a 2332 ROM. The bottom line is the date code, in this case, the 15th week of 1981.&amp;lt;br&amp;gt;&lt;br /&gt;
U3 is labeled &amp;quot;R3272-12&amp;quot; on the center line. The top line is the part number, a 2332 ROM. The bottom line is the date code, in this case, the 12th week of 1981.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80AROMs.jpg|300px|thumb|left|System 80A ROMs]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb System 80A ROMs may be labeled in a few different ways since Gottlieb used several manufacturers to provide the ROMs. A clear indication that the ROMs are for System 80A games is that somewhere in the labeling, &amp;quot;XO-326 U2&amp;quot; or &amp;quot;XO-327 U3&amp;quot; will be shown as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MPU to Driver Board Wire Harness===&lt;br /&gt;
[[File:A1J4-to-A3J1Mapping.png|300px|thumb|left|The System 80/A/B MPU to Driver Board Wire Harness]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left indicates the wiring connections from the MPU to the Driver board via the beefy wire harness with two sided connectors. The pins used in both connectors are bifurcated pins, Molex part number: 08-03-0304.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Driver Board===&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 drvr pw.png|300px|thumb|left|The System 80A / 80B Driver Board]]&lt;br /&gt;
The System 80 Driver board is responsible for all controlled lamps, relays, and all solenoids in the game. The CPU controls the driver board operation via a simple interface between A1J4 on the CPU and A3J1 on the driver board.  Although the driver board went through some minor changes over the years, the same board can be adapted for all of the System 80 platforms.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
To control the games&#039; total of 52 &#039;&#039;&#039;lamp circuits&#039;&#039;&#039;, the interface provides &amp;quot;device select&amp;quot; signals for each of the 74175s (Quad-D Flip-Flops) on the driver board, and 4 &amp;quot;bits&amp;quot; of data that is loaded (or &amp;quot;clocked&amp;quot;) into a particular 74175 via the aforementioned device selects. Each lamp is driven discretely by a particular output of a particular 74175, which in turn drives an MPS-A13 or MPS-U45 transistor, (NDS-U45 transistors were used in place of MPS-U45s in some cases). Gottlieb® did not implement a &amp;quot;lamp matrix&amp;quot; as some other manufacturers did.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80DriverBoardFront.jpg|600px|thumb|left|The System 80A / 80B Driver Board Component Side]]&lt;br /&gt;
[[File:GottliebSystem80DriverBoardBack.jpg|600px|thumb|right|The System 80A / 80B Driver Board Solder Side]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is noteworthy that there are some dedicated lamp transistors, which control specific game relays across the System 80 / 80A platforms.  Relays such as the game over, tilt, and coin lockout relays are controlled by Q1, Q2, and Q3 respectively.  The tilt and game over relays use the same designation for the System 80B platform, however, the use of a coin lockout relay was abandoned by this time. One neat feature of the driver board circuitry is that lamp &amp;quot;n&amp;quot; is driven by transistor Q&amp;quot;n+1&amp;quot;. i.e. L12 is driven by Q13.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_drvr_board_coin_ctrs.JPG|400px|thumb|left|Driver Board with Coin Counter Transistors Highlighted ]]&amp;lt;br&amp;gt;&lt;br /&gt;
To control the games&#039; &#039;&#039;&#039;solenoids circuits&#039;&#039;&#039;, the driver board uses signals directly from the CPU to enable transistors on the driver board which turn on up to 9 solenoids.  For solenoid control, the driver board uses MPS-U45, 2N3055, and 2N6043 transistors.  Starting and ending with the System 80 platform, (games from Spiderman to Haunted House), three transistors were reserved to drive optional mechanical coin counters. These mechanical coin counter solenoids and associated transistors are: solenoid 3 (Q54), 4 (Q55), and 7 (Q56). Starting with the System 80A platform, (Devil&#039;s Dare), these transistors were no longer reserved for coin counters, and were used for other functions. Equally, the 3 diodes associated with these 3 transistors were changed to 3 zero ohm jumpers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The games&#039; &#039;&#039;&#039;sound&#039;&#039;&#039; signals (S1, S2, S4, S8) also pass through the driver board at Z13, a 7404 Hex Inverter. See below for S16 and S32.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Repurposed Driver Board Circuits====&lt;br /&gt;
[[File:Gtb under pf transistor.JPG‎|400px|thumb|left| A Typical Remote Transistor Mounted Under the Playfield]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since quite a few System 80 games employ more than 9 solenoids, and since the original driver board design will drive a maximum of 9 solenoids, Gottlieb® repurposed some lamp outputs to drive &amp;quot;under-playfield transistors&amp;quot; which drive additional solenoids.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb ma1011 trans board.JPG‎|400px|thumb|left| A Typical Transistor Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once playfields became littered with numerous &amp;quot;under-playfield transistors&amp;quot;, Gottlieb® opted to merge some of these transistors into a transistor driver board.  The transistor driver board started to appear on Gottlieb® games nearly midway through the System 80B platform, with the game Victory.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sound S16 and S32 signals are also repurposed lamp outputs. For instance, Haunted House and Black Hole both repurpose L9 to S16. Robo-War repurposes lamp 4 to S16. Note that S16 is not consistently implemented across the System 80 family. Note also that references to the usage of S32 are difficult to find.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Auxiliary Lamp Driver Boards===&lt;br /&gt;
[[File:Gtb aux lamp 5.JPG|300px|thumb|left| An MA-138 Auxiliary Lamp Driver Board Using MPS-U45 Transistors]]&lt;br /&gt;
[[File:Gtb aux lamp MA866 2N6043.JPG|300px|thumb|right| An MA-866 Auxiliary Lamp Driver Board Using 2N6043 Transistors]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Time Line, several System 80/80A/80B platform games use auxiliary lamp driver boards. These boards are commonly referred to as &amp;quot;chaser boards&amp;quot; or &amp;quot;lamp chaser boards&amp;quot;. The reason for either of these nicknames is because these boards are used to control lamps for effect. They are either placed in the backbox or under the playfield. With later System 80B games, they were located in the lower cabinet. Location is typically dependent upon what lamps are being controlled. The auxiliary lamp driver boards are not directly controlled by the CPU. The only signals needed for an auxiliary lamp driver board to function is +5V and ground.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several different variants of auxiliary lamp driver boards used. The earliest versions use MPS-U45 transistors to control up to 10 lamp circuits, with no more than 3 lamps per circuit. Both 5 and 10 transistor versions of this board exist. Some later boards use NDS-U45 transistors instead of MPS-U45 transistors. It is assumed this is due to a the cost or lack of MPS-U45 transistors during production. Either of these versions of boards are interchangeable with one another. Finally, there are some boards used in later games which use 2N6043 transistors. These are designed to control #67 flash lamps, but sometimes circuits with 3 or more #44/45/555 lamps. These boards are compatible with previous board versions, and can be used as a drop-in replacement. &lt;br /&gt;
&lt;br /&gt;
The main differences between the auxiliary lamp boards are number of transistors used to drive lamps, the electrical load of the lamps that can be supported, and the resistor (R13) used to control the rate at which the lamps flash or &amp;quot;chase&amp;quot;. Boards using 2N6043 transistors have different resistor values for resistors R2-R11 than boards which use MPS-U45s or NDS-U45s.&lt;br /&gt;
&lt;br /&gt;
MPS-U45, NDS-U45, and CEN-U45 transistors are not substitutes for 2N6043 transistors because of differences in amperage (U45 series transistors are rated for 2A, while 2N6043 is rated for 8A). A viable replacement transistor for the 2N6043 is the TIP102.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In summary: an auxiliary lamp driver board with 2N6043 transistors is backwards compatible with any game (Arena&#039;s board with no transistors may be an exception); just change the R13 timing resistor to suit the game. Because of power requirements, a board with U45-series transistors should only be used in games that only have &#039;&#039;&#039;at most&#039;&#039;&#039; three #44/47/555 lamps on each controlled circuit, and &#039;&#039;&#039;do not&#039;&#039;&#039; control #67 flasher bulbs; and then just change the R13 timing resistor to suit the game.&lt;br /&gt;
&lt;br /&gt;
List of auxiliary lamp driver boards variations:&lt;br /&gt;
&lt;br /&gt;
* MA-121: 10 MPS-U45 transistors, R13 820K Ohm&lt;br /&gt;
* MA-138: 5 MPS-U45 transistors, R13 330K Ohm&lt;br /&gt;
* MA-210: 10 MPS-U45 transistors, R13 330K Ohm &lt;br /&gt;
* MA-234: 10 MPS-U45 transistors, R13 270K Ohm&lt;br /&gt;
* MA-339: 10 MPS-U45 transistors, R13 560K Ohm (Specs assumed assigned to MA-339, but the MA-339 part number was not explicitly documented in game schematics) &lt;br /&gt;
* MA-789: 10 NDS-U45 transistors, R13 680K Ohm&lt;br /&gt;
* MA-866: 10 2N6043 transistors, R13 680K Ohm&lt;br /&gt;
* MA-936: No transistors, R13 516K Ohm&lt;br /&gt;
* MA-1169: 10 NDS-U45 transistors, R13 10M Ohm &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Game&lt;br /&gt;
!style=&amp;quot;white-space: nowrap;&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;Part #&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Total Transistors&lt;br /&gt;
!Total Lamp Circuits Controlled&lt;br /&gt;
!Total Lamps Controlled&lt;br /&gt;
!R13 Resistor Value&lt;br /&gt;
!Controls&lt;br /&gt;
!Location&lt;br /&gt;
!Notes&lt;br /&gt;
|- &lt;br /&gt;
|Time Line||MA-121||10||10||10||820K Ohm||Chaser lamps behind nuclear symbol on backglass||In backbox||&lt;br /&gt;
|- &lt;br /&gt;
|Mars:God of War||MA-210||10|| ||28||330K Ohm||Backglass perimeter chaser lamps||In backbox||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Mars:God of War||MA-138||5|| ||10 (LEDs)||330K Ohm||LEDs behind tube||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Volcano||MA-339||10|| ||20||560K Ohm||Upper backglass perimeter chaser lamps and volcano effect behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Black Hole||MA-234||10||10||28||270K Ohm||Backglass perimeter chaser lamps||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Haunted House||MA-234||10||7||21||270K Ohm||Behind backglass lightning effect lamps||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Rocky||MA-339||10||10||19||560K Ohm||Behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Spirit||MA-339||10||10||20||560K Ohm||Behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Tag Team Pinball||MA-121||10|| ||20||820K Ohm||Multiball insert illumination||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Rock||MA-789||10||10||18||680K Ohm||Extra ball insert path||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Rock Encore||MA-789||10||10||18||680K Ohm||Extra ball insert path||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Raven||MA-789||10||10||20||680K Ohm||Inserts leading to ramp||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Hollywood Heat||MA-789||10||10||20||680K Ohm||Ramp insert illumination||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Genesis||MA-866||10||10||10 (#67 Flashers)||680K Ohm||In top of backbox ||Under PF||Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Genesis||MA-866||10||10||10 (#67 Flashers)||680K Ohm||Around playfield window ||Under PF||Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings||MA-866||10||7||14 (#67 Flashers)||680K Ohm||Flashers in topper ||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings||MA-789||10||10||10||680K Ohm||Inserts leading to ramp ||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo||MA-789||10||5||5||680K Ohm||Behind $10,000,000 sign||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo||MA-866||10||10||30||680K Ohm||Lamps around perimeter of topper||Under PF||2 of 2 Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break||MA-789||10||10 ||30||680K Ohm||In topper||Under PF||1 of 2...installed only if topper is present&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break||MA-789||10||10 ||20||680K Ohm||Special shot and shooter loop||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Arena||MA-936||None|| ||10 (LEDs)||560K Ohm||LED strip under shooter lane wireform ||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Victory||MA-789||10||10||10 (#86 bulbs)||680K Ohm||Next to left ramp||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Victory||MA-789||10||10||10 (#86 bulbs)||680K Ohm||Next to right ramp||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Lady||MA-789||10|| ||5||680K Ohm||Loop right of the ramp||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War||MA-866||10||10||20||680K Ohm||Inserts in lower portion of playfield ||Lower cabinet||(1 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War||MA-866||10||10||10 ||680K Ohm||Under playfield glass stop||Lower cabinet||(2 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls||MA-789||10||5||5||680K Ohm||Drop target illumination ||Lower cabinet||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls||MA-1169||10||10||10 ||10M Ohm||Under playfield glass stop||Lower cabinet||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters||MA-789||10|| ||12||680K Ohm||Playfield inserts ||Under PF||(1 of 2) Uses NSD-U45&lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters||MA-866||10|| ||20 (#67 flashers)||680K Ohm||Backbox lamp insert||In backbox||(2 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound Boards===&lt;br /&gt;
&lt;br /&gt;
Gottlieb® uses different sound boards throughout the course of all System 80 platforms.  Several of the sound boards cross platforms too.  Out of all of the sound boards used, there is really only about three base units total with variations made to each one.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sounds Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound.JPG|300px|thumb|left|Gottlieb® System 80 Sound Board MA-55 (Sounds only)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The first System 80 sound board is capable of sound only.  Based on the 6503 CPU architecture, this sound board is very similar to the System 1 Multi-Mode sound board.  However, there are a couple of differences between the two boards.  First, the +12VDC is no longer rectifed on the sound board.  The +12VDC power comes from the power supply.  Secondly, the +5VDC is no longer regulated on the sound board. The System 80 sound receives +5VDC from the power supply also.  Finally, the pin outs for the System 1 sound board and the System 80 sound board are completely different.  Even though either board will plug into either platform,  &#039;&#039;&#039;DO NOT PLUG A SYSTEM 1 SOUND BOARD INTO A SYSTEM 80 GAME AND VICE VERSA!!!&#039;&#039;&#039;  If this is done, bad stuff will happen.  &lt;br /&gt;
&lt;br /&gt;
Unfortunately, there are two chips on this style of board which are very difficult to source. This sound board uses a 6503 CPU and 6530 RIOT chip with special embedded code. 6530 chips marked with R3016-11 are for this System 80 sound board. 6530 chips marked with a R3014-12 or R3014-13 are for the earlier System 1 sound board. The two chips are not cross-compatible since they each have different code embedded in them for each game system.&lt;br /&gt;
&lt;br /&gt;
In addition to being used in early System 80 games, this sounds-only board was also used in the export versions of Black Hole, Volcano, and Devil&#039;s Dare.&lt;br /&gt;
&lt;br /&gt;
If the sound board is missing or cannot be repaired, there are daughter boards and aftermarket boards available.  A daughter board called the &amp;quot;[https://coinop.mally.eu/produkt.php?bestellnr=101647&amp;amp;details=1 MIOT adapter]&amp;quot; ([[media:Coinop.mally.eu_MOIT_adapter_manual_german.pdf|German manual here]]) is a replacement for the 6530 chip for both System 1 and System 80 sounds boards, produced in Germany however the webstore has been closed since at least [https://web.archive.org/web/20201218021701/http://coinop.mally.eu/ December 2020]. Pascal Janin in France has made a replacement sound board for both the original 2nd generation sound boards, and combination System 1 2nd gen boards / System 80/80A sound boards. These boards can purchased directly from Pascal - [http://www.flippp.fr/pifx1.php 2nd gen sound] &amp;amp; [http://www.flippp.fr/pifx.php combination Sys1 / Sys80/80A sound] . Although Pascal does not have US distributors, [http://www.bigdaddy-enterprises.com/ProductPages/flippp.html Big Daddy Enterprises], sometimes has these sound boards available too. There is an FPGA (TDA7267) based replacement board by LISY called the [https://www.lisy.dev/gosof.html GOSOF] which emulates System 1, 80, 80A, and early 80B.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Prototype Sounds Only Board as found in System 80 Hulk&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Images below capture a factory original Sounds only board prototype, complete with cuts (on component side) and jumpers (on solder side). Note the sound ROM marking of &amp;quot;500&amp;quot;, the game number assigned to the System 80 Hulk prototype (10 units built). Also note the &amp;quot;extra&amp;quot; 24 pin IC labeled 7681-5 in the center of the board. This IC is not present on production versions of this board. Just a guess, but since this board has a 6532 installed vs the production 6530 (40 pin IC), the 7681 appears to be ROM space to drive the sound program.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=450px heights=250px perrow=2 caption=&amp;quot;System 80 Hulk Prototype Sound Only Board&amp;quot;&amp;gt;&lt;br /&gt;
File:System80HulkSoundsOnlyBoardFront.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Component side. Note &amp;quot;cut&amp;quot; at pin 21 of the center 24 pin IC.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80HulkSoundsOnlyBoardBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Solder side. Note factory green jumpers.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound &amp;amp; Speech Board====&lt;br /&gt;
[[Image:Gtb sys80&amp;amp;a s&amp;amp;s.JPG|300px|thumb|left|Gottlieb® System 80 / 80A B-20887-2 Sound &amp;amp; Speech Board]]&lt;br /&gt;
[[File:GTB SS B-20887-3 Front.JPG|300px|thumb|right|Gottlieb® System 80 / 80A B-20887-3 Sound &amp;amp; Speech Board]]&lt;br /&gt;
Starting with Mars God of War, the second System 80 sound board has the capability of speech.  Ironically, this board is commonly referred to as the &amp;quot;sound and speech board&amp;quot;, and was brought over from the Gottlieb® video game division at the time.  Fortunately, Gottlieb® chose the 6502 CPU architecture just like the CPU board.  There is a 6532 RIOT used also.  The downside to this board is the now rare LM379S amp and SC-01 phoneme speech chip are both difficult to acquire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are approximately three renditions of this board.  Each will be marked with [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Different_Revisions_of_the_Sound_and_Speech_Boards B-20887-X].  The &amp;quot;X&amp;quot; denotes a suffix of 1, 2, or 3.  If the board has [http://en.wikipedia.org/wiki/Wire_wrap wire wrap] or resistors added to the solder side of the board, do not assume that it is some sort of diabolical, weird hack.  These were recommended upgrades either done by the factory or out in the field.  With each higher revision number, less wire wrap and resistors are present on the solder side of the board.  However, each board revision typically has some degree of wire wrap added to it.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Schematics corresponding to the -1 revision of the board can be found in the Mars, God of War and Volcano manuals. Schematics corresponding to the -3 revision of the board can be found in the Black Hole and Haunted House manuals.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound MA483 pig.JPG|300px|thumb|left|Gottlieb® System 80 / 80A Sound Board w/ MA-483 Piggyback Board (replaces LM379S amp)]]&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback.JPG|300px|thumb|right|Gottlieb® MA-483 Piggyback Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
To reduce costs, Gottlieb® abandoned the speech option, and went a step backwards with a board generating sounds only.  In doing so, they used the same B-20887-3 base board as the most current sound and speech board.  The SC-01 speech chip socket in addition to the 74xx TTL chips, one of the LM741 op amps, and discrete components associated with the speech circuit were not installed on the board.  By the time this board was first used, the LM379S amp was too costly and difficult to source.  The solution was to add a single-side, piggyback board (as shown in the picture) with a TDA2002 amplifier and other necessary components.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this board is used as a replacement in a game which uses a sound &amp;amp; speech power supply, (Haunted House for example), modifications to the sound and speech board power supply must be made.  This is due to the higher voltages necessary to operate the LM379S amp versus the TDA2002. If this board is installed in a game where the sound and speech board power supply has not been modified, destruction of the TDA2002 amp is inevitable.&lt;br /&gt;
&lt;br /&gt;
The procedure to modify the speech board power supply can be found [[#Using_the_MA-483_Sound_Amp_Board_on_a_Sound_and_Speech_Board|here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:GottliebSystem80SoundMA483WithPigAndDip.jpg ‎|300px|thumb|left|Gottlieb® System 80 / 80A Sound Board w/ MA-483 Piggyback Board and DIP switch bank]]&amp;lt;br&amp;gt;&lt;br /&gt;
A slightly different variant of this board was used in Royal Flush Deluxe. This revision of the board included the 8 position DIP switch bank.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Only Board with Piggyback====&lt;br /&gt;
[[File:GottliebSystem80ABSoundsOnlyWithPiggyback.jpg ‎|300px|thumb|left|Gottlieb® System 80A/80B Sound Board MA-490 w/MA-488 Piggyback Board (Sounds only). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Gtb piggyback sound factory trace wire.JPG|300px|thumb|right|Gottlieb® System 80A/80B Sound Board w/Factory Trace Wire. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GottliebSoundsOnlyCut.jpg ‎|300px|thumb|left|Gottlieb® System 80A/80B Sound Board w/Factory &amp;quot;cut&amp;quot;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
To reduce costs even more, Gottlieb® started using a modified sound only board originally released with Spiderman in 1980. This &amp;quot;new&amp;quot; sound board was used during the production of Amazon Hunt, and continued until Tag Team Pinball. The main modification of the board was the addition of a piggyback board. The piggyback board was used to increase the size of the sound ROM by using a 2716 EPROM. The original game ROM location was neither socketed or stuffed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two other noteworthy modifications are an added factory trace wire on the solder side of the board, and a cut trace between pin 8 of U7 (7404) and a header pin on the component side of the board. The added trace wire runs from pin 3 of U1 (6503 CPU) to pin 18 of U2 (piggyback header pins). Both of these modifications should remain intact for the board to function properly.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This modification connects pin 18 of the daughter card, which is used by the 6530 and the 74LS112 at U10 on the daughter card to send an interrupt to the 6503. It also removes the spare connection from the 7404 at U7 on the base card to pin 18 of the piggyback card.&lt;br /&gt;
&lt;br /&gt;
It is also worth mentioning that this is one of the few instances where Gottlieb® used a double-sided piggyback board.  The benefit of using a double-sided board is the decreased chance of cracked header pins, where the header pins attach to the underside of the piggyback board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (two button)====&lt;br /&gt;
[[Image:GTB Sys80B Sound.JPG|300px|thumb|left|Gottlieb® System 80B MA-766 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
And now for something completely different.  Well, not really.  The MA-766 sound board hit the scene with Rock, but a similar design was already used prior by the Gottlieb® video game division (Mylstar) when it existed.  It is based on the 6502 CPU architecture, but uses two 6502s instead of one.&lt;br /&gt;
&lt;br /&gt;
Two momentary push button switches are present on the board - SW1 and SW2.  Upon pushing SW1, the sound board should output a single blip (tone).  SW2 is used to manually reset the CPU on the sound board.  A bank of 4 dipswitches is located adjacent to SW1.  Dipswitches 1-3 should always be off, while dipswitch 4 should remain on for proper function.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (one button)====&lt;br /&gt;
[[Image:Gtb sys80b MA886 sound.JPG|300px|thumb|left|Gottlieb® System 80B MA-886 Sound Board]]&lt;br /&gt;
[[Image:GTBMA886SoundDepop.jpg|300px|thumb|right|Gottlieb® System 80B MA-886 Sound Board, only partially populated (found in Big House, Bad Girls, etc.]]&lt;br /&gt;
The MA-886 board is essentially the same as the previous sound board, except it uses 2 separate .156&amp;quot; header pin connections instead of edge connectors for inputs / outputs. Some other obvious changes are the omission of momentary test button SW1, the omission of the 4-bank dipswitch, the omission of YROM2 socket. In addition, a socket is sometimes populated at position S4 and neither AY-3-8913 orator chip is populated.  Momentary test button SW2 is still preset, and is still used to manually reset the board&#039;s processor.  The lack of YROM2 is because the MA-886 board allows for the use of larger EPROMs.  The S4 socket has been added on some boards, and is used to transfer data via a ribbon cable to an auxiliary sound board (MA-1033 or MA-1294). These boards also stuff R58 with a 10K 1/4W resistor and may have JP8 cut or not stuffed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Bone Busters Sound Board=====&lt;br /&gt;
[[Image:MA766-719A.jpg ‎|300px|thumb|left|Gottlieb® System 80B MA-886-719A Sound Board]]&lt;br /&gt;
The MA-886-719A sound board (also noted as MA-1299-719 in the manual) is an additional sound board found only in Bone Busters. It is based on the MA-886 sound board, but it is a stripped down version with much fewer populated components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Amazon Hunt II Sound Board=====&lt;br /&gt;
[[Image:placeholder.jpg|300px|thumb|left|Gottlieb® System 80B MA-982 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-982 sound board is used only in the conversion game: Amazon II. It is based on the MA-886 sound board, but it is a stripped down version with much fewer populated components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Auxiliary Sound Board====&lt;br /&gt;
There are two versions of the auxiliary sound board.&lt;br /&gt;
&lt;br /&gt;
[[Image:MA1033AuxSound.jpg|300px|thumb|left|Gottlieb® System 80B MA-1033 Auxiliary Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-1033 auxiliary sound board was used in System 80B games including: Bad Girls, Big House, and Hot Shots, as well as one System 3 game: Lights, Camera, Action.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys3 sound MA-1294.JPG|300px|thumb|left|Gottlieb® System 80B MA-1294 Auxiliary Sound Board]]&lt;br /&gt;
The MA-1294 auxiliary sound board was only used in one System 80B game, Bone Busters, as well as System 3 games including: Hoops, Bell Ringer, Silver Slugger, Car Hop, Deadly Weapon, Title Fight, and Vegas.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Speakers===&lt;br /&gt;
[[File:Panthera Head Speaker.jpg|thumb|left|300px|Typical speaker located in the head of a System 80 game (Panthera)]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80 games use a dual speaker system.  In most cases, (where there is a grill above the backglass), there is a 6-1/2&amp;quot;, 8 ohm, low wattage speaker in the lower cabinet, and a second one in the head, behind the grill in the backbox.  Some games, like Haunted House, have two speakers in the lower cabinet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB-80a-the-games-speaker.jpg|thumb|left|300px|Single speaker from an 80A game (The Games)]]&amp;lt;br&amp;gt;System 80A games may have two speakers or just one. Again, these are 6-1/2&amp;quot;, 4 ohm, low wattage speakers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Tag Team Speaker.jpg|thumb|left|300px|Single speaker from an early 80B game (Tag Team)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Early System 80B games, Chicago Cubs, Tag Team, and Bounty Hunter, all use a single 6-1/2&amp;quot; 4 ohm speaker in the lower cabinet.&lt;br /&gt;
&lt;br /&gt;
Starting with Rock, 80Bs use a 6-1/4&amp;quot; in the cabinet and a small speaker on the left of the display panel.  The last few 80B games, where the speaker panel is located above the translite, use three speakers total (2 above the translite and 1 in the lower cabinet).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Displays===&lt;br /&gt;
====System 80====&lt;br /&gt;
[[Image:GottliebSixDigitDisplay.jpg|300px|thumb|left|Gottlieb® 6 Digit Display]]&lt;br /&gt;
[[Image:GTB 6 digit display back.JPG|300px|thumb|right|Gottlieb® 6 Digit Display (Back)]]&lt;br /&gt;
&lt;br /&gt;
[[Image:GTB status display.JPG|300px|thumb|left|Gottlieb® 4 Digit Display]]&lt;br /&gt;
[[Image:GTB status display back.JPG|300px|thumb|right|Gottlieb® 4 Digit Display (Back)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80=====&lt;br /&gt;
Display test is step number 19 System 80 games. Each display, including the credit/match display participates in &amp;quot;walking&amp;quot; each digit (0 through 9 beginning with 0) across each display. The &amp;quot;walking&amp;quot; begins at the match side of the credit/match display, then moves to players 1 and 3, then to players 2 and 4. After a &amp;quot;9&amp;quot; is walked through all displays, the cycle starts again with &amp;quot;0&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A====&lt;br /&gt;
[[Image:GTB 7 digit display.JPG|300px|thumb|left|Gottlieb® System 80A 7 Digit Display]]&lt;br /&gt;
[[Image:GTB 7 digit display back.JPG|300px|thumb|right|Gottlieb® System 80A 7 Digit Display (Back)]]&lt;br /&gt;
[[Image:GTB status display.JPG|300px|thumb|left|Gottlieb® 4 Digit Display]]&lt;br /&gt;
[[Image:GTB status display back.JPG|300px|thumb|right|Gottlieb® 4 Digit Display (Back)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80A=====&lt;br /&gt;
Display test is step number 19 System 80A games. Each display lights every position, and advances through all of the numbers starting with &amp;quot;0&amp;quot; and ending with &amp;quot;9&amp;quot;.  Once &amp;quot;9&amp;quot; is reached, the process starts over at &amp;quot;0&amp;quot; again.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B====&lt;br /&gt;
[[File:System80BDisplayFront.jpg‎|300px|thumb|left|Gottlieb® System 80B MA-644 Display Component Side]]&lt;br /&gt;
[[File:System80BDisplayBack.jpg‎|300px|thumb|right|Gottlieb® System 80B MA-644 Display Solder Side]]&lt;br /&gt;
System 80B games introduced the 20 alphanumeric character dual line display module. These displays evolved over time. The one pictured here was used in games Chicago Cubs Triple Play until Excalibur. The two large ICs found on this board (Rockwell 10941 segment driver and Rockwell 10939 digit driver) are long obsolete and very hard to obtain. Other components on the board are readily available.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board rectifies 32VAC via diodes CR1-CR4 to produce -45VDC and -15VDC for use by the segment and digit drivers. Should one or more of these diodes fail, the foil trace on the board sometimes acts like a fuse, and burns itself up. The picture at right shows a board that experienced this failure, along with a jumper to repair the damaged trace.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If an MA-644 or MA-999 display exhibits ghosting or partially-dimmed characters, one possible cause is failure of the VR1 zener diode. VR1 is used as a regulator to provide a DC offset to the AC filament voltage via the center tap (VCO) of the filament transformer output. In normal operation, the AC filament voltage oscillates entirely above the reference voltage such that the trough of the wave is approximately at the reference. If VR1 fails as a short, the DC offset drops and causes the AC filament voltage to center itself around the reference voltage rather than completely above it. Replacing VR1 should correct the issue without damaging the display. VR1 on an MA-644 is a 1N4737A (7.5V, 1W) zener; it normally passes about 10-12mA of current and dissipates approximately 50mW of power. The MA-999 variant of the display uses a 1N4739A (9.1V, 1W) zener.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[FILE:GTB_80B_Large_AlphN_Display.JPG|300px|thumb|left|Gottlieb System 80B MA-999 Alpha-Numeric Display Board with header pin connections. (Bad Girls)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The last System 80B games (Hot Shots, Big House, Bad Girls, and Bone Busters) all used a larger alphanumeric vacuum fluorescent display assembly.  This type of display used two sets of .156&amp;quot; header pins instead of the more familiar edge connection.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80B=====&lt;br /&gt;
[[File:Gtb alphanum display test.gif|thumb|left|300px|Simulation of System 80B display test]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Display test is test number 20 for System 80B.  All 40 of the alpha-numeric &amp;quot;digits&amp;quot; (both the top and bottom displays) will light starting with a &amp;quot;0&amp;quot;, next a &amp;quot;+&amp;quot;, then an &amp;quot;X&amp;quot;, and finally a &amp;quot;,&amp;quot;.  In doing this, all possible segments of all the display digits are lit at one point during display test.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Reset Board===&lt;br /&gt;
[[File:Gtb sys80 reset.JPG|thumb|left|300px|Gottlieb® System 80 / 80B MA-980 Reset Board]]&lt;br /&gt;
[[File:GTB Sys80B Newer Reset Board.jpg|thumb|right|300px|Gottlieb® System 80B MA-1143 Reset/Anti-Static Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Devil&#039;s Dare, the first System 80A game, the reset board became a staple of the Gottlieb® design to automatically reset the CPU board should the CPU lock up.  Apparently games locking up on location was an issue with System 80 games.  The reset board was created to resolve this issue, should the game lock up, and no one is present to manually reset the game by shutting it off and turning it back on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The MA-980 reset board is a small footprint PCB with the board designation of A24, and is located adjacent to the TC1 connector of the CPU board.  The connection on the reset board is A24P1, while the connection for TC1 of the CPU board is A24P2.  As long as someone can turn the game off, should it lock up, there is no need to keep the reset board connected.  In most cases, the aged reset boards are more troublesome if allowed to remain connected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTBResetBoardConnector.jpg|thumb|left|300px|Connection at TC1 to the reset board.]]&lt;br /&gt;
[[File:GTB_RW_3K_Pullup.JPG|thumb|right|300px|A 3.0Kohm resistor, added between pins 7 and 11 of TC1.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Along with adding the reset board, Gottlieb® added a 3.0Kohm resistor across pins 7 and 11 of the reset board connection at MPU connector TC1. If not using the reset board, it&#039;s advised to add this resistor to the back of the board, as shown at right. This resistor pulls the R/W (read/write) line high when not pulled down by the 6502.&lt;br /&gt;
&lt;br /&gt;
If using connector A24-P2, do not add the 3.0Kohm resistor.  Doing so will change the effective resistance to 1.5Kohms (value of resistors in parallel).&lt;br /&gt;
&lt;br /&gt;
The reset board connector also has a 1N270 diode soldered to it. There is no need to add this diode to the MPU since it&#039;s part of the reset board function.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;More Regarding the 3Kohm Pullup Resistor&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most MPU boards will work without the reset board but some MPU boards do refuse to work without the Read/Write pullup resistor.&lt;br /&gt;
&lt;br /&gt;
The 3K resistor was added for two reasons:&lt;br /&gt;
&lt;br /&gt;
#It provides a stable Read/Write signal at power-up. There is a tiny fraction of time at power up where data can be written into Z5 but due to gate Z36A, this data write is prevented. The resistor does provide a proper biasing to the Read/Write line at time of powerup.&lt;br /&gt;
#More importantly - A Rockwell 6502 has a minimum VOH of 2.4volts, a 4069 requires a minimum VIH of 4 volts.&lt;br /&gt;
&lt;br /&gt;
In other words:&amp;lt;br&amp;gt;&lt;br /&gt;
*The Read/Write output from U1 (pin 34) guarantees the output will be 2.4 volts or higher for a logic 1.&amp;lt;br&amp;gt;&lt;br /&gt;
*The 4069 located at Z36D (pin 9 input of Z36) requires the input to be 4 volts or higher for a logic 1.&amp;lt;br&amp;gt;&lt;br /&gt;
*The 3K pullup resistor pulls the Z36D input closer to the required voltage range.&lt;br /&gt;
&lt;br /&gt;
Do realize that even though this problem exists on all System 80/80A/80B boards but only a very small fraction of these Gottlieb boards exhibit any symptoms. The chances that you have one if these that exhibit symptoms is quite slim.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game ROMs===&lt;br /&gt;
====ROM Checksums====&lt;br /&gt;
A partial listing of ROM checksums can be found [https://flippers.com/catalog_oc/gottlieb-game-or-sound-prom-eprom-gals-gott-prom &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]. Thanks to &amp;lt;i&amp;gt;John Robertson&amp;lt;/i&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B ROM Text Message Modifications====&lt;br /&gt;
&lt;br /&gt;
[[File:Rambo.jpg|300px|thumb|left|&amp;quot;RAMBO&amp;quot; replacement text (shown on a LISY 80B display panel). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Text messages on the dual 20 alphanumeric displays of System 80B games can be modified in the ROM image. One popular mod is to change &amp;quot;RAVEN&amp;quot; to &amp;quot;RAMBO&amp;quot;, which is displayed at the start of a game on Raven.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video describing how to do this can be found [https://www.youtube.com/shorts/SvHguKodqhs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aftermarket Boards===&lt;br /&gt;
====Power Supply Boards====&lt;br /&gt;
=====Rottendog GPS081=====&lt;br /&gt;
[[File:GPS081-1.png|thumb|left|300px|Rottendog GPS081 Power Supply Board]]&lt;br /&gt;
[[File:RottendogGPS081schematic.png|thumb|right|300px|Rottendog GPS081 Power Supply Board Schematic Diagram]]&amp;lt;br&amp;gt;&lt;br /&gt;
This is a direct replacement for the original MA831. It uses a switching voltage regulator to derive the 5V DC supply from 12V DC, &lt;br /&gt;
instead of a linear voltage regulator, as in the original board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
===Initial Troubleshooting===&lt;br /&gt;
When attempting to troubleshoot a malfunctioning or non-booting game, there are a few initial steps to perform before diving into more serious troubleshooting.&lt;br /&gt;
&lt;br /&gt;
# If the MPU has damage from a leaky battery, the corrosion will need to be addressed.&lt;br /&gt;
# Clean all the edge connector contacts using a pink rubber eraser. This will remove any tarnish or grime that has built up over the years. Sandpaper or fiberglass scratchers can be used but do so sparingly. Avoid removing the actual copper traces. &lt;br /&gt;
# Check all fuses using a multimeter set to continuity test. Do not rely on a visual inspection. Sometimes a fuse will appear to be intact but actually may be blown. Fuses are located near the transformer and on the underside of the playfield.&lt;br /&gt;
# Check voltages on the fuses near the transformer to make sure they are as expected.&lt;br /&gt;
# Check the power supply voltages and make sure that they are as expected. The 5V trim POT can be adjusted to 5.10v to overcome voltage loss across connectors if necessary. As you &amp;lt;b&amp;gt;slowly&amp;lt;/b&amp;gt; adjust the voltage trim POT, continuously measure DC voltage across the filter cap adjacent to J1 on the MPU board. This 100uf capacitor filters the incoming 5VDC. Adjust the voltage slowly, cautiously. Do not adjust the voltage above 5.1VDC&lt;br /&gt;
# It is sometimes helpful to [[#Adding_Ground_and_5V_Connections_to_Interconnect_Harness|install the two jumper wires in the interconnect harness]] between the driver board and MPU. This overcomes interboard connector loss of 5VDC and Ground.&lt;br /&gt;
&lt;br /&gt;
These steps may help address a number of common issues before proceeding to some of the more specific problems that can occur with system 80 games.&lt;br /&gt;
&lt;br /&gt;
===Connectors, Connectors, Connectors===&lt;br /&gt;
Connectors, connectors, connectors!!!  Since the Gottlieb® System 80/80A/80B boardset primarily relies on Molex connectors to pass data and voltages from board to board, the connectors should be addressed first.  Before even attempting to turn a Gottlieb® System 80/80A/80B game on for the first time, worn or corroded edge connector contacts must be replaced.  Cleaning or burnishing connector contacts is not a viable option to ensure a game&#039;s reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Poor connector contacts are the number one reason why System 80/80A/80B games do not function properly.  Poor or missing connector contacts have a cascading effect too.  The end results of bad connector contacts can be, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
*voltages which mysteriously disappear and reappear&lt;br /&gt;
*increased resistance &lt;br /&gt;
*specific switches not functioning&lt;br /&gt;
*lamps locking on&lt;br /&gt;
*lamps not turning on&lt;br /&gt;
*displays not properly functioning&lt;br /&gt;
*coils not turning on&lt;br /&gt;
*coils locking on&lt;br /&gt;
*CPU boards not booting, booting sporadically, or randomly resetting&lt;br /&gt;
*driver boards not functioning or functioning sporadically&lt;br /&gt;
&lt;br /&gt;
So, it is very important that the connector contacts are shiny, have proper spring tension, and are properly crimped for the over all reliability of the game.  Random, flaky issues which happen either sporadically or all the time are attributed to poor connector contacts in nearly every case.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=450px heights=100px perrow=2 caption=&amp;quot;System 80 Connector (J6), The Good, The Bad, and The Ugly&amp;quot;&amp;gt;&lt;br /&gt;
File:System80ConnectorBadPins.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;An example of pins in desperate need of rehab.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80ConnectorGoodPins.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Ahhh...Much nicer after repinning.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SandedGottliebEdgeConnector.jpg|300px|thumb|left|Sanded (or possibly bare from the factory) card edge contacts will corrode and degrade the electrical connection.]]&lt;br /&gt;
[[File: GottliebEdgeConnectorRehab.jpg|300px|thumb|right|The two connector pads on the left have been lightly scratched with the fiberglass pencil. Even the small bit of oxidation or corrosion shown on the remaining pins is enough to prevent a connection.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A common (poor) practice is to sand the card edge contacts to the bare copper as shown at left. While this may alleviate issues in the short term, longer term the copper will oxidize and cause more problems. All copper oxidizes. Copper is beautiful on building rooftops when first installed but oxidizes to a light green patina over time. Card edge contacts will do the same thing. &lt;br /&gt;
&lt;br /&gt;
If the card edge contacts aren&#039;t bright and shiny, they can be cleaned off with a pink rubber eraser or lightly scratched with a fiberglass pencil. This will remove oxidation and grime without harming or thinning the finger contacts. If the contacts are corroded (due to battery damage) or have divots in them, lightly sand them, then re-tin them with a thin coat of solder. Either suck the excess solder off with a solder sucker or when heated, wipe the solder off with a rag. Avoid heating the card edge contacts too much as they will detach from the PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Replacing (Repinning) System 80 Connectors====&lt;br /&gt;
Replacing connectors in a pinball machine somehow adopted the term repinning. Repinning a System 80 connector housing isn&#039;t too bad overall.  On a difficulty scale of 1 to 10 (1 being the easiest to do) compared to all other makes and platforms made, System 80 connector replacement is about a 3.  One benefit regarding the System 80 IDC housings is that they are reusable.  Below are the steps to remove the connector from its housing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*First, grasp the housing in one hand. .&lt;br /&gt;
*Next, use the Molex tool pictured below by sliding it behind the pin to release the &amp;quot;barb&amp;quot; holding the pin in.&lt;br /&gt;
*Finally, pull gently but firmly on the wire.&lt;br /&gt;
&lt;br /&gt;
Conversely, a small &amp;quot;pocket&amp;quot; flat blade screwdriver can be used to remove the Molex connector.  After pushing the connector tab down, pull the wire out and downward a bit.&lt;br /&gt;
&lt;br /&gt;
Sometimes the connector comes out, and sometimes the wire pops out of the connector.  If the latter, use a small jeweler&#039;s screwdriver to gently pry the very end of the connector against the rectangular opening in the connector housing. You&#039;re trying to get the IDC &amp;quot;ears&amp;quot; of the connector to clear the housing. Sometimes the connector will easily come right out. If it doesn&#039;t, use small needle nose pliers with serrated jaws, to grab the &amp;quot;ear&amp;quot; of the connector, and pull it out.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Molex11-03-0016.jpg|300px|thumb|left|A Molex Contact Extraction Tool, Molex part number 11-03-0016]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some system 80 connector housings are &amp;quot;double sided&amp;quot; edge connectors. All of the connector housings that are double sided are black from the factory (blue colored housings are typically Jamma connectors used as replacements, and do not apply to this section of this guide).  To remove pins from these connector housings, you need a pricey yet effective tool called a Molex contact extraction tool, (commonly referred to as a Molex extractor). The Molex part number for the extractor is 11-03-0016, and can be purchased from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=11-03-0016&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= Great Plains Electronics] or other electronics vendors.  Slide the extractor behind the pin to release the &amp;quot;tang&amp;quot; that holds the pin in. Firmly grip the wire and pull the pin out of the connector.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of the repinning process can be found [https://www.youtube.com/watch?v=hErTlsFOMw4&amp;amp;t=5s here].&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] Another YouTube video of the repinning process, along with a &amp;quot;home made&amp;quot; tool, can be found [https://youtu.be/T_uj5F1fBgU here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Alternate Method of Replacing (Repinning) System 80 Connectors====&lt;br /&gt;
[[File:AlternateRepin1.jpg|300px|thumb|left|The repinning on a single sided connector]]&lt;br /&gt;
[[File:AlternateRepin2.jpg|300px|thumb|right|The repinning on a double sided connector]]&lt;br /&gt;
Some System 80 (and most System 1) connectors do not have the slot for depressing the pin ear. Most guides (as in the previous section) recommend purchasing a somewhat pricey tool to insert into the connector and depress the ear. This procedure is tedious and takes a bit of practice. If you have a decently equipped shop which includes a drill press, repinning these connectors using the following steps might be easier for you. Using this procedure, you can expect to replace each pin in less then a minute. I repinned an entire A1-J4 / A3-J1 harness in about 40 mins.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The procedure is to drill out the depression ear and pull out the pin:&lt;br /&gt;
&lt;br /&gt;
* Install a 1/16&amp;quot; bit in your drill.&lt;br /&gt;
* Set up a jig by clamping a straight edge to your drill press table. Set the jig so the hole will be 1/4&amp;quot; from the edge of the connector.&lt;br /&gt;
* Drill through the plastic housing on the back/bottom side.&lt;br /&gt;
* When you feel resistance from the metal pin, gently continue to drill until you feel and hear it destroy the pin ear.&lt;br /&gt;
* Repeat for the remaining pins.&lt;br /&gt;
* Gently pull wire by hand and it will come out very easily. Pliers shouldn&#039;t be required.&lt;br /&gt;
&lt;br /&gt;
The newly installed pins ears will correctly lock in place regardless of the holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The CPU / Driver Board Interconnect Harness===&lt;br /&gt;
[[File:Gtb sys80 harn2.JPG|300px|thumb|left|The A1-J4 / A3-J1 Interconnect Harness]]&lt;br /&gt;
[[File:Gtb sys80 harn1.JPG|300px|thumb|right|The A1-J4 / A3-J1 Interconnect Harness]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are 33 discrete signals which pass from the CPU board to the driver board via this connection.  Two of the connectors pass ground and +5v logic to the driver board [http://pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Adding_Ground_and_5V_Connections_to_Interconnect_Harness (two more can be added)].  The remaining signals are for lamp, solenoid, relay and sound control.  It is &#039;&#039;&#039;extremely important&#039;&#039;&#039; to have solid connectors installed in the CPU / driver board interconnect harness.  Without decent connections, lamps, coils, relays, and sound can either lock on or not turn on at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Adding Ground and 5V Connections to Interconnect Harness====&lt;br /&gt;
Yet one more power/ground update to make is to &amp;quot;double up&amp;quot; the 5VDC and ground connections between the MPU and the driver board. The OEM harness contains only one connection between the MPU and driver board for 5VDC and one connection for logic ground. This is an easy upgrade since spare connection positions are available in the connectors that lead to the correct edge contacts on each board.  Approximately 8 inches of wire and four bifurcated crimp on pins (bifurcated style, Molex 4366 series, Product Family KK, product ID: 08-03-0304 at [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=4366&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= Great Plains Electronics]) are needed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Crimp a pin to each end of each wire. The connectors at each end should face opposite directions. Doing this will avoid twisting the wire as you insert the pins into the connector housing. In the picture below, the red wire carries 5VDC, blue wire carries logic ground. These colors were chosen for illustrative purposes only. Any color wire will do, of course.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=3 caption=&amp;quot;MPU-to-Driver Board Harness Upgrade&amp;quot;&amp;gt;&lt;br /&gt;
File:S80HarnessUpgradeWires.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pins crimped to extra wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80HarnessSlots.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Spare pin positions in harness.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80HarnessUpgraded.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5VDC and ground upgraded.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ground updates===&lt;br /&gt;
&lt;br /&gt;
==== Recommended Ground Improvements for System 80/80A/80B Boards ====&lt;br /&gt;
&lt;br /&gt;
When the Gottlieb® System 80 board set was designed, for whatever reason, the designers did not physically attach each board to a common ground plane via a conductive back panel, standoffs and screws as Bally and Williams did. Instead, Gottlieb® relied on connectors and wires between each board to create a common ground. A poor connection due to dirty/damaged/fatigued connector pins will sever or introduce resistance into the ground between system components resulting in all sorts of odd behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To address this problem, it is important to examine each connector to ensure each pin is clean, and making solid contact (zero electrical resistance, 0 ohms) with the card edge conductor. The ultimate (and recommended) insurance is to add an additional wire from each board&#039;s ground to a common ground point. Historically, the recommended location to join separate board grounds is at the power supply. That ground is then connected to the ground strip (System 80/80A) or transformer assembly (System 80B) in the cabinet bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These ground upgrades were initially recommended and published on the Internet by [http://flippers.com/gottlieb_ground_cures.html#System80 John Robertson of John&#039;s Jukes].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=4 caption=&amp;quot;Recommended Board Ground Wire Locations&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB_Sys80_PSU_Ground.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80/80A Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80bPowerSupplyGroundMod.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B 5V Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80BAuxiliaryPowerSupplyCardEdge.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Auxiliary Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80a cpu brd grd.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;MPU Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80ab drvr brd grd.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Driver Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80 sound added ground.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80 Sound Only Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sound Speech ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Sound and Speech Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sound Speech power sup ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Sound and Speech Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb piggyback sound ground add.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80A/80B Sound Only Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GottliebSoundBoardGroundMod.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Sound Board (edge connector)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80SoundBoardHeaderGrounds.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Sound Board (header connector)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Aux Board Ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Chaser Lamp Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another design decision was to provide separate ground wires for groups of lamps and coils on the driver board. There are several variations used to tie the driver board lamp and solenoid discrete ground wires to the ground plane.  The most common method Gottlieb® used was passing the ground wires through a large, inline Molex connector. If a group of lamps and/or coils are not working, there is a significant probability that a ground is missing.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80GroundsTiedTogether.jpg|left|thumb|300px|Tying all board ground together at a single point, on a System 80 or 80A game.]]&lt;br /&gt;
[[File:Sys80B_BoardGrounds_Added.jpg|right|thumb|300px|Using the 5VDC power supply heatsink as a tie point to add ground mods to a &amp;quot;non-foil&amp;quot; back panel game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Once all of the board grounds have been installed, tie them all together to a single point, as shown at left on a Gottlieb System 80 or 80A game. Here, one of the screws on the power supply is a handy attach point. Note that the coating on the cold plate at that screw point should be sanded bare, as discussed in step 9 of this [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Recommended_Updates_and_Repairs_for_the_System_80.2F80A_Power_Supply_Board procedure].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For 80B games with &amp;quot;non-foil&amp;quot; back panels, one method is to use the +5V power supply heatsink as a tie point. Run a lead from the heatsink to the lower right bolt in the backbox. This bolt will have the factory ground straps secured to it. Make sure to sand or use a Dremel to remove the anodized coating from the heatsink where the grounds will be connected. This implementation eases subsequent board removal as fewer &amp;quot;eyelets&amp;quot; are involved to remove a specific board.&lt;br /&gt;
&lt;br /&gt;
The other method, and a good alternative for 80B games with the &amp;quot;foil&amp;quot; back panel where the heat sink is isolated from the back panel with nylon dual sided washers, is to use wires long enough to tie each board to the lower right bolt in the backbox.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80GroundTiedToCabinetGround.jpg|left|thumb|300px|Connecting all the grounds to cabinet ground (green/yellow wire).]]&amp;lt;br&amp;gt;&lt;br /&gt;
With the grounds all tied together at the power supply, tie that ground to the ground strip in the cabinet bottom. In the picture at left, the wire joined to all other grounds at the power supply is tied to a cabinet ground point (in this case the speaker housing). Cabinet ground points generally have a green wire with yellow tracer attached.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80GroundStrap.jpg|left|thumb|300px|System 80 Cabinet Bottom Ground Strip]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bottom board ground strap is where all grounds should come together for System 80 games.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Grounds Improvements for System 80A at Transformer Panel=====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|System 80A Grounds Cabinet Bottom Ground Strip]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Grounds Alien Star After.jpg|300px|thumb|left|Grounds at Transformer Panel (Alien Star)]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® did secure the grounds correctly on one particular game.  As seen in the adjacent pic, the grounds on Alien Star were attached discretely on the transformer panel.  These ground lines did not pass through a Molex connector like games before or games after.  Why Gottlieb® did not continue this practice is unknown.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Recommended Ground Improvements for System 80B====&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80A / 80B at the Transformer Panel - &amp;quot;The Games&amp;quot; to &amp;quot;Chicago Cubs Triple Play&amp;quot;=====&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*The Games&lt;br /&gt;
*El Dorado City of Gold&lt;br /&gt;
*Touchdown&lt;br /&gt;
*Ice Fever&lt;br /&gt;
*Bounty Hunter&lt;br /&gt;
*Chicago Cubs Triple Play&lt;br /&gt;
&lt;br /&gt;
After Alien Star, Gottlieb® either soldered wire leads directly to the male spade connector board on the transformer panel (games like Chicago Cubs), or used female spade connectors (games like The Games, Touchdown, and Ice Fever), and used square, inline 9-pin Molex connectors to connect to the wiring harness. These connections, if the pins in the connectors are in good shape, are solid and do not require upgrade or modification.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px&amp;gt;&lt;br /&gt;
File:Gottlieb-touchdown-transformer-panel.jpg|Grounds at Transformer Panel (Touchdown)&lt;br /&gt;
File:GTB Grounds Cubs.jpg|Grounds at Transformer Panel (Chicago Cubs Triple Play)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80B at the Transformer Panel - &amp;quot;Tag Team Pinball&amp;quot; to &amp;quot;Spring Break&amp;quot;=====&lt;br /&gt;
&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*Tag-Team Pinball&lt;br /&gt;
*Rock&lt;br /&gt;
*Raven&lt;br /&gt;
*Rock Encore&lt;br /&gt;
*Hollywood Heat&lt;br /&gt;
*Genesis&lt;br /&gt;
*Gold Wings&lt;br /&gt;
*Monte Carlo&lt;br /&gt;
*Spring Break&lt;br /&gt;
&lt;br /&gt;
Ground connections used on System 80B games from Rock to Spring Break are the most unreliable style of ground connections Gottlieb® ever used.  These connections consist of two (sometimes three) small boards each with two gangs of 9-pin male connections. The boards are fastened to the left side of the transformer panel&#039;s metal chassis.  One problem with this is that the 9-pin female connection becomes loose, and in turn, ground connections become intermittent.  Another problem is the male pins on the boards suffer from cracked solder connections.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One common symptom of poor ground connections is multiple solenoids not functioning.  If removing the 9-pin Molex plug from the ground board, rotating it 90 degrees, and reconnecting it causes non-working solenoids to function, the ground connections are bad. Whether or not this test proves that the ground connections are bad, it is highly recommended to improve the ground connections for future reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The purpose of these changes is to remove one potentially failed connection out of the equation.  The grounds will then be secured directly to the transformer chassis via solderless eyelet crimp connectors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These ground upgrades were initially recommended and published on the Internet by [http://www.flippers.com/gottlieb_ground_cures.html#System3 John Robertson of John&#039;s Jukes].  Below are the steps to properly upgrade the grounds.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=100px perrow=3 caption=&amp;quot;Gottlieb® System 80B Ground Upgrades (Tag Team Pinball to Spring Break)&amp;quot;&amp;gt;&lt;br /&gt;
File:Gtb_sys80b_trans_ground_01.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The stock ground connections plugged into the ground connection boards on the left side of the transformer panel.  This pic is a view from the left side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 02.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Remove all connections from the transformer panel.  Then, unscrew the four 5/16&amp;quot; hex head screws which secure the transformer panel from the bottom of the cabinet.  Turn the transformer panel on its side.  This will allow better access to secure the ring terminals to the side of the chassis.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 03.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut all of the ground wires as close as possible to the 9-pin connection.  Remove the two boards with the 9-pin male wafer connections.  As can be seen in the pic, Gottlieb® did actually secure the discrete transformer panel grounds to the panel&#039;s chassis with a single, soldered eyelet connector.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 04.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All the ground wires are to have their insulation stripped back longer than usual - approximately 3/4&amp;quot;.  Solderless ring terminals are crimped onto the ground wires.  The connections used in this particular application are Motormite #85443.  Motormite brand does not have to be used.  This particular brand and part number are mentioned due to the difficulty in finding the correct connectors to use. Most common ring terminals have a #10 or larger screw eyelet, which will not work effectively, if the eyelets are fastened to the side of the transformer panel chassis.  The ring terminals shown here are made for #12-#10 gauge wire with an eyelet for a #8 screw.  &amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 02.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The ground Molex plugs and connection boards which were formerly fastened to the transformer panel&#039;s metal chassis. The four ground connector plugs (some games only use three total) were cut off from the incoming ground wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 06.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Keep wires which were common to one connector together (driver board ground wires, playfield ground wires, and backbox ground wires).  In doing this, future disassembly will be possible, should any of the individual wiring harnesses need attention or the playfield removed from the game.  The ground wires are then twisted together and crimped.  From experience, a maximum of 4 larger gauge wires can be crimped in one connection.  Lighter gauge wires can be paired with or without heavier gauge wires.  When doing this, the maximum effective grouping of wires increases slightly.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 01.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The screws which were removed from the ground bus board should be reused to secure the eyelets to the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 03.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The transformer is fastened to the bottom of the cabinet with the ground upgrades in place.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground last.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pay close attention when securing the transformer panel to the cabinet.  All four mounting screws typically have flat ground straps with an eyelet.  These eyelet connections *must* be secured to the transformer panel.  Otherwise, the earth grounds will not all be tied together anymore.  Two of these ground connections are circled in the pic.  There are two more located on the backside of the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although somewhat equally difficult to locate, an alternate to the Motormite # 85443 connectors are Tyco / AMP 408-2049-4 connectors. Again, any brand can be used, but make certain the eyelet hole is for a #8 screw (not a #10 or larger), and the crimp connector can accommodate #10 / #12 gauge wires (typically yellow insulation on crimp).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80B at the Transformer Panel - &amp;quot;Arena&amp;quot; to &amp;quot;Amazon Hunt III&amp;quot; =====&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*Arena&lt;br /&gt;
*Victory&lt;br /&gt;
*Diamond Lady&lt;br /&gt;
*TX-Sector&lt;br /&gt;
*Robo-War&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Excalibur&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bone Busters Inc.&lt;br /&gt;
*Night Moves&lt;br /&gt;
*Amazon Hunt III&lt;br /&gt;
&lt;br /&gt;
Ground connections used on System 80B games from Arena to Amazon Hunt III are the not as bad as the previous design, however, they are still unreliable at times.  These connections consist of two small boards with three 10-pin .156&amp;quot; inline male header connections. The boards are fastened to the left side (or back side on newer games like Hot Shots) of the transformer panel&#039;s metal chassis.  One problem with this is that the header pins get cracked solder joints, and in turn, ground connections become intermittent. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One common symptom of poor ground connections is multiple solenoids not functioning.  If removing the 10-pin Molex plug from the ground board, and reconnecting it at a different header causes non-working solenoids to function, the ground connections are bad. Whether or not this test proves that the ground connections are bad, it is highly recommended to improve the ground connections for future reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The purpose of these changes is to remove one potentially failed connection out of the equation.  The grounds will then be secured directly to the transformer chassis via solderless eyelet crimp connectors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like the previous section, these ground upgrades were initially recommended and published on the Internet by [http://www.flippers.com/gottlieb_ground_cures.html#System3 John Robertson of John&#039;s Jukes].  Below are the steps to properly upgrade the grounds.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=100px perrow=3 caption=&amp;quot;Gottlieb® System 80B Ground Upgrades (Arena to Bone Busters)&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB 80B Victory Grounds 01.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The stock ground connections plugged into the ground connection boards on the left side of the transformer panel.  This pic is a view from the left side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 02.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Remove all connections from the transformer panel.  Then, unscrew the four 5/16&amp;quot; hex head screws which secure the transformer panel from the bottom of the cabinet.  Turn the transformer panel on its side.  This will allow better access to secure the ring terminals to the side of the chassis.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 03.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut all of the ground wires as close as possible to the 10-pin housing.  Remove the two boards with the three .156&amp;quot; 10-pin male header connections.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 04.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All of the ground wires are to have their insulation stripped back longer than usual - approximately 3/4&amp;quot;.  Solderless ring terminals are crimped onto the ground wires.  The connections used in this particular application are Motormite #85443.  Motormite brand does not have to be used.  This particular brand and part number are mentioned due to the difficulty in finding the correct connectors to use. Most common ring terminals have a #10 or larger screw eyelet, which will not work effectively, if the eyelets are fastened to the side of the transformer panel chassis.  The ring terminals shown here are made for #12-#10 gauge wire with an eyelet for a #8 screw.  &amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 05.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The ground Molex plugs and connection boards which were formerly fastened to the transformer panel&#039;s metal chassis. The five ground connector plugs were cut off from the incoming ground wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 06.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Keep wires which were common to one connector together (driver board ground wires, playfield ground wires, and backbox ground wires).  In doing this, future disassembly will be possible, should any of the individual wiring harnesses need attention or the playfield removed from the game.  The ground wires are then twisted together and crimped.  From experience, a maximum of 4 larger gauge wires can be crimped in one connection.  Lighter gauge wires can be paired with or without heavier gauge wires.  When doing this, the maximum effective grouping of wires increases slightly.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 07.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The screws which were removed from the ground bus board should be reused to secure the eyelets to the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 08.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The transformer is fastened to the bottom of the cabinet with the ground upgrades in place.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 09.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pay close attention when securing the transformer panel to the cabinet.  The four mounting screws may have flat ground straps with an eyelet.  These eyelet connections *must* be secured to the transformer panel.  Otherwise, the earth grounds will not all be tied together anymore.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although somewhat equally difficult to locate, an alternate to the Motormite # 85443 connectors are Tyco / AMP 408-2049-4 connectors. Again, any brand can be used, but make certain the eyelet hole is for a #8 screw (not a #10 or larger), and the crimp connector can accommodate #10 / #12 gauge wires (typically yellow insulation on crimp).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Problems===&lt;br /&gt;
====Replacing the Orange Filtering Capacitor====&lt;br /&gt;
[[File:AgedOrangeCap.jpg|300px|thumb|left|A worn out original 6800uf/25V Gottlieb® filter capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
If your System 80 or early System 80A game still has the original, orange 12VDC filtering capacitor in the cabinet bottom, it should be replaced. It&#039;s 30+ years old, has served the game well for a long time, and deserves a rest. Replace it with a new capacitor, valued from 6800uf to 12,000uf and at least 25V. Don&#039;t forget to acquire the right sized bracket to secure the cap to the bottom board.&lt;br /&gt;
&lt;br /&gt;
A very nice replacement for this capacitor, specified at 12,000uf, can be found [https://www.bigdaddy-enterprises.com/repairkits/gottlieb_kits.htm#g-80filters here] or [https://www.marcospecialties.com/pinball-parts/C12KM40VR here].&lt;br /&gt;
&lt;br /&gt;
This capacitor filters the rectified 12VDC which is supplied to the power supply board for regulation down to 5VDC which is used by every board in the game, including the MPU. Solid 5VDC power is critical for the game to operate properly, hence the need for a properly working cap.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sporadic / Inconsistent / Missing Voltages====&lt;br /&gt;
[[File:GTB Sys80 PS Cold Joints.jpg|300px|thumb|left|This header pin was removed from the board by wiggling it loose!]]&amp;lt;br&amp;gt;&lt;br /&gt;
One problem with the System 80 power supply sporadic, inconsistent, or missing voltages.  The game may be fine one minute, while the next minute, it loses voltage(s) completely.  One of the main culprits for this is cracked header joints.  Between vibration and the heat dissipated by the heat sink, header joints have a fairly high failure rate on System 80 power supplies.  The fix is to disassemble the power supply (as seen in the next section), and replace the stock round header pins with square headers. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Low 60v and All Displays Dim or at Half Brightness===&lt;br /&gt;
See the display section: [[#All Displays Dim or at Half Brightness|All Displays Dim or at Half Brightness]]&lt;br /&gt;
&lt;br /&gt;
====Recommended Updates and Repairs for the System 80/80A Power Supply Board====&lt;br /&gt;
[[File:GottliebSystem80PSBurnedCR7.jpg|300px|thumb|right|If CR7 on the Gottlieb power supply looks like this, the board should be rehabbed immediately.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 Power Supply board is a pretty tough bugger. Still, after years of steady operation, they do fail, and they require refurbishment / rebuild.&amp;lt;br&amp;gt;&lt;br /&gt;
The test point values are silk screened on the System 80 power supply board. They are +5VDC, +8VDC, +42VDC, and +60VDC. Ground, or &amp;quot;common&amp;quot; is also labeled.&amp;lt;br&amp;gt;&lt;br /&gt;
Given that the parts to refurbish the power supply are cheap and readily available, and that taking the power supply apart is a bit of a pain, a good strategy is to replace all failure prone parts, whether the parts have failed or not, to avoid disassembling the power supply more than once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mandatory parts list:&amp;lt;/b&amp;gt;&lt;br /&gt;
#.156 male header pins without friction lock, 9-pin, 7-pin, 6-pin, or break to size.&lt;br /&gt;
#500 ohm resistor cermet trimmer potentiometer. A quality sealed one like the one pictured is advised.&lt;br /&gt;
#3 inches of 18 gauge wire&lt;br /&gt;
#680 ohm 1/2 watt resistor (470, 510, 560, or 620 works also) replacement for R10, originally a 30 ohm 2W resistor and &amp;lt;b&amp;gt;must be replaced&amp;lt;/b&amp;gt; if CR7 is replaced with a 1N4738 (below)&lt;br /&gt;
#1N4738 8.2V 1 watt zener diode (CR7, originally a 1N3445 8.2V 2W zener)&lt;br /&gt;
#12K ohm, 1/2 watt resistor (R3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Optional parts list:&amp;lt;/b&amp;gt;&lt;br /&gt;
#1N4746 18V 1 watt zener diode (CR6, optional)&lt;br /&gt;
#47uf, 100V axial capacitor (C2, optional)&lt;br /&gt;
#LM723 voltage regulator and 14-pin socket (IC1, optional if the 5V section is operational)&lt;br /&gt;
#2N6057, 2N6059, or 2N6284 Darlington transistor (Q3, optional if the 5V section is operational)&lt;br /&gt;
#heat sink compound (optional as required)&lt;br /&gt;
#TO-3 mica insulator or heat sink gasket (optional as required)&lt;br /&gt;
#TO-3 transistor spacer (optional as required) Keystone 4616 or Mouser Electronics 534-4616&lt;br /&gt;
#2N5550 or 2N5551 transistor (Q2, optional)&lt;br /&gt;
#470uf/100V axial capacitor (C1, optional if the 42v/60v section is operational, this cap is often the cause of the 1/4A HV fuse blowing)&lt;br /&gt;
#TIP31C TO-220 NPN transistor (Q1, optional if the 42v/60v section is operational)&lt;br /&gt;
#TO-220 mica insulator (optional as required)&lt;br /&gt;
#TO-220 Passive Heatsink - Aavid Thermalloy 563002B00000G (only necessary if the existing heatsink is damaged or missing the PCB mounting tabs)&lt;br /&gt;
#TO-220 Nylon Bushing Insulator (only necessary if missing or damaged)&lt;br /&gt;
#Green LEDs (optional...use to identify that the board has been rebuilt)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&lt;br /&gt;
#Remove the 4 screws that fasten the PCB to the cold plate (heat sink).&lt;br /&gt;
#Remove the 2 screws that fasten the back mounted transistor Q3 to the PCB and cold plate.&lt;br /&gt;
#Use a solder removal tool to remove the solder from the legs of Q3 that extend through the PCB. This is the toughest part of the job. If the board had been really hacked, two irons and a friend may be needed to accomplish this.&lt;br /&gt;
#Once the cold plate and Q3 have been removed, set those parts to the side.&lt;br /&gt;
#Replace parts on the PCB as recommended and advised by the particular failure.&lt;br /&gt;
#On the solder side of the PCB, solder a 3&amp;quot; wire from the ground trace to the screw mount, as shown in the picture below.&lt;br /&gt;
#When replacing the original round header pins with new square header pins, the through holes may require slight enlargement using a pick as shown in the picture below. Alternatively, the holes can be drilled with a small bit from the solder side of the board. Pressing the pins into the through holes without enlarging them might cause the solder pad to pop off the board. Key pins must be removed prior to installation as the PCB has no holes at the key pin position.&lt;br /&gt;
#Recheck all of the work performed.&lt;br /&gt;
#Sand the black insulating coating from the top/right screw hole on the front of the cold plate, as shown in the picture below. The insulating coating is very tough. A drum sander attachment on a Dremel works very well for this.  To ensure enough has been sanded, use a meter to &amp;quot;buzz&amp;quot; between screw holes. The screw hole will be used later to tie the ground from each PCB together.&lt;br /&gt;
#Install Q3 (note that it will only install one way) onto the cold plate using the transistor spacer, mica insulator, and heat sink compound.&lt;br /&gt;
#Mate the two halves of the power supply together and reinstall the two screws which secure Q3.&lt;br /&gt;
#Solder the leads of Q3 to it&#039;s through-holes.&lt;br /&gt;
#To ensure continuity at each leg&#039;s solder joint, &amp;quot;buzz&amp;quot; the connection between the left leg of Q3 and the top leg of R9.&lt;br /&gt;
#Also &amp;quot;buzz&amp;quot; the connection between the right leg of Q3 and the bottom leg of R11.&lt;br /&gt;
#Install the remaining 4 screws around the perimeter of the power supply board. &lt;br /&gt;
#Lastly, ensure there is NO continuity between Q3 and the cold plate, as shown in the picture below. This is an essential step to ensure proper operation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=170px heights=100px perrow=3 caption=&amp;quot;System 80/80A Power Supply Repair&amp;quot;&amp;gt;&lt;br /&gt;
File:Parts.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Required&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsRemoved.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front Side, Parts Removed and Board Cleaned Up&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsRemovedBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Back Side, Parts Removed&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:EnlargingHoles.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Enlarging Header Pin Holes&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsReplaced.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Replaced, Front Side&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsReplacedBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Replaced and Ground Updated, Back Side&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:R10ThermalStrainRelief.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Strain Relief for R10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Sys80PSAllDone.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All Done&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Transistor-to-ColdPlateContinuityTest.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Ensuring no continuity between Q3 and the cold plate&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once fully assembled, reinstall the power supply into the game. Connect ONLY J1 (the lower 9-pin connector) at this time. Power the game on, looking for the two LEDs to light. If they do not light, there will be rework to perform. Assuming that they do light, test each of the voltages that the power supply creates to ensure the correct power is being generated/regulated. Since the power is not &amp;quot;under load&amp;quot;, each of the voltages may read 10% or so high. While measuring the 5V test point, adjust the 5V trim pot to about 5.1VDC.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
That&#039;s it! Done.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: once the other boards are connected to the power supply, the 5V may sag some. Measure the 5V across the electrolytic cap just to the right of the MPU power connector. Using the 5V trim pot, adjust the 5V power to between 5.0 and 5.1VDC.&lt;br /&gt;
&lt;br /&gt;
====Recommended Repairs for the System 80B Power Supply Board====&lt;br /&gt;
[[File:Gtb sys80b psu.JPG|300px|thumb|left|System 80B +5 VDC Power Supply. The adjustment POT is at the top of the PCB.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Step one to improving power supply reliability is to replace the original 500 ohm 1 watt adjustment pot.  This procedure can be done easily without removing the large heat sink.  A replacement sealed pot is recommended, but not completely necessary.&lt;br /&gt;
&lt;br /&gt;
Next, remove all the old solder from the all of the .156&amp;quot; header pins, and reflow new solder onto the joints. The top header pins (J2) supply +5VDC to the majority of the associated circuit boards in the back box.  Provided that the power supply is delivering acceptable voltages in the +5VDC range, these two relatively simple repairs are the only things needed for this board.&lt;br /&gt;
&lt;br /&gt;
However, if you&#039;ve adjusted the pot as much as possible in the appropriate direction, and the power supply is still delivering voltages higher or lower than around +5VDC, it&#039;s probably time to look at replacing the LM338K voltage regulator.  While not a frequent occurrence, the voltage regulator will sometimes fail. &lt;br /&gt;
&lt;br /&gt;
If the voltages measured are less than 1VDC, the grounds for the power supply (located at the transformer panel) will more than likely need attention.  Once the grounds at the transformer panel are better secured, recheck the voltage at the power supply.&lt;br /&gt;
&lt;br /&gt;
Note: When measuring the +5VDC provided by the power supply, first disconnect J2 on the power supply. Measure power at the J2 male headers first. Once within an acceptable range, turn power off and reconnect J2. Measure power across C1, the 100uf/10V capacitor that is next to J1 (power connector) on the MPU. The MPU may drag the +5VDC supply down a bit. If you find this to be the case, adjust the trim pot on the power supply until a steady +5VDC is seen at the MPU. Poor connections between the +5VDC power supply and the MPU board may also reduce the voltage measured at the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Optional Bling...Adding Power Indicating LED&#039;s to Boards====&lt;br /&gt;
=====CPU Board LED=====&lt;br /&gt;
How to add a &amp;quot;+5 volt&amp;quot; indicator for the Gottlieb System 80 Generation 1 CPU board (the D102 board). This will light up when + 5 volts are present on the CPU board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; diameter holes spaced about 3mm apart in the spot indicated just below power connector J1. This area has no traces to interfere with drilling.&lt;br /&gt;
#Install LED into board with flat side facing toward the power connector J1.&lt;br /&gt;
#Bend the flat side&#039;s lead to the negative (ground) point shown in the picture and solder it.&lt;br /&gt;
#The other lead of the LED will connect to one side of the 330 ohm resistor. The other end of the resistor will be soldered to the positive trace shown in the picture. You&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is powered on, this LED will indicate that the CPU board is receiving +5 volts from the power supply.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDholesfront.JPG|300px|thumb|left|Holes drilled on front of board]]&lt;br /&gt;
[[File:Sys80CPULEDholesrear.JPG|300px|thumb|right|Holes drilled on rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Circled areas are where to drill the two holes for the LED. Any color of LED can be used, but red or green are preferred.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDwiring.JPG|300px|thumb|left|Wiring on solder side of board]]&lt;br /&gt;
[[File:Sys80CPULEDfront.JPG|300px|thumb|right|LED installed on board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED. Note the location of the flat side of the LED.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDlitup.JPG|300px|thumb|left|Finished installation of LED]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Completed installation with LED lit up indicating the +5 volts is present on the CPU board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Driver Board LED=====&lt;br /&gt;
Adding a &amp;quot;+5 volt&amp;quot; indicator to the System 80 Driver Board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohm quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; holes spaced about 3mm apart in the board at the location shown in the pictures to the left of the electrolytic capacitor near chip Z1. There should be no traces at that area.&lt;br /&gt;
#Install the red LED with the flat side facing the trace going to the negative side of the electrolytic capacitor. Bend the LED&#039;s flat side lead down to that trace and scrape away some of the green paint at the point you will be soldering it. Now solder that lead to the trace.&lt;br /&gt;
#Solder one end of the 330 ohm resistor to the other lead of the LED.&lt;br /&gt;
#The other end of the resistor will now get soldered to the trace that goes to the positive side of the electrolytic capacitor. Again, be sure to scrape some of the green paint off of the trace where the resistor lead will be soldered. You are done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is on, the LED will be lit indicating that the driver board is receiving +5 volts from the CPU board.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LED_holesfront.JPG|300px|thumb|left|Drilled holes on front of board]]&lt;br /&gt;
[[File:Sys80LEDholesrear.JPG|300px|thumb|right|Drilled holes on the rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Views of the holes drilled for the LED looking from the front and rear of the System 80 driver board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LEDrear.JPG|300px|thumb|left|Wiring of the LED and resistor]]&lt;br /&gt;
[[File:Sys80LEDflat.JPG|300px|thumb|right|Finished installation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED. Notice the location of the flat side of the LED. Any color of LED can be used, but red or green is prefered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LEDlitup.JPG|300px|thumb|left|Finished installation with LED lit]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Completed installation showing the LED lit up indicating +5v power is present on the driver board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pop Bumper Driver Board LED=====&lt;br /&gt;
How to add a &amp;quot;+5 volt&amp;quot; indicator for the Gottlieb System 80 Pop Bumper Driver Board. This will light up when + 5 volts are present on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#From the solder side, mark and drill four 1/16&amp;quot; diameter holes spaced as shown in the spot indicated. &lt;br /&gt;
#Install LED into board with flat side facing toward the power connector J1.&lt;br /&gt;
#Bend the flat side&#039;s lead to the negative (ground) point shown in the picture and solder it.&lt;br /&gt;
#The other lead of the LED will connect to one side of the 330 ohm resistor.&lt;br /&gt;
#The other end of the resistor will be soldered to the positive trace shown in the picture.&lt;br /&gt;
#You&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is powered on, this LED will indicate that the CPU board is receiving +5 volts from the power supply.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px perrow=3&amp;gt;&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-supplies.jpg|Supplies needed.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-1.jpg|Mark holes on solder side as shown.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-2.jpg|Drill holes.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-3.jpg|Stuff parts shown. Note the polarity of the LED.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-4.jpg|Bend component legs as shown.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-5.jpg|Solder all 3 connections as shown.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Repeat for each Pop Bumper Driver Board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary Lamp Driver Board LED=====&lt;br /&gt;
Adding a &amp;quot;+5 volt&amp;quot; LED indicator for the auxiliary lamp driver board used to create &amp;quot;chase lamps&amp;quot; in many System 80/80A/80B games.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red or green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, 1/4 watt&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; diameter holes about 3mm apart in the locations indicated in the pictures.&lt;br /&gt;
#Mount LED with the flat side toward the edge of the board.&lt;br /&gt;
#The lead from the LED&#039;s flat side will be soldered to pin 2 (ground) of connector A11P1. Be sure to slide a piece of heat shrink tubing over this lead so it does not accidently short to the other connector pins.&lt;br /&gt;
#The other lead of the LED will be soldered to one end of the 330 ohm resistor.&lt;br /&gt;
#The other end of the resistor will be soldered to pin 4 (+5 volts) of connector A11P1.&lt;br /&gt;
&lt;br /&gt;
Whenever the machine is on, the LED should be lit, indicating the auxiliary lamp driver board is receiving power. &lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDfrontholes.JPG|300px|thumb|left|Drilled holes on front of board]]&lt;br /&gt;
[[File:ALDLEDrearholes.JPG|300px|thumb|right|Drilled holes on rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
View of the holes drilled for the LED as viewed from the front and rear of the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDfront.JPG|300px|thumb|left|LED installed on board]]&lt;br /&gt;
[[File:ALDLEDrear.JPG|300px|thumb|right|Resistor and LED wiring]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED on the rear of the board. Notice the location of the flat side of the LED.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDlitup.JPG|300px|thumb|left|LED is lit up]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Finished installation with LED lit up indicating presence of +5 volts power on the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound/Speech Power Supply Board LED&#039;s=====&lt;br /&gt;
The Sound/Speech power supply board will get a total of four LED&#039;s! These are to indicate the presence of -12 volts, +12 volts, and +30 volts going out to the actual sound/speech board and also to indicate +24 volts coming in to the power supply board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*4 Red or green LED&#039;s&lt;br /&gt;
*2 Resistors, 1 k, 1/4 watt&lt;br /&gt;
*1 Resistor, 2.2k, 1/4 watt&lt;br /&gt;
*1 Resistor, 3.0 k, 1/4 watt&lt;br /&gt;
&lt;br /&gt;
#Drill a total of eight 1/16&amp;quot; holes at the points shown in the pictures near connector A7P1. Lead spacing per LED is about 3mm. Be sure the LED&#039;s are not too close to each other to interfere with sitting flat against the board. The +12 and +30 volt LED&#039;s will mount with the flat side facing diagonally (7 o&#039;clock) toward the lower left board mounting hole.&lt;br /&gt;
#The -12 volt LED will have the lead of the round side (anode) soldered to the heavy ground trace of the board. You&#039;ll need to scrape some of the green paint off the trace first. The other lead of this LED will be soldered to one end of a 1k resistor. The other end of this resistor will be soldered to the junction point of resistor R2 and the anode of zener diode CR2.&lt;br /&gt;
#The +24 volt LED will have the lead from the flat side (cathode) of the LED soldered to the heavy ground trace on the board. You&#039;ll need to scrape a bit of the green paint off the trace first. The other lead of the LED will be soldered to one end of a 2.2k resistor. The other end of the resistor will be soldered to the trace going to connector A7P1 pin 6 (+24 volts). Again, you&#039;ll need to scrape some of the green paint from the trace first.&lt;br /&gt;
#The +12 volt LED will have the lead from the flat side (cathode) of the LED soldered to the heavy ground trace. You will need to scrape some of the green paint off the trace first. The other lead of the LED will be soldered to one end of a 1k resistor. The other end of this resistor will be soldered to to the trace going to connector A7P1 pin 1 (+12 volts). You will need to scrape some of the green paint off of the trace first.&lt;br /&gt;
#The +30 volt LED will have the lead of the flat side (cathode) soldered to the heavy ground trace. You will need to scrape off some of the green paint from the trace first. The other lead of the LED will be soldered to one end of a 3 k resistor. The other end of this resistor will be soldered to the trace going to connector A7P1 pin 2 (+30 volts). You will need to scrape some of the green paint from the trace first.&lt;br /&gt;
#These LED&#039;s above are all optional. The board never originally came with anything to indicate presence of voltages. If you only want to install one, that&#039;s fine. I chose to install all four so I can see at a glance that all four voltages are present. You don&#039;t have to install all four if you don&#039;t want to.&lt;br /&gt;
&lt;br /&gt;
In the picture of the finished front of the board the LED&#039;s from top to bottom are:&lt;br /&gt;
&lt;br /&gt;
*-12v&lt;br /&gt;
*+24v&lt;br /&gt;
*+12v&lt;br /&gt;
*+30v&lt;br /&gt;
&lt;br /&gt;
In the picture of the wiring on the back (foil) side of the board, the resistors top to bottom are:&lt;br /&gt;
&lt;br /&gt;
*1K&lt;br /&gt;
*2.2K&lt;br /&gt;
*1K&lt;br /&gt;
*3K &lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDfrontholes.JPG|300px|thumb|left|Drilled holes for the LED&#039;s on the front of board]]&lt;br /&gt;
[[File:SSPSLEDrearholes.JPG|300px|thumb|right|Drilled holes for the LED&#039;s on the rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Views of the drilled holes for the LED&#039;s looking from the front and rear of the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDlower.JPG|300px|thumb|left|+12 and +30 LED&#039;s installed on front]]&lt;br /&gt;
[[File:SSPSLEDupper.JPG|300px|thumb|right|-12 and +24 LED&#039;s installed on front]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All four LED&#039;s installed on the front of the board. Notice the location of the flat sides of all the LED&#039;s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLED_wiring.JPG|300px|thumb|left|Wiring of the resistors on the rear of board]]&lt;br /&gt;
[[File:SSPSLEDfinished.JPG|300px|thumb|right|All four LED&#039;s installed on front of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistors and LED&#039;s on the rear of the board. All four LED&#039;s installed on front of board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDlitup.JPG|300px|thumb|left|Finished and all LED&#039;s lit]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All four LED&#039;s installed and lit up indicating the presence of the four different voltages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80/80A Power Supply Board LED=====&lt;br /&gt;
The System 80 and System 80A power supply board already has LED&#039;s installed to indicate the +5 volts and +12 volts. This project will add an LED to indicate the presence of the +60 volts which is used to operate the score displays. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 LED, any color&lt;br /&gt;
*1 Resistor, 10k, 2 watts&lt;br /&gt;
&lt;br /&gt;
#Drill a total of four 1/16&amp;quot; diameter holes at the points indicated between the foil traces in the pictures. Try to keep the holes in a straight line.The LED installs in the top two holes and with the flat (cathode) side facing downward toward the bottom end of the board. The resistor will install in the other remaining two holes which are the also the farthest spaced. Be sure to scrape the paint off of the foil traces at the points shown in the pictures.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_holes_front.JPG|300px|thumb|left|Holes drilled viewed from front of board]]&lt;br /&gt;
[[File:SYS80PS_holes_rear.JPG|300px|thumb|right|Holes drilled as viewed from rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wiring it all up:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The flat (cathode) side of the LED will be soldered to the top end of the 10k 2 watt resistor. Be sure to keep all component leads pressed down as close to the foil traces as possible to prevent shorting to the metal frame when the board is re-assembled to the metal frame. There is very little clearance between the board and the metal frame when everything is re-assembled. The lower end of the resistor will be soldered to the foil trace that goes to connector J3, pins 4 and 5 (ground). The round (anode) side of the LED will be soldered to the foil trace that goes to connector J3 pin 1 (the +60 volts). Put a short piece of heat shrink tubing or sleeving over that lead to prevent it from shorting to the trace it crosses over. Now carefully bend that lead of the LED down onto the correct foil trace as shown in the pictures and solder it. Be sure to label the new LED on the parts side of the board as &amp;quot;+60V&amp;quot;. This completes the wiring.&lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_parts.JPG|300px|thumb|left|Resistor and LED mounted on board]]&lt;br /&gt;
[[File:SYS80PS_soldered.JPG|300px|thumb|right|Parts soldered to foil traces]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new LED should be lit at all times the machine is turned on. It indicates that +60 volts DC is present to operate the score displays. The other display voltage, +42 volts, is derived from the +60 volts. &lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_finished.JPG|300px|thumb|left|Finished installation with +60v marking]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80 First Generation &amp;quot;Sounds Only&amp;quot; Sound Board LED&#039;s=====&lt;br /&gt;
This board was used in early System 80 games such as Panthera. It operates on three power sources, -12 volts, +12 volts, and +5 volts. The +12 volts is obtained from the bottom panel in the machine. The +5 volts is obtained from the game&#039;s power supply board. The -12 volts is generated on this sounds only board by receiving ac power input on J1 pins 3 and 4. You can measure the -12 volts by connecting your volt meter across zener diode CR5 (1N4742A).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MATERIALS NEEDED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*2 LED&#039;s, any color&lt;br /&gt;
*1 Resistor, 1k @ 1/4 watt&lt;br /&gt;
*1 Resistor, 330 ohm @ 1/4 watt&lt;br /&gt;
*1 Short piece of small diameter heat shrink tubing&lt;br /&gt;
&lt;br /&gt;
#Drill two pairs of holes 1/16&amp;quot; diameter and about 3mm apart at the locations as shown in the pictures. Be sure not to drill through any foil traces.&lt;br /&gt;
#The +12 volt LED will have the flat side (cathode) of the LED soldered to the ground trace coming from pin 6 of connector J1. You&#039;ll need to scrape a bit of green paint off of the trace first in order to solder it. The other lead of the LED will be soldered to one end of a 1k @ 1/4 watt resistor. The other end of the resistor will be soldered to pin 1 of connector J1 (the +12 volt source). Be sure to slide a short piece of heat shrink tubing over this end of the resistor before soldering since this lead will pass over a couple of traces. This will prevent the resistor lead from shorting to those traces and causing damage.&lt;br /&gt;
#The +5 volt LED will have the flat side (cathode) of the LED soldered to the ground trace coming from pin 6 of connector J1. You&#039;ll need to scrape a bit of the green paint off of the trace first in order to solder it. The other end of the LED will be soldered to one end of a 330 ohm @ 1/4 watt resistor. The other end of the resistor will be soldered to pin 5 of connector J1 (the +5 volt source).&lt;br /&gt;
#When finished, be sure to note that the flat sides of both LED&#039;s will be facing each other on the front side of the board. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80so_holes_front.JPG|300px|thumb|left|Holes drilled in front of board]]&lt;br /&gt;
[[File:Sys80so_holes_rear.JPG|300px|thumb|right|Holes drill in rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80so_LEDS.JPG|300px|thumb|left|LED&#039;s installed on board with flat sides facing each other]]&lt;br /&gt;
[[File:Sys80so_resistors.JPG|300px|thumb|right|Wiring on solder side of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====F2 Fuse Blows At Power Up on 80A games====&lt;br /&gt;
If the F2 fuse blows at power up, there is one overlooked problem that is good to check. This could also apply to 80B games, but a different fuse may blow.&lt;br /&gt;
&lt;br /&gt;
On the transformer panel, there is a pair of cement resistors are soldered to a solder tab, which is screwed down to a small square plastic post. Check to make sure that this has not been moved to another screw hole in the metal of the transformer panel. Screwing this line to the metal of the transformer panel ties one of the AC lines to ground. Since this line is shorted/tied to ground, it also has the side effect of making the bridge rectifier test bad, since there is a tab tied to ground when there shouldn&#039;t be one. It is likely that the bridge rectifier will test good as soon as the solder tab is moved to the correct place.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300&amp;gt;&lt;br /&gt;
File:sys80-f2-fuse-blows-issue-2.jpg|Correct place to screw the solder tab (on the square plastic post)&lt;br /&gt;
File:sys80-f2-fuse-blows-issue-1.jpg|Incorrect place to screw the solder tab. This causes a short.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MPU boot issues===&lt;br /&gt;
&lt;br /&gt;
There are a large and varied number of reasons that a System 80 MPU will fail to boot. Unfortunately, as has been said before, &amp;quot;this is not a Bally world&amp;quot;. That is, unlike &amp;quot;classic&amp;quot; Bally and Stern MPUs the System 80 MPU provides absolutely no indication as to why it may have failed to boot.&lt;br /&gt;
&lt;br /&gt;
Debugging a non-booting MPU is somewhat of an art. A few basic steps are listed below.&lt;br /&gt;
&lt;br /&gt;
#Ensure the power supply is providing a solid 5VDC power source&lt;br /&gt;
#Replace the orange electrolytic cap in the cabinet bottom if still original&lt;br /&gt;
#Take the board to the bench&lt;br /&gt;
#Examine the board for alkaline damage. Abate all alkaline corrosion.&lt;br /&gt;
#Ensure the reset section of the board is working. Pin 40 of the 6502 should begin &amp;quot;low&amp;quot;, then after about 1/2 second, transition to &amp;quot;high&amp;quot;. Note that the reset transition will be slightly longer if using a modern reset generator (ala DS1811) as outlined in subsequent sections&lt;br /&gt;
#Check the clock signals at the 6502. A logic probe will show a rhythmic pulse. An Oscilloscope should show the 3.58Mhz pulse. If the clock signal is not pulsing, work backwards through the 74xx logic all the way to the crystal if necessary&lt;br /&gt;
#Check the IRQ signal at the 6502. Ensure it isn&#039;t &amp;quot;stuck&amp;quot;. Only the 6532 RIOTs can pull the IRQ signal low. Once the 6502 software processes the IRQ, the 6502 will release the IRQ signal&lt;br /&gt;
#Check the R/W (read/write) signal at the 6502. Again, ensure it isn&#039;t stuck&lt;br /&gt;
#Check the address and data lines to ensure that they are pulsing&lt;br /&gt;
#Feel each of the masked ROM chips at U2 and U3 as well as the 6532 RIOT chips at U4, U5, and U6. If the IC is too hot to touch, it has probably failed and should be replaced. Note that the 6532 RIOTs run hot normally. If one is noticeably hotter than the other, that may be an indication of failure.&lt;br /&gt;
#Test each of the 74XX chips in the switch matrix (Z11 - Z15) using this [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit procedure].&lt;br /&gt;
#If the board has the original masked game ROM(s), replacement of those ROM(s) is advised. System 80 and 80A games used a 2716 originally at the PROM1 position (early games used dual 2708s at PROM1 and PROM2). System 80B games used a 2764 for the game ROM (which also replaces U2 and U3) and generally a 2716 at the PROM1 position. Of course, the ROM image can be doubled or even quadrupled so that it fits snugly into a larger capacitor ROM as long as that ROM footprint matches the OEM ROM footprint (number of pins)&lt;br /&gt;
#System 80B MPUs employ a &amp;quot;daughter card&amp;quot;. Fractured solder joints where the &amp;quot;riser pins&amp;quot; connect to the daughter card are often an issue. These joints can&#039;t be examined without removing the daughter card. And removing the daughter card is not trivial. If flexing the daughter card causes the board to boot or to crash, fractured solder joints are a solid suspect.&lt;br /&gt;
&lt;br /&gt;
====Power on &amp;quot;Thunk&amp;quot;====&lt;br /&gt;
Some System 80 games exhibit a &amp;quot;thunk&amp;quot; upon power up. The manifestation of this is the unpredictable lighting of lamps, running of motors, and actuation of coils / relays.  The symptom is unpredictable in that swapping either the driver or the MPU board might change the behavior. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;thunk&amp;quot; can be suppressed via a process detailed [http://www.flippers.com/gott-system80.html#thunk here] by John Robertson.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80 Driver Reset Front.JPG|thumb|left|300px|The addition of an MCP130-460HI/TO reset generator on the driver board.]]&lt;br /&gt;
[[File:Sys80 Driver Reset Back.JPG|thumb|right|300px|The addition of an MCP130-460HI/TO reset generator on the driver board w/ traces cut and jumpers run.]]&amp;lt;br&amp;gt;&lt;br /&gt;
As an alternative to John&#039;s approach, another method has been developed. The method employs the use of a reset generator tied to the &#039;&#039;&#039;CLR&#039;&#039;&#039; leg (pin 1) of the appropriate 74175 flip-flops (those that control devices that &amp;quot;thunk&amp;quot;). The reset generator is added to the front of the driver board in the upper right hand corner. There is a &amp;quot;star via&amp;quot; in this location. Solder should be removed from the star via exposing a through hole. Next, two very small holes should be drilled into the board on either side of the via. Make certain not to drill through traces on the solder side of the board, and that neither hole touches the &amp;quot;star via&amp;quot;. Next, scrape the solder mask from the two thick traces on the solder side which pass closest to the star via. These traces terminate at capacitor C1 on the driver board.  The closest trace is ground and the other trace is +5v. Next, place a MCP130-460HI/TO reset generator through the driver board. The center leg (&#039;&#039;&#039;RESET&#039;&#039;&#039;) will pass through the star via, while the outer legs will go through the newly drilled holes. The flat side of the reset generator should be facing the components on the driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
Next, bend the GND and 5V legs of the reset generator onto the appropriate traces where the masking was scraped.  Next, the traces on Z3, Z4, and Z5 should be cut between pin 1 and pin 16. This is the wide trace at the very top of the chip. Additionally, there is a thick trace to the right of pin 1 on Z4 which must be severed. After cutting this trace, pin 16 and the isolated trace must be tied together with a jumper.  This connects 5VDC to pin 16 of Z4. Now that pin 1 is isolated from 5VDC on chips Z3, Z4, and Z5, trace wire must be routed from the center leg (&#039;&#039;&#039;RESET&#039;&#039;&#039;) of the reset generator to pin 1 of each of these chips. Once this modification is completed, the coils associated with these chips will no longer be pulsed when the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Like the modification which John Robertson lays out, it may not be necessary to isolate pin 1 of Z3, Z4, and Z5 for every game. However, isolating these 3 chips accommodates most System 80/A/B games that use lamp transistors to pre-drive coils / relays. The game over and tilt relays will still pulse briefly upon turning the game on but that behavior is generally acceptable. Isolating pin 1 of Z1 and tying pin 1 to the reset line of the reset generator will resolve this residual behavior.&lt;br /&gt;
&lt;br /&gt;
Note that the trace wire shown in the pic on the right could have been routed more elegantly.  This was in part due to an afterthought in having Z3 tied to the reset generator.&lt;br /&gt;
&lt;br /&gt;
Since the &amp;quot;thunk&amp;quot; is really just a minor irritation, most owners do not think that the resolution is worth the effort. However, on some games, the thunk can be very annoying by pulsing the ball release coil under the lower apron. The result is a ball being served into the shooter lane, before the MPU board even boots up. Most System 80B Genesis games run the &amp;quot;Reveal Motor&amp;quot; as a result of the &amp;quot;thunk&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ResetGeneratorPinExplanation.jpg|thumb|left|300px|Part number explanation and pin configuration for various reset generators.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Other reset generators may be used as long as the pinout of the legs is observed. Shown at left is a snippet of the datasheet that explains reset generator part numbers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AlternateDethunkFront.jpg|thumb|left|300px|Using an MCP130-460DI/TO reset generator. Take care to drill the holes so that only one reset generator leg touches the star.]]&lt;br /&gt;
[[File:DethunkAlternateBack.jpg|thumb|right|300px|Jumpers are still connected to the &amp;quot;star via&amp;quot; but the new holes are drilled in different locations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One alternate reset generator to use is the MCP130-460DI/TO which is also used in the section that discusses System 80 MPU alkaline corrosion abatement. The installation is a bit different as is shown in the adjacent pictures. The (&#039;&#039;&#039;RESET&#039;&#039;&#039;) signal is on the left leg of the reset generator while Vdd (5VDC) is in the center and Vss (Ground) is on the right leg.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Erratic Boot Issues with Later 80B Games (Hot Shots, Bad Girls, and Big House)====&lt;br /&gt;
Some erratic boot issues have been observed with the following games: Hot Shots, Bad Girls, Big House, and Excalibur, however, the list of games may be more extensive.  The issues included are a locked on display with garbage characters shown, no display illuminating at all, sound board not booting (LED stuck on), locked on lamps, no controlled lamps, locked on coils, etc.  The source of the problem seems to stem from the fluorescent tube starter located in the backbox.  It is unknown why exactly this anomaly occurs.  Removal of the starter should resolve the booting issues.  Worst case scenario, remove the 110v panel fuse on the transformer panel use for the fluorescent light circuit.  Unfortunately, this is the only resolution known at this time.&lt;br /&gt;
&lt;br /&gt;
====Battery Leakage and Corrosion====&lt;br /&gt;
Like most any other pinball machine manufactured, Gottlieb® uses batteries to supply power to the non-volatile RAM memory.  Certain game settings, high score thresholds (including high score to date), audit information, and bookkeeping information are all options which are saved when the game is powered off.  And unless some kind soul, who worked on your machine before, either removed the battery and mounted it remotely away from circuit boards, or just plain removed the battery, there will be some variety of a 3.6v Nickel Cadmium (NiCad) rechargeable battery soldered onto your CPU board.  &lt;br /&gt;
&lt;br /&gt;
So, what&#039;s so bad about having a battery on the CPU board?  Well, nothing really, unless it&#039;s forgotten, and in most cases, it is.  While you let your pinball machine sit unplayed for weeks, months, or even years at a time, the battery remains perched on the circuit board like a ticking time bomb.  I&#039;m not saying the battery is going to blow up, although some replacement non-rechargeable batteries could overheat and / or explode if not correctly installed.  The battery is like a ticking time bomb, because it is a threat to the overall health of the electronic components, traces, and connectors attached to your CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now that I have your attention regarding the whole battery thing, let&#039;s talk about the battery, and what happens. . .&#039;&#039;&#039;WHEN GOOD BATTERIES GO BAD&#039;&#039;&#039;.  It&#039;s not that some batteries were born on the wrong side of the tracks or anything. Any good battery can go bad without much warning.  It takes time, but eventually you will find that your battery has crossed over to the &amp;quot;dark side&amp;quot;.  That particular time is typically when you turn your game on, the lights come on, and that&#039;s it.  The displays don&#039;t light up. The start up sounds don&#039;t resonant. And, the silver ball stays in its comfy little home.  Nada...nothing...no signs of anything resembling a fun game of pinball.  &#039;&#039;&#039;UH-OH!&#039;&#039;&#039; So what happened?  The pinball machine worked fine the last time you played it.  &lt;br /&gt;
&lt;br /&gt;
Well, while you were out having a good time and enjoying life, the poor, aged, neglected battery decided to wreak havoc all over the reset section, clock section, or possibly more regions on your CPU board.  The CPU battery spewing its guts all over the place is akin to the batteries in the flashlight you haven&#039;t turned on since the last power outage a year or two ago.  You go to turn on the flashlight when you need it most, and find out there&#039;s something wrong.  So being the curious type, you open the flashlight&#039;s battery compartment only to find some kind of blue-green funk leaking all over, or the batteries now look like they need a shave.  The resolution to the flashlight scenario is pretty simple. Throw it away, and buy a new one. Your CPU board problem can be resolved the same way, except it will be a lot more costly, and is not recommended to just pitch it in the trash. If the battery damage to the CPU board is not overly extensive, attempt to repair it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80A bat damage01.JPG|300px|thumb|left|Typical Battery Found on a System 80 CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s unfortunate, but every battery has a life expectancy.  The only silver lining is that some of the Ni-Cad batteries installed on Gottlieb® CPU boards can last longer than others.  Probably the worst culprit of board destruction is the &#039;&#039;&#039;Data Sentry&#039;&#039;&#039; pack, and its associated knock-offs.  This battery comes in a black rectangular plastic package.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB sys80A battery.jpg|300px|thumb|left|Typical Battery Found on a System 80A / 80B CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another battery pack style which looks very similar to the NiCad battery packs found in &amp;quot;old school&amp;quot; cordless phones.  It is actually three small NiCad cells wrapped separately in an orange poly material, which is wrapped in a outer white poly material.  These don&#039;t leak nearly as badly, but they still have the potential to fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Replacement nicad.jpg|300px|thumb|left|Typical NiCad Battery Which was Replaced]]&amp;lt;br&amp;gt;&lt;br /&gt;
The final common battery style is a what looks like an AA battery on steroids.  This style is a fraction longer and fatter than an AA battery&#039;s physical form, and has two soldered leads on either end.  If you find one of these, it means the battery was previously replaced.  The good news is that this battery is newer than the original. However, the same results of battery seepage can occur.  The only benefit of this type of battery is that it can be carefully cut (in most cases) from the board without removing the board from your game.  This is a plus if no battery damage has occurred.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80A bat damage03.JPG|300px|thumb|left|NiCad Battery Damage to a System 80A CPU Board&amp;lt;br&amp;gt;(Note:  This is considered very mild damage!)]]&lt;br /&gt;
[[File:Gtb sys80A bat damage04.JPG|300px|thumb|right|Damage from the battery may also occur on the back side of the board, especially on the edge connection fingers]]&amp;lt;br&amp;gt;&lt;br /&gt;
So what happens if you don&#039;t heed the above warnings, and the battery is allowed to remain on the board?  Plain and simple - &#039;&#039;&#039;THE BATTERY WILL LEAK!&#039;&#039;&#039;  It&#039;s only a matter of time.  Equally, the path of destruction is uncertain.  Batteries don&#039;t just leak - they release caustic, alkaline fumes.  These fumes attack wherever there is copper, even tinned or soldered copper.  The end results are:&lt;br /&gt;
&lt;br /&gt;
*solder joints which become green or gray and crusty as opposed to a shiny silver&lt;br /&gt;
*connectors which are also now green / gray or potentially broken&lt;br /&gt;
*solder mask, the green covering the electronic traces, on the circuit board has either flaked off or is partially delaminating (lifting)&lt;br /&gt;
*insulated wire becomes less flexible and brittle&lt;br /&gt;
*sometimes the alkaline &amp;quot;cloud&amp;quot; in the game&#039;s backbox causes every board in the head to be affected.&lt;br /&gt;
&lt;br /&gt;
Electronic components, related solder joints, circuit board traces, connectors, and even insulated wire will become unreliable and/or fail.  In all cases, the affected components are less conductive.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If battery damage has occurred, the related parts must now be replaced.  Attempting to remove soldered through components on the circuit board is now even more of a task.  The green / gray dull solder does not transfer heat well.  Battery damaged solder does not flow like clean solder.  Also, crimped connectors are more difficult to remove from their housings, and have a tendency to break before they can be successfully pulled out.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After all the effected electronic components are removed, the board must be treated.  This process starts by sanding the traces and solder pads until shiny copper is exposed.  It is worth mentioning that a battery damaged board can be treated by bead blasting instead of sanding, however, most people do not have access to such a machine.  After the copper areas of the board have been either sanded or bead blasted, an acidic bath of 50% vinegar and 50% (preferably distilled) water is applied to the board.  A small brush like a toothbrush can be used to scrub the board&#039;s area. The purpose of introducing an acid to the effected area is to neutralize what the battery has left behind.   The liquid and fumes from the battery are actually a base, not an acid.  Next, rinse the area of the board with water.  Once the board is clean, isopropyl alcohol (the higher the alcohol percentage the better) is applied to the same area to rinse away the acid bath, and hopefully dissipate any remaining water.  Finally, the board is either blown dry or air dried.  This may be a given, but &#039;&#039;&#039;DO NOT ATTEMPT TO APPLY POWER TO THE BOARD IF IT IS STILL WET!&#039;&#039;&#039;  Most liquids are conductive to some extent. After the previous steps are performed, the task of installing the new components begins.  If any traces or solder pads were damaged, see the [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 Repairing Traces] portion of this Wiki guide on to to fix them.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The point I&#039;m trying to ultimately make is this...regardless of age, shape, or form, &#039;&#039;&#039;remove the battery from the CPU board&#039;&#039;&#039;, as soon as it realized that there is a battery on the board.  If not, the board can be damaged, nonfunctional, and become more difficult or even impossible to repair.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
The first thing that should be done to any System 80 MPU is remove the rechargeable NiCad battery from the MPU board. All batteries leak. They are like ticking bombs. It is merely a matter of when they will leak and possibly damage (sometimes irreplaceable) boards.  &lt;br /&gt;
&lt;br /&gt;
There are at least &amp;lt;b&amp;gt;five&amp;lt;/b&amp;gt; methods of relocating and/or replacing the battery on a System 80/80A/80B MPU.&lt;br /&gt;
&lt;br /&gt;
*Remove the battery completely without replacing it. The 5101 memory will not store information from power-on to power-on and therefore, high scores, replay levels, and credits will be lost.&lt;br /&gt;
[[File:System80battery.jpg‎|300px|thumb|right|Remote Battery]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Mount a remote battery pack that uses standard AA batteries (x3) to protect your board.  A blocking diode must be installed (1N4004, although a 1N4001 will work just as well) to prevent the game circuitry from attempting to charge the batteries. Install the blocking diode in series with the positive lead of the battery pack, with the band oriented toward the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:MemorySuperCap.jpg‎|300px|thumb|right|Here a 5.5V, 1F Super Cap is used to retain 5101 memory for up to 30 days]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the battery with a 1F 5.5V &amp;quot;SuperCap&amp;quot;. The capacitor will never leak, will charge during power-on cycles, and will retain 5101 memory for about 30 days. If you&#039;ve sanded traces as was done in the picture, use a non-conductive material to cover the trace under the cap to ensure that the negative side of the cap doesn&#039;t short a trace (such as clear nail polish, green overcoat pen, electrical tape, or fishpaper). Cut the tape in a circular shape and poke the capacitor leads through it so it can&#039;t fall off in the future. (Electric tape is notorious for slipping.)  An alternate solution would be get a piece of fishpaper insulator, cut that into a circle and poke holes in it for the capacitor leads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:GTB Sys80 H Mem Cap.JPG|300px|left|thumb|Alternate method for installing a memory cap]]&lt;br /&gt;
[[File:GTB Sys80 H Mem Cap Back.JPG|300px|right|thumb|Tying the negative lead of the memory cap to the negative pad on the MPU board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The memory cap can also be installed in the two leftmost holes, where the Ni-Cad battery formerly resided.  The negative lead of the memory cap will then have to be tied to the negative (ground) through hole of the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Remotely mount a replacement NiCad battery in a location that, should it leak, won&#039;t damage valuable circuit boards.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:GottliebCR2032.jpg‎|300px|thumb|left|a CR2032 Lithium &amp;quot;Button Cell&amp;quot; Battery Installed]]&lt;br /&gt;
[[File:GottliebBlockingDiode.jpg‎|300px|thumb|right|A 1N4004 Blocking Diode Installed &amp;quot;inline&amp;quot; with the Positive Connection]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the original NiCad battery with a Lithium button cell CR2032 battery and holder. The holes for the original battery can be repurposed to connect the button cell holder and to add the &amp;lt;b&amp;gt;necessary&amp;lt;/b&amp;gt; blocking diode in the positive side of the circuit.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Using a Reset Generator for the CPU Reset Section ====&lt;br /&gt;
If you find that the battery has leaked, alkaline damage can be cleaned up, traces repaired, and new components installed with kits available from several sources, including Great Plains Electronics.&lt;br /&gt;
&lt;br /&gt;
An alternative to replacing a great many of the components is to use the Dallis/Maxim DS1811 reset generator. The DS1811-10 has a typical trip point of 4.35VDC. You may also use the Microchip Technology equivalent, part number [http://www.greatplainselectronics.com/proddetail.asp?prod=MCP130-460DI%2FTO MCP130-460DI/TO], available from Great Plains Electronics. Remove all reset section components, clean up residual alkaline damage, add four jumpers, and install the reset generator as pictured below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After jumpers and the reset generator are added, make certain there is continuity between the three legs of the reset generator and the appropriate locations on the circuit board.  Below is a list of the reset generator legs and the board locations.  Pin 1 of the reset generator is the left leg, when the flat side of the unit is facing towards the user.&lt;br /&gt;
&lt;br /&gt;
*Pin 1 of reset generator to pin 2 of Z4&lt;br /&gt;
*Pin 2 of reset generator to +5VDC line (lower leg of C2)&lt;br /&gt;
*Pin 3 of reset generator to ground (upper leg of C2)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=500px heights=500px perrow=2 caption=&amp;quot;Using the Dallas Maxim 1811 Reset Generator&amp;quot;&amp;gt;&lt;br /&gt;
File:Dallas_Maxim_Reset_scaled.JPG|A System 80 MPU with alkaline damage repaired/cleaned. Reset circuitry replaced with the much simpler Dallas Maxim 1811&lt;br /&gt;
File:Gtb sys80 reset gen jumpers updated.png|Illustrated picture of components to remove, keep, and jumpers to add.&lt;br /&gt;
File:Dallas_Maxim_Reset_scaled_with_markup.JPG|The same image, but with indications of jumper locations (yellow dots) and where to install the Dallas Maxim 1811, flat side facing the bottom of the board. &amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Note: View at full resolution&amp;lt;/b&amp;gt;&lt;br /&gt;
File:S80ResetCircuitDS1811Mine.png | Schematic, updated to reflect DS1811 implementation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80 Corrosion Area Parts Identification&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:System80CorrosionAreaPartsIdentification.jpg|1000px|center|System 80 Corrosion Area Parts Identification]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys80 MCP120 Reset Gen.JPG|300px|left|thumb|MCP120 reset generator installed with 4.7K pullup resistor]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a reset generator with an internal pullup resistor (MCP130 series) is not available, an MCP120 reset generator can be installed.  However, an external resistor must be installed between the reset and +5v.  The easiest location to install the resistor is between the through hole where the top leg of Q4 was, and through hole where the bottom leg of Q2 was.  In the adjacent image, an MCP120-460DI/TO is installed with the 4.7K 1/4 watt external pullup resistor highlighted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When installing this type of reset generator, remove all of the components, and add all of the jumpers related to the installation of an MCP130-460DI/TO reset generator.  Adding the external pullup resistor is the only additional step.  Failure to add the pullup resistor will result in the reset signal not going high, and the board will not boot.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TC1 Test Connector Connectivity Table====&lt;br /&gt;
[[File:TC1ContinuityTestChart.png|300px|thumb|left|TC1 Connectivity Table. Click for slightly larger image.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The table at left indicates connections between the 6502 microprocessor and the TC1 test connector. This may be useful when debugging corroded MPU boards.&lt;br /&gt;
&lt;br /&gt;
The signal at each TC1 pin is also shown.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slam Switch Modification ====&lt;br /&gt;
In order to test the CPU board on the test bench, a modification must be made to the CPU board to make the CPU think that the slam switch is closed. If the CPU thinks that the slam switch is not closed, the CPU will not complete the boot process, instead booting into a mode where the displays flicker all zeros at a very rapid rate (System 80 and 80A). See the image [[Gottlieb_System_80#Open_Slam_Switch | here]] for a depiction of what you&#039;ll see.  When the slam switch is open on a System 80B game, (the appropriate games where the slam switch is supposed to be closed), an &amp;quot;OPEN SLAM SWITCH&amp;quot; message will be shown on the display.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gottlieb® designed the slam switch as a normally closed switch. That is, the switch must be closed for the machine to operate normally. When a brute kicks the machine, the slam switch will open from the inertial force on the weight attached to the switch, and the slam switch will open. Since the CPU is on the bench, we need a way to have this switch closed at all times to properly test the board.&lt;br /&gt;
&lt;br /&gt;
Additionally, slam switches themselves fail. It&#039;s a good idea to implement this change as a preemptive fix for slam switch failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Slammod.png|300px|thumb|left|Slam Switch Mod]]&amp;lt;br&amp;gt;&lt;br /&gt;
The slam switch can effectively be permanently closed by making a small solder bridge across two traces to the right of Z26 (which is on the lower right side of the CPU board). To permanently close the switch, remove the solder mask by scraping with a sharp knife or screwdriver. Create the solder bridge between the two now bare traces. This change will connect pin 13 of Z26 to ground, permanently closing the switch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DefeatSlamSwitch.jpg|300px|thumb|left|Alternative Slam Switch Mod]]&lt;br /&gt;
[[File:Z26RemovedSlamSwitch.jpg|300px|thumb|right|Z26 removed. One can easily see that the two methods of defeating the Slam switch are equivalent.]]&amp;lt;br&amp;gt;&lt;br /&gt;
An alternate method of achieving the same results is to solder a clipped resistor leg across the bottom of capacitor (C30) and resistor (R20), both immediately to the left of Z26.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Ni-WumpfSlamMod.jpeg|300px|thumb|left|Slam Switch Mod for Ni-Wumpf CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
To permanently close the slam switch on a Ni-Wumpf CPU board, you need to connect pin A1J5-10 to ground on the board.  This picture shows how to do this from the back of the board by soldering a jumper wire.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the last 4 Gottlieb® System 80B games were released with normally open slam switches.  Do not perform the slam switch modification on these games.  This includes the following games:&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bonebusters, Inc.&lt;br /&gt;
*Night Moves (made by International Concepts using the 80B board set)&lt;br /&gt;
&lt;br /&gt;
Regardless of what platform the game is based on, there is only one slam switch used in a System 80/80A/80B game.  It is the weighted switch located on the coin door.  There is some confusion that the ball roll tilt and weighted tilt switch on the playfield are slam switches.  They are not.  These switches along with the pendulum tilt are all tilt switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== System 80B Daughter Board Solder Joints ====&lt;br /&gt;
[[File:GTB sys80B CPU.JPG|300px|thumb|left|A typical System 80B MPU Board, showing the location of the &amp;quot;daughter board&amp;quot;.]]&lt;br /&gt;
[[File:System80BFracturedJointsDaughterCard.jpg|thumb|right|300px|A closeup of Gottlieb® System 80B Daughter Board Male Header Pins with fractured solder joints. This board was cleanly removed from the CPU with great care.]]&lt;br /&gt;
Games with System 80B MPUs feature a &amp;quot;daughter board&amp;quot; to accommodate the 2764 game ROM as shown in the picture on the left. The daughter board connects to the MPU board at the location occupied by U3 in System 80/80A MPUs, via a 24-pin male header. That connection is a two-sided solder joint that can fail. As can be seen in the picture at right, these same header pins connect to the daughter board via a single sided solder joint. Since the daughter board is cantilevered over both the former location of U2 and U3, pressing on this board over time commonly results in fractured solder joints (as seen, right) at the single sided joint and sometimes at the two-sided joint.&lt;br /&gt;
&lt;br /&gt;
Typical symptoms of fractured solder joints at this location are failure to boot, random resets, and random lockups. Sometimes pressing on the daughter board will &amp;quot;fix&amp;quot; the issue temporarily. This is a sure indication of cracked solder joints.&lt;br /&gt;
&lt;br /&gt;
Correction of this issue is easier said than done. And, if you do not possess the tools, skills, and experience to desolder the daughter board, this task is best left to a professional pinball circuit board repair technician. Desoldering the 24 male header pins from the delicate solder pads without damaging the pads or pulling traces is non-trivial.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Continuity Chart of Pinouts for Damaged U2 / U3 Area=====&lt;br /&gt;
It is far too easy for inexperienced technicians to tear up the traces or eyelets at positions U2 and U3 when attempting to remove the daughter board from the System 80B MPU.  If the traces or through holes are damaged, clearly they must be repaired.  Nearly all of the signals which pass from U2 and U3 continue on to the 3 RIOTs at U4, U5, and U6 and also to the PROM 1 position. Below is a handy chart which can be used to ensure continuity between critical parts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U2 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U3 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U4, U5 &amp;amp; U6 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U1&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Signal&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A7&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A6&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A5&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A4&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A3&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A2&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A1&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A0&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D0&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;32&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;32&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D1&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;31&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;31&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D2&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1,21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;GND&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D3&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D4&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;28&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;28&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D5&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;27&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;27&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D6&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;26&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;26&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D7&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;19&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;19&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z12 Pin 10&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 12&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;/BAB12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z7 Pin 10&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;22&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;22&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A9&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;23&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;23&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A8&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;24&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;24&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;+5V&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====System 80B Daughter Board Replacement Options=====&lt;br /&gt;
[[File:U2U3AdapterGPE.jpg|300px|thumb|left|Replacement daughter board engineered by Great Plains Electronics. &#039;&#039;Image used with permission from Great Plains Electronics.&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Great Plains Electronics produced a better replacement daughter board. This board is designed to be installed in both the U2 and U3 sockets, eliminating the problem of board flex and cracked solder joints with the daughter board. Unfortunately, it is no longer available. If it needs to be installed on an MPU (especially where the U2/U3 chips are not socketed for easy removal), it is recommended to desolder the chips, fit the replacement board into quality machine pin sockets, then fit the entire assembly into the MPU board for soldering. The board is also designed with redundant traces for all but a few of the signals, as almost all signals are present at both the U2 and the U3 sockets.&lt;br /&gt;
&lt;br /&gt;
Pinitech has another replacement option called [https://www.pinitech.com/products/gottlieb_piggydeux.php Piggy Deux], but at the time of writing, it is not currently available. This module fits into the TC1 test socket near top of the MPU, which saves a lot of trouble by not requiring removal or repair of the original daughter board. The 2764 EPROM chip simply needs to be removed from the original daughter board and installed into the Piggy Deux module.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====An Alternate to the Daughter Board on System 80B MPU Boards=====&lt;br /&gt;
[[File:GTB Sys80B Alt D-Board.jpg|thumb|left|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 (Genesis)]]&lt;br /&gt;
[[File:GTB Sys80B Raven No D-Board jecourie.jpg|thumb|right|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 (Raven)]]&lt;br /&gt;
[[File:GTB Sys80B Alt D-Board_Back.jpg|thumb|left|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 - Back Side (Genesis)]]&lt;br /&gt;
[[File:GTB Sys80B Raven No D-Board back jecourie.jpg|thumb|right|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 - Back Side (Raven)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:GTB_Sys80B_Alt_D-Board_Cut_Trace.jpg|thumb|left|300px|Trace cut on an 80B MPU Board with an MCM68766 PROM installed at U3 (Genesis)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Connecting a logic probe to the MPU ====&lt;br /&gt;
A great place to source power for your logic probe while diagnosing the board is across the filter capacitor in the vicinity of connector J1. Connect the black lead of your logic probe to the negative lead of the capacitor for ground. Connect the red lead of your logic probe to the positive lead of the capacitor for 5V. The red lead can also connect to E1, the vertically-aligned 5V jumper wire, below the 6502 chip. Take care to ensure that the clips don&#039;t short to adjacent components.&lt;br /&gt;
&lt;br /&gt;
==== Using a PC Power Supply For Bench Testing ====&lt;br /&gt;
The MPU board is much easier to work on if it is removed from the backbox and placed on the test bench. An AT-style PC power supply can be used to power the MPU board on the bench. &lt;br /&gt;
&lt;br /&gt;
Obtain an old PC power supply. If you don&#039;t have an old computer laying around, head on off to the thrift store and pick one up. Remove the power supply from the case by unscrewing the appropriate screws. Be careful not to unscrew the power supply case itself.&lt;br /&gt;
&lt;br /&gt;
[[File:PowerSupply.png|300px|thumb|left|Power Supply]] &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Clip one of the connectors from the power supply wire bundle and clearly mark on the power supply box the value of each of the colored wires from the power supply. Typically, the yellow wire is 12V, red is 5V, and the black is ground. Strip insulation from the end of the red wire and the black wire as the System 80 MPU requires only 5V and ground to boot. Use alligator clips to connect 5v and ground to the appropriate J1 connection. I use larger alligator clips to make the connection easier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:MPUPower.png|300px|thumb|left|J1 Connector]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mark connector J1 where the positive and negative (common) connection is for the five volts from the computer power supply. The ground connection is on the top of the connector, the 5V connection is on the bottom. The image shows A1J1 with the markings. I took the picture with the board still mounted in the machine. Connect the 5v supply with alligator clips to the positive connector on J1 and the black wire (ground) to the negative connector of J1.&lt;br /&gt;
That&#039;s it! you&#039;re good to go!&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====List of Acceptable TTL Chip Substitutes on a System 80 CPU Board====&lt;br /&gt;
Several years ago, Ed from GPE replied to a System 80 chip substitution question on rec.games.pinball [http://groups.google.com/group/rec.games.pinball/msg/86f37cb479ece4c4 here] and later on Pinside [https://pinside.com/pinball/forum/topic/gottlieb-system-80-chip-replacement#post-4139713 here]. The info from those responses are summarized below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Most of the parts can be freely substituted.  But many cannot.  The clock oscillator circuit (Z3) is one example of a part that cannot be subbed.  Also, some IC&#039;s have hefty loads and cannot be subbed (some of the 7404&#039;s and a 7432).  The 7474 in question on this board can be freely subbed with a 74LS74 or a 74HCT74.  I went through all the standard logic devices on the Gottlieb System 80 MPU.  Based on loading and output characteristics, this is what I get as valid subs for the System 80 MPU.  Of course, substituting some of the parts will ripple through and allow others to be substituted as well - but this can get quite convoluted.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Chip Designation&lt;br /&gt;
!Part #&lt;br /&gt;
!Substitute (Y/N)&lt;br /&gt;
!Acceptable Substitutes&lt;br /&gt;
|-&lt;br /&gt;
|Z1 || 4528 || N ||&lt;br /&gt;
|-&lt;br /&gt;
|Z2 || 7474 || Y || 74LS74 and 74HCT74&lt;br /&gt;
|-&lt;br /&gt;
|Z3&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; || 7404 || ? || Possibly 74LS04 and/or 74F04; See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z4 || 4081 || N ||&lt;br /&gt;
|-&lt;br /&gt;
|Z7 || 74LS04 || Y || 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
|Z8 || 7402 || Y || 74LS02 and 74HCT02&lt;br /&gt;
|-&lt;br /&gt;
|Z9 || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z10&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt;  || 74LS05 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z11&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z12&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z13&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z14&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z15 || 7432 || Y || 74F32 and 74S32&lt;br /&gt;
|-&lt;br /&gt;
|Z16&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt;  || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
||Z17 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z18 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z19 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z20 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z21 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z22 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z23 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z24 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z25 || 74154 || Y ||74LS154 and 74HCT154&lt;br /&gt;
|-&lt;br /&gt;
||Z26 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z27 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z28 || 74LS139 || Y ||74HCT139&lt;br /&gt;
|-&lt;br /&gt;
||Z29 || 7416 || Y ||7406&lt;br /&gt;
|-&lt;br /&gt;
||Z30 || 7416 || Y ||7406&lt;br /&gt;
|-&lt;br /&gt;
||Z31&amp;lt;sup&amp;gt;(6)&amp;lt;/sup&amp;gt; || 7408 || Y ||74LS08&lt;br /&gt;
|-&lt;br /&gt;
||Z32 || 7417 || Y ||7407&lt;br /&gt;
|-&lt;br /&gt;
||Z33 || 74154 || Y ||74LS154 and 74HCT154&lt;br /&gt;
|-&lt;br /&gt;
||Z34&amp;lt;sup&amp;gt;(7)(8)&amp;lt;/sup&amp;gt;  || 7404 || Y ||74LS04, see note below&lt;br /&gt;
|-&lt;br /&gt;
||Z35&amp;lt;sup&amp;gt;(7)&amp;lt;/sup&amp;gt;  || 7404 || Y ||74LS04&lt;br /&gt;
|-&lt;br /&gt;
||Z36 || 4069 || N ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Note: Z3 cannot use a 74HC04 or 74HCT04, since these have &amp;quot;high impedance inputs&amp;quot; and won&#039;t work properly in an oscillator circuit. A 74LS04 should work, and possibly 74F04, but the better candidate would be a 74LS04. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; Note: Untested, but it may be possible to use an 74LS00 or 74HCT00 at Z10 in place of 7405. However, this will defeat the ability to test the MPU using the [https://www.greatplainselectronics.com/proddetail.asp?prod=120-102 QuickScan80 tester].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; Note: Z11 &amp;amp; Z12 only have to sink ~2mA, so they might be able to be replaced with 74LS04, but this might result in noisy switching.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; Note: Z13 &amp;amp; Z14 are in the switch matrix. 74LS00 might a possible substitute, but substitutions can result in noisy switching, and isn&#039;t recommended here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt; Note: If Z18, 20, and 22 are 74175, do not substitute.  If Z18, 20, and 22 are 74LS175 or 74HCT175, acceptable subs are 74LS04 and 74HCT04.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(6)&amp;lt;/sup&amp;gt; Note: Z31 can use 74LS08. 74HCT08 can be used as well, but 74HCT08 is not a good board-to-board driver, and isn&#039;t the best option here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(7)&amp;lt;/sup&amp;gt; Note: 74HCT04 can be used at Z34 &amp;amp; Z35 as well as 74LS04, but 74HCT04 is not a good board-to-board driver, and isn&#039;t the best option here. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(8)&amp;lt;/sup&amp;gt; Note: Had issues with a 74LS04 installed at Z34 in a Haunted House. The side effects were the lower playfield VUK would fire and partially lock on when the lower playfield 5-bank drop target would reset.  Also, the 5-bank drop target would continuously tried to reset when the lower playfield VUK switch was closed. The issue acted as if there was a switch matrix issue, but there wasn&#039;t.&lt;br /&gt;
&lt;br /&gt;
====Replacing the quartz crystal with a TTL Oscillator====&lt;br /&gt;
&lt;br /&gt;
Alkaline corrosion may damage the board in such a way that it&#039;s advantageous to replace the original quartz crystal oscillator with a TTL oscillator.&lt;br /&gt;
&lt;br /&gt;
[[Image:Clock_logic_sys80.jpg|300px|thumb|left|Clock section of the system 80 MPU]]&lt;br /&gt;
[[Image:oscillator.jpg|300px|thumb|right|The original crystal, Z3, and a few resistors may be replaced with a 900 kHz TTL Oscillator that is packaged like this 16Mhz version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 clock signal is produced by a 3.57Mhz crystal, a few resistors, and Z3 (a 7404). Z2 divides the clock by 4, resulting in a clock signal of approximately 900 KHz, which is provided at pin 9 of Z2.&lt;br /&gt;
&lt;br /&gt;
[[Image:CrystalGuts.jpg ‎|300px|thumb|left|The &amp;quot;guts&amp;quot; of an original S80 crystal. The quartz crystal is the round &amp;quot;disk&amp;quot; like part. It is sandwiched between two electrodes]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a 900 KHz TTL oscillator can&#039;t be obtained, a 1MHz oscillator works perfectly fine and gives your pin a 10% speed bump. Game play shouldn&#039;t be impacted, as long as the game doesn&#039;t have a timer related feature that was implemented via software timing, like Timeline. Even games like Timeline are minimally impacted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Clock_system80_vorher.jpg|300px|thumb|left|The original clock section as found on every System 80, 80A and 80B MPU]]&lt;br /&gt;
[[Image:Clock_system80_nachher.jpg|300px|thumb|right|The clock section after installing a TTL oscillator. Note that pin 1 of the oscillator is upper left in this image.]]&amp;lt;br&amp;gt;&lt;br /&gt;
To accomplish this mod, remove the following parts&lt;br /&gt;
*Y1 (Crystal)&lt;br /&gt;
*Z2 (TTL 7474)&lt;br /&gt;
*R3, R4 and R5 (the three resistors above Z2). &lt;br /&gt;
&lt;br /&gt;
Z3 is still required for other functions. Leave it in place. Install the DIP-14 oscillator (4-pins) into position Z2, with the ‘dot’ (pin 1) in the upper left corner. Since the clock signal previously emanated from Z2 pin 9, install a jumper (or solder bridge) between pin 8 and pin 9 of the original Z2 position. This connects the oscillator output to pin 9.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Using a WDC 65C02 in a System 80/80A/80B MPU====&lt;br /&gt;
[[File:65C02.png ‎|300px|thumb|left|Gottlieb® System 80 MPU using a WDC 65C02, requiring a 3K resistor between pin 36 and 5V. In this case, 5V is picked up from pin 8 of the 65C02]]&amp;lt;br&amp;gt;&lt;br /&gt;
Western Design Center (WDC) has reproduced the 6502 in a CMOS version designated 65C02. It works perfectly in all System 80 MPUs with one modification. Pin 36 of the 65C02 must be pulled up to Vcc (5VDC) via a 3K (or 3.3K) pull-up resistor. Pin 36 (BE) is the &amp;quot;bus enable&amp;quot; input which allows external control of the 65C02 busses. Pin 36 is unused by original 6502s and not connected to anything on System 80 MPU boards. Simply tack soldering a 3 - 3.3K resistor between pin 36 and a 5VDC trace will do the trick. An easy place to pick up 5VDC is pin 8 of the 65C02, as pictured at left&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Aftermarket Test Devices====&lt;br /&gt;
=====Great Plains Electronics (GPE) QuikScan80=====&lt;br /&gt;
[[File:QS80.jpg|300px|thumb|left|The Great Plains Electronics QuickScan 80 (no longer available)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video demonstrating both the GPE QS80 tester (NLS) and the Marco Test ROM in a PiniTech Test Device can be found [https://youtu.be/M58CB1xar6s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
The venerable QuickScan80, developed by Ed Kryzicki of Great Plains Electronics many years ago, is an excellent tool for testing every aspect of System 80/80A/80B MPU system operation. Unfortunately, this test device is no longer being manufactured with little prospect of ever being produced again.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Marco&#039;s Test ROM=====&lt;br /&gt;
[[File:PiggyDeux.jpg|400px|thumb|right|The Pinitech &amp;quot;PiggyDeux&amp;quot;]]&lt;br /&gt;
The Marco test ROM was developed by Marco Albus. It is easily paired with a chip carrier called [https://www.pinitech.com/products/gottlieb-piggydeux.php the &amp;quot;PiggyDeux&amp;quot; (developed by Pinitech)], but is not often available.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marco test ROM blink indications:&#039;&#039;&#039;&lt;br /&gt;
* May barely blink once at power on. This is just an artifact.&lt;br /&gt;
* Blink one time to indicate software is running.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by one blink indicating 5101 CMOS memory tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by two blinks indicating U4 6532 RIOT tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by three blinks indicating U5 6532 RIOT tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by four blinks indicating U6 6532 RIOT tested good.&lt;br /&gt;
* LED will continue to blink at about 1Hz as long as power is applied.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Marco&#039;s Test ROM Download&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:Download.png|link=File:MarcoSystem80MPUTestROMv33.zip]] Marco&#039;s test ROM can be found [[Media:MarcoSystem80MPUTestROMv33.zip|&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]].&amp;lt;br&amp;gt;&lt;br /&gt;
Many thanks to Marco for making this test ROM available.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====GoRaT80 Test Device=====&lt;br /&gt;
[[File:GoRaT80.jpg|300px|thumb|left|The LISY Project&#039;s GoRaT80 Test Device and Daughter Card Substitute]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another recent (May, 2025) addition to the System 80 test arsenal is the GoRaT80 (Gottlieb ROM and Test for System 80) designed by the [https://lisy.dev/gorat80.html LISY project].&lt;br /&gt;
&lt;br /&gt;
This handy board can carry Leon&#039;s Test ROM or Marco&#039;s Test ROM as well as replace original game ROMs in the same manner as the (no longer available) Pinitech &amp;quot;PiggyDeux&amp;quot;. The ROM image to execute is selected via DIP switches 3 and 4 on the device.&lt;br /&gt;
&lt;br /&gt;
Documentation in the manual indicates that DIPSW 4 ON maps test ROM software into the address space.&amp;lt;br&amp;gt;&lt;br /&gt;
Turning DIPSW 3 and 4 on maps game ROM software into the address space.&lt;br /&gt;
&lt;br /&gt;
This method is quite flexible as any two 64K images can be mapped into the normal address space occupied by U2/U3 (System 80/80A) or the daughter card (System 80B).&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating Marco&#039;s TEST ROM as well as TX Sector game ROMs in the GoRaT80 Test Device can be found [https://youtu.be/01MrEt6DLq8 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Resets===&lt;br /&gt;
System 80 games sometimes exhibit &amp;quot;resets&amp;quot;, especially when high power coils fire. Assuming you&#039;ve updated the power supply grounds and reflowed or replaced the header pins on the Power Supply, there are a few typical causes for System 80 resets.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 bad caps.JPG|300px|thumb|right|Gottlieb® System 80A Filtering Capacitors]]&amp;lt;br&amp;gt;&lt;br /&gt;
#The 12VDC filter capacitor in the cabinet bottom which, if still original, should always be replaced. Originally, this was a 6800uf/25V capacitor. Replace with a 6800uf to 12,000uf/25V cap such as [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=RCT123M025V3550B&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat=| this one] from Great Plains Electronics. The filtered 12VDC is regulated down to 5VDC on the power supply board.  Note that some games have two of these capacitors (as shown). Note: purchase a [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=VR3A&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= VR3A capacitor clamp] from Great Plains Electronics when replacing the large capacitor for a clean looking job.&lt;br /&gt;
#The bridge rectifier that originates the 12VDC&lt;br /&gt;
#Missing, broken, or failed coil diodes&lt;br /&gt;
#Poor 5VDC power connections between the power supply and the MPU. The female connector on the MPU connects 5VDC to the MPU via molex crimp-on pins and a &amp;quot;double-wide&amp;quot; edge connector pad. Ground is connected in the same way. But you&#039;ve done the ground mods, right?&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A / 80B Resets====&lt;br /&gt;
A failed or failing reset board can &#039;&#039;cause&#039;&#039; resets.  The reset board may cause problems all of the time, or just when the game is under stress, like multiball.&lt;br /&gt;
&lt;br /&gt;
To see if the reset board is the problem, disconnect it.  If disconnecting the reset board resolves the issue, there are two fixes:&lt;br /&gt;
&lt;br /&gt;
* Replace the large caps (C3 and C4).  These have dried out over the years and screw up the timing of these boards.&lt;br /&gt;
* Leave the reset board disconnected&amp;amp;mdash;if someone will always be in the general vicinity of the game to turn it off should the CPU lock up.&lt;br /&gt;
&lt;br /&gt;
When first trying to get a System 80A or System 80B game to boot properly, it is best to disconnect the reset board until the game is working.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Electrolytic capacitors C3 and C4 are both 470 uf @ 16 volts. C1 is a 47 uf @ 16 volts. Be careful when unsoldering these capacitors as the foil traces are very delicate. The connector pins also develop bad solder joints so it is wise to resolder it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Updating a dual game PROM MPU (1st generation) to a single game PROM configuration (2nd generation)===&lt;br /&gt;
&lt;br /&gt;
As noted earlier, the first five system 80 games used both sockets at PROM1 and PROM2, populating them with 512 byte masked ROMs. Should one of these ROMs fail, replacements might be obtainable, but they are becoming more pricey, more difficult to find, and are still prone to failure as they age.&lt;br /&gt;
&lt;br /&gt;
A more flexible solution would be to update the MPU to use a single 2716 UVEPROM at the PROM1 socket. &lt;br /&gt;
&lt;br /&gt;
Modifications must be made to both the solder side and the component side of the board. See the pictures below.&lt;br /&gt;
&lt;br /&gt;
Component side modification:&lt;br /&gt;
#Cut the trace that extends from the left of Z10 between pins 6 and 7. A Dremel with a &amp;quot;ball shaped&amp;quot; cutter bit works beautifully for this. In the second picture below, the cut has already been made. I&#039;ve filled the cut hole with black Sharpie! to better show the location of the cut.&lt;br /&gt;
&lt;br /&gt;
Solder side modifications:&lt;br /&gt;
#Cut the traces leading to PROM1 socket, pins 19 and 21. Again, the cuts have been highlighted with black Sharpie!&lt;br /&gt;
#Jumper from the PROM1 socket, pin 19, to the PROM2 socket, pin 21 (connects A10)&lt;br /&gt;
#Jumper from the PROM1 socket, pin 21, to the PROM1 socket, pin 24 (connects +5V to Vpp)&lt;br /&gt;
#Jumper from the PROM1 socket, pin 22, to the PROM2 socket, pin 18 (connects A9)&lt;br /&gt;
#Jumper from Z10, pin 13 to the via just below and to the right of Z9 (when viewing the back of the board)&lt;br /&gt;
&lt;br /&gt;
The MPU board is now configured for any System 80 game. All that remains is to acquire a 2716 EPROM containing the game&#039;s code. When using the original ROM images, which are 512 bytes, the DOS command to combine them is shown below. Note that in addition to combining the ROM images, this command also &amp;quot;doubles&amp;quot; the image so that it fills the 2716 EPROM. Modify as appropriate to match the file names.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;&lt;br /&gt;
copy /b prom1.bin + prom2.bin prom1.bin + prom2.bin combined.716&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This should result in a 2K image as shown by the computer&#039;s file manager&lt;br /&gt;
&lt;br /&gt;
A 2732 EPROM may also be used, even if the game doesn&#039;t require a 2732. This is possible because a 2732 has the same number of pins as a 2716. Build the EPROM image for a 2732 in much the same way, by doubling the 2716 image.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;&lt;br /&gt;
copy /b combined.716 + combined.716 combined.732&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This should result in a 4K image as shown by the computer&#039;s file manager&lt;br /&gt;
&lt;br /&gt;
The MPU may also be used in a System 80A game if U2/U3 are updated, and in a System 80B game if considerably more mods are made which frankly, just aren&#039;t worth it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px perrow=2 caption=&amp;quot;System 80 1st Generation to 2nd Generation Board Updates&amp;quot;&amp;gt;&lt;br /&gt;
File:DremelBallCutter.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Dremel Tool with &amp;quot;Ball Cutter&amp;quot;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Z10TraceCut.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut in trace extending Left from Z10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PROM2-to-PROM1JumpersAndTraceCuts.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;PROM2-to-PROM1 Socket Cuts and Jumpers&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Z10-Pin13-to-ViaJumper.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper connecting Z10, pin 13 to a &amp;quot;via&amp;quot;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Using a 2732 at the PROM2 position in a System 80B MPU===&lt;br /&gt;
====...in games that &amp;quot;normally&amp;quot; use a 2716====&lt;br /&gt;
It is easy to use a 2732 at position PROM2 with an MPU jumpered to use a 2732 for a game that normally populates that position with a 2716. Simply &amp;quot;double-up&amp;quot; the 2716 ROM image, and burn it into a 2732.&lt;br /&gt;
&lt;br /&gt;
The DOS command to accomplish this is ... &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;copy /b image.2716 + image.2716 image.2732&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====...using an MA-1133 or MA-774 MPU in games that REQUIRE a 2732====&lt;br /&gt;
Some System 80B games require 4K of code space at PROM 2, which dictates a 2732 EPROM. An MPU built to use a 2716 EPROM at PROM2 can be modified to work, as is discussed below. &lt;br /&gt;
&lt;br /&gt;
The CPU schematics of game manuals, such as &amp;quot;Bad Girls&amp;quot; and &amp;quot;Big House&amp;quot;, state that E3 is directly connected to AB15 (address bus 15).  However, there is no mention of the factory modification (outlined below) performed on CPU boards stamped MA-1133.  Equally, should the user have an MA-774 CPU board, (used in games starting with Chicago Cubs Triple Play and ending with Robo-War), this modification can be performed to use the board in the following games.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Excalibur&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bone Busters, Inc.&lt;br /&gt;
*Night Moves (made by International Concepts using the 80B board set)&lt;br /&gt;
&lt;br /&gt;
PROM2 is actually located at the socket marked &amp;quot;PROM 1&amp;quot; on the PCB. The area on the board marked &amp;quot;PROM 2&amp;quot;, which has solder pads but no socket, is a legacy carried over from the first generation System 80 CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following information was taken from a service bulletin located in the back of the 1992 Gottlieb® parts catalog.  This modification makes AB15 available to PROM 2, allowing the use of a 2732 EPROM at this position. &lt;br /&gt;
&lt;br /&gt;
This procedure can be used in reverse if you have an MA-1133 board and you need to use a 2716 at position PROM2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Procedure:&lt;br /&gt;
#If jumper E4 is installed, remove it. You will find the top of the E4 jumper located immediately to the right of the socket marked &amp;quot;PROM 1&amp;quot;.&lt;br /&gt;
#Install a jumper at E3. This connects the pad marked E3 to the dual pad marked E4.&lt;br /&gt;
#On the solder side of the board, follow the trace from the pad marked E3 Southeast 1/8 inch, then South about 1/2 inch to a via. &lt;br /&gt;
#Find this via on the component side of the board. It will extend to the left to another via.&lt;br /&gt;
#Cut the trace between the two vias.&lt;br /&gt;
#On the solder side of the board, install a jumper from TC1, pin 35 to the right solder pad of the via which was just cut.&lt;br /&gt;
#All other jumpers should remain installed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px perrow=2 caption=&amp;quot;System 80B PROM 2 2732 Update&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB_sysS80b_2732_prom2_front.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;E4 removed, E3 installed, and trace cut below E3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB sysS80b 2732 prom2 back.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper from TC1 pin 35 to E3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Alternate Method&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an easier and cleaner method that allows the use of a 2732 ROM at the PROM2 position. This method is also easier to revert back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&lt;br /&gt;
#Remove jumpers E3 and E4 which are located to the right of the socket marked &amp;quot;PROM1&amp;quot;. &lt;br /&gt;
#On the solder side of the board, install a jumper wire from TC1, pin 35, to either the upper pad marked E3 or the lower pad marked E4. These two pads are connected together on the component side of the board.&lt;br /&gt;
#All other jumpers should remain installed.&lt;br /&gt;
#Leave all traces intact. No cuts!&lt;br /&gt;
#That&#039;s it! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px perrow=2 caption=&amp;quot;System 80B PROM 2 2732 Update (Alternate Method)&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB Sys80B Alt Jump2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Both jumpers E3 and E4 are removed.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sys80B Alt Jump.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper from TC1 pin 35 to either upper E3 pad or lower E4 pad.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid problems===&lt;br /&gt;
&lt;br /&gt;
====The Driver Board====&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 drvr pw.png|300px|thumb|left|The System 80A / 80B Driver Board]]&lt;br /&gt;
The System 80 Driver board is responsible for all controlled lamps, relays, and &amp;lt;b&amp;gt;all solenoids&amp;lt;/b&amp;gt; in the game. The CPU controls the driver board operation via a simple interface between A1J4 on the CPU and A3J1 on the driver board.  Although the driver board went through some minor changes over the years, the same board can be adapted for all of the System 80 platforms.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
To control the games&#039; total of 52 &#039;&#039;&#039;lamp circuits&#039;&#039;&#039;, the interface provides &amp;quot;device select&amp;quot; signals for each of the 74175s (Quad-D Flip-Flops) on the driver board, and 4 &amp;quot;bits&amp;quot; of data that is loaded (or &amp;quot;clocked&amp;quot;) into a particular 74175 via the aforementioned device selects. Each lamp is driven discretely by a particular output of a particular 74175, which in turn drives an MPS-A13 or MPS-U45 transistor, (NDS-U45 transistors were used in place of MPS-U45s in some cases). &amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It is noteworthy that there are some dedicated transistors, which control specific game relay coils across the System 80 / 80A platforms.  Relays such as the game over, tilt, and coin lockout relays are controlled by Q1, Q2, and Q3 respectively.  The tilt and game over relays use the same designation for the System 80B platform, however, the use of a coin lockout relay was abandoned by this time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_drvr_board_coin_ctrs.JPG|300px|thumb|left|Driver Board with Coin Counter Transistors Highlighted ]]&amp;lt;br&amp;gt;&lt;br /&gt;
To control the games&#039; &#039;&#039;&#039;solenoids circuits&#039;&#039;&#039;, the driver board uses signals directly from the CPU to enable transistors on the driver board which turn on up to 9 solenoids.  For solenoid control, the driver board uses MPS-U45, 2N3055, and 2N6043 transistors.  Starting and ending with the System 80 platform, (games from Spiderman to Haunted House), three transistors were reserved to drive optional mechanical coin counters. These mechanical coin counter solenoids and associated transistors are: solenoid 3 (Q54), 4 (Q55), and 7 (Q56). Starting with the System 80A platform, (Devil&#039;s Dare), these transistors were no longer reserved for coin counters, and were used for other functions. Equally, the 3 diodes associated with these 3 transistors were changed to 3 zero ohm jumpers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The games&#039; &#039;&#039;&#039;sound&#039;&#039;&#039; signals (S1, S2, S4, S8) also pass through the driver board at Z13, a 7404 Hex Inverter. See below for S16 and S32.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Repurposed Driver Board Circuits====&lt;br /&gt;
[[File:Gtb under pf transistor.JPG‎|300px|thumb|left| A Typical Remote Transistor Mounted Under the Playfield]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since quite a few System 80 games employ more than 9 solenoids, and since the original driver board design will drive a maximum of 9 solenoids, Gottlieb® repurposed some lamp outputs to drive &amp;quot;under-playfield transistors&amp;quot; which drive additional solenoids.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb ma1011 trans board.JPG‎|300px|thumb|left| A Typical Transistor Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once playfields became littered with numerous &amp;quot;under-playfield transistors&amp;quot;, Gottlieb® opted to merge some of these transistors into a transistor driver board.  The transistor driver board started to appear on Gottlieb® games nearly midway through the System 80B platform, with the game Victory.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sound S16 and S32 signals are also repurposed lamp outputs. For instance, Haunted House and Black Hole both repurpose L9 to S16. Robo-War repurposes lamp 4 to S16. Note that S16 is not consistently implemented across the System 80 family. Note also that references to the usage of S32 are difficult to find.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:Sys80 driver screws.JPG|300px|thumb|left|Nuts / Screws Which Secure the 2N3055s Collector to Drive Line]]&lt;br /&gt;
[[File:System80-2N3055.jpg ‎|300px|thumb|right|If the metal casing of the transistor is not &amp;quot;making&amp;quot; with the trace it is connected to, the solenoid will not fire.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Make certain to inspect and tighten the screws which secure the 2N3055 TO-3 transistors to the driver board.  Specifically, the screws / nuts as marked in the pic.  They tie the transistor cases (collector) to the respective solenoid drive lines.  If these cases are not secured, the transistors will not function as intended.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Remote Mounted Transistors==== &lt;br /&gt;
[[File:UnderPFTransistor.jpg|300px|thumb|left|Under Playfield Transistor, with Emitter, Base, and Collector Labeled]]System 80 games have nine dedicated solenoid circuits on the driver board. To overcome this limitation, Gottlieb® added remote, high current transistors, mounted to brackets under the playfield. A lamp drive transistor is generally used to &amp;quot;pre-drive&amp;quot; the larger solenoid drive transistor. However, there are instances where a solenoid drive transistor is used to pre-drive a remotely mounted transistor. In later games, Gottlieb® Premier began to add (up to) three transistors on PCBs. These PCBs were mounted behind the game&#039;s lamp insert panel or on the side wall of the lower cabinet. While other games, such as Monte Carlo, have a large metal bracket installed under the playfield with 6 transistors installed, and a common ground on the collector of the metal bracket.  With 80B games, the game&#039;s diagnostics will drive these transistors during solenoid test, otherwise, they are typically driven during lamp test.&lt;br /&gt;
&lt;br /&gt;
On System 80 games, under playfield transistors were originally 2N5875s or 2N5879s. The failure rate of the original transistors tends to be rather high. Thirty years is a long time for a transistor of that technology. Should one fail, it can be replaced with one of its beefier siblings, a &amp;lt;b&amp;gt;2N5880, 2N5883 or 2N5884. An MJ2955&amp;lt;/b&amp;gt; can also be used.&lt;br /&gt;
&lt;br /&gt;
System 80B games used a mix of 2N5879 transistors and MJ2955 transistors to drive flash lamps and coils.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:RemoteTransistors.jpg|300px|thumb|left|An image/schematic/explanation (click)]]&amp;lt;br&amp;gt;&lt;br /&gt;
A ground wire is always connected to the tip of the transistor (collector) and leads to ground. On System 80 games, this wire is green/yellow (Gottlieb® wire color code 54).  On 80B games, ground wires are plain white with no trace (Gottlieb® wire color code 9).&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;emitter&amp;quot; should be connected to the lug of the coil that has the non-banded side of the diode facing it (black-blue-blue in this picture).&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;base&amp;quot; should be connected to the drive wire from the driver board (brown-red-red in this picture).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; Solenoids which use a remote mounted transistor can be enabled by temporarily connecting the associated driver board pre-drive transistor&#039;s tab to ground. This test is typically performed to test the integrity of the wiring and edge connectors from the drive transistor to the remotely mounted transistor and to the solenoid. This test does not prove that the pre-drive transistor is good since grounding a transistor tab bypasses the transistor&#039;s internal switch.&amp;lt;br clear=all&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
[[File:GottliebUnderPFTransistors.jpg|500px|thumb|left|Another image/schematic/explanation (click). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another diagram detailing remote mounted transistor connections, etc.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Remote Mounted Transistor Update=====&lt;br /&gt;
[[File:Remote transistor circuitry.png|left|thumb|300px|Gottlieb® Remote Transistor Circuit]]&lt;br /&gt;
During the run of Black Hole, Gottlieb® released a service bulletin recommending that the existing 10Kohm pullup resistor be changed to a 4.7Kohm resistor when changing from a 2N5875 to a 2N5879 or equivalent.  Affected Black Hole games were marked serial number 6271 to 9160.  However, there were several games prior to and after Black Hole, where a pullup resistor was never installed.  And, don&#039;t always bank on the playfields installed in a game being original to the cabinet&#039;s serial number.  Case in point is a recently acquired Black Hole where the main playfield had a factory pull up resistor for the ball release coil transistor, but the 3 coils on the [http://www.pinwiki.com/wiki/index.php?title=Black_Hole#Pull_Up_Resistors_Added_to_Remote_Transistors_.28Centrally_Located.29_on_Lower_Playfield lower playfield which use remote transistors] did not have the pull resistors added.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Pullup circuitry.png|left|thumb|300px|Gottlieb® Remote Transistor Circuit w/ Pull Up Resistor Upgrade]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is highly recommended to add this resistor.  This upgrade will decrease the chances of particular solenoids, which use a remote mounted transistor, from locking on when the game is powered up. The 4.7K resistor is soldered to the base of the remote mounted transistor, and then tied to the 24vdc solenoid bus.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Power On &amp;quot;Thunk&amp;quot;====&lt;br /&gt;
Due to the driver board design, certain solenoids and / or relays can pulse briefly as soon as a game is turned on.  To rectify the issue, please refer to the [[#Power_on_.22Thunk.22|Power on Thunk]] section above.  This applies to potentially all System 80/80A/80B games, where the solenoid / relay signal passes through one of the 74175 chips on the driver board.  &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Correcting Solenoid Problems====&lt;br /&gt;
Gottlieb&#039;s implementation to control solenoids was, at a top level, identical to every other game manufacturer. Power is present at the coil, sometimes routed through the &amp;quot;Game Over&amp;quot; relay. A path to ground is switched on by a transistor which is enabled by upstream TTL logic. For the System 80 platform, this TTL logic is located on the MPU board. Signals are conveyed from the MPU to the driver board via the A1J4-to-A3J1 wire harness. These signals directly switch a path to ground on for one of the 9 designed-in solenoid circuits.&lt;br /&gt;
&lt;br /&gt;
As noted above, to accommodate game implementations needing more than 9 solenoids, Gottlieb repurposed some of the lamp driver circuits, driving 2N5875 (generally) transistors either screwed to the bottom of the playfield, or located on dedicated transistor boards. &lt;br /&gt;
&lt;br /&gt;
Solenoid problems can be divided into two simple categories, solenoids that do not engage and solenoids that are &amp;quot;locked on&amp;quot;. Correcting these two situations is discussed below.&lt;br /&gt;
&lt;br /&gt;
=====Solenoid Doesn&#039;t Turn On=====&lt;br /&gt;
&lt;br /&gt;
First, note that not all solenoids are always tested by the built in solenoid diagnostics. The first example of this is the coin counter solenoids (numbered 3, 4, and 7). To avoid artificially incrementing the coin drop counters, these coils are not pulsed. Other coils may be pulsed during lamp test. This is most often the case with System 80B games, using repurposed lamp driver circuits.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;b&amp;gt;Problem Determination Procedure&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
With the game turned on and a game started, use a DMM to measure for coil power at the coil lug (generally either 24 or 38VDC). Power should be present at both lugs of the coil. If present on the coil lug attached to the banded side of the diode and not present at the coil lug attached to the non-banded side of the diode, then the coil winding or it&#039;s attachment to one of the coil lugs is open.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Next, test paths to ground for the coil. Attach a wire with clip leads to game ground. Any green wire with yellow stripe will work fine. First, &amp;lt;b&amp;gt;BRIEFLY&amp;lt;/b&amp;gt; touch the other end of the wire to the &amp;lt;b&amp;gt;non-banded&amp;lt;/b&amp;gt; side of the coil lug. The coil should pull in. If it does not, then either the coil winding is open or the coil wire is not securely attached to the coil lug. Next, identify the driver board transistor that switches ground for the solenoid in question. &amp;lt;b&amp;gt;BRIEFLY&amp;lt;/b&amp;gt; touch the other end of the wire to the tab (MPS-U45 or 2N6043) or case (2N3055) of that transistor. The solenoid should pull in. If it does, this proves the path from the coil to the transistor, but doesn&#039;t prove anything about the transistor. If it doesn&#039;t pull in, then there is a break in continuity between the transistor and the coil. Likely suspects are the connector pins, the IDC connection of the wire to the connector, and the actual wire itself.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
At this point in the process, we know that the coil has power, and the path to ground via the transistor is valid. The next step is to test the actual transistor. &lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::Testing an MPS-U45 (or NDS-U45) or an MPS-A13 transistor&lt;br /&gt;
:::*Set the DMM to diode check&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for one of the flanking legs.&lt;br /&gt;
:::*A measurement between 1.2 and 1.4 should be displayed for the other flanking leg.&lt;br /&gt;
:::*Readings outside of these ranges (generally dead shorts, sometimes opens) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
:::Testing a 2N6043 transistor&lt;br /&gt;
:::*Set the DMM to diode check&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for each flanking leg&lt;br /&gt;
:::*Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
[[File:TO-3Case2N3055.jpg|300px|thumb|right|Emitter, Base, and Collector parts of a TO-3 form transistor, like the 2N3055. Note that the emitter and the base pins are closer to one end of the TO-3 case.]]&lt;br /&gt;
:::Testing a 2N3055 transistor&lt;br /&gt;
:::*Set the DMM to diode check.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the metal casing of the transistor.&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the legs in turn.&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for one of the legs.&lt;br /&gt;
:::*A measurement of &amp;quot;null&amp;quot; (no reading) should be displayed for the other leg.&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the &amp;quot;base&amp;quot; lead of the transistor.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the other lead of the transistor (the &amp;quot;emitter&amp;quot;).&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the case of the transistor (the &amp;quot;collector&amp;quot;).&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed.&lt;br /&gt;
:::*Readings outside of these ranges (generally dead shorts, sometimes opens) indicate the part has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video demonstrating each of these transistors being tested can be found [https://youtu.be/CcDe95uUVvo?si=ILbopV5R9Oct6POR &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;ol start =4&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Test the output signal from the MPU at the driver board. This test completes the test of the driver board circuitry. If this test doesn&#039;t identify a problem, then the problem must lie upstream with the inter-board harness or on the MPU board itself. With a logic probe, and the game in solenoid test, probe the following points for solenoids 1 through 9. 1 - non-banded side of CR6, 2 - R53, 3 - non-banded side of CR2, 4 - non-banded side of CR4, 5 - R56, 6 - R59, 7 - non-banded side of CR4, 8 non-banded side of CR1, 9 - non-banded side of CR5. With the game in Solenoid test, each solenoid should be pulsed in order, with the pulse easily detectable with a logic probe on the appropriate spot. Note that the coin counter solenoids will not be pulsed in test, and games that don&#039;t use every solenoid won&#039;t pulse unused solenoid circuits. Consult the manual for solenoid numbering for a particular game.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Test the output signal of the TTL circuitry on the MPU. Solenoids 1 through 9 are all enabled via signals from Z29 and Z30 on the MPU board. Both ICs are 7416s. Z29 pins 2, 4, 10, and 12 drive solenoids 1 through 4 respectively. Z30 pins 2, 4, 6, 10 and 12 drive solenoids 5, 6, 8, 9, and 7 respectively (note the order is not strictly ascending). If the output signal on the MPU is present, but the signal is not present on the driver board, then the problem is probably the inter-board connector.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Solenoid Locked On=====&lt;br /&gt;
&lt;br /&gt;
A solenoid (or flasher) that is &amp;quot;locked on&amp;quot; is caused by coil power having a continuous path to ground. Remember, coil power is always present at the coil when a game is started and the game over relay is powered (for System 80/80A/80B games). 99.9% of the time, this continuous path to ground is caused by a shorted drive transistor; either an under-playfield transistor, a transistor on a transistor board, or a transistor on the driver board itself.&lt;br /&gt;
&lt;br /&gt;
Generally, a locked on coil will heat up, burn through the insulation on the coil windings, and cause direct shorts between windings. This effectively reduces the length of the wire and hence, the resistance. Once the resistance is reduced to less than 2 ohms or so, the continuous current through the transistor and the coil cause both to be irreparably damaged. For this reason, if you find a transistor shorted, check the associated coil. Likewise, if you find a coil shorted, or with significantly reduced resistance (ohms), check the associated transistor.&lt;br /&gt;
&lt;br /&gt;
Some solenoid driver circuits, like solenoid 8 that uses a 2N3055, are &amp;quot;pre-driven&amp;quot; by an MPS-U45 (or NDS-U45). Be sure to test the associated pre-driver transistor too.&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
Lamp problems are common with most any pinball machine, and Gottlieb® System 80/A/B games are no exception.&lt;br /&gt;
&lt;br /&gt;
For controlled and GI lamps, Gottlieb® System 80/A/B games use either a #44 or #47 lamp.  The choice of which lamp to use is the preference of the game owner.&lt;br /&gt;
&lt;br /&gt;
For games with flash lamps, a #67 bulb is used.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended &#039;&#039;&#039;not&#039;&#039;&#039; to replace or remove lamps with the power to the game on.  There are primarily two reasons for this.&lt;br /&gt;
#Some lamp sockets must have their mounting brackets bent back to access the bulb for replacement.  In turn, the potential of inadvertently shorting one lamp socket to another is possible.&lt;br /&gt;
#Lamps are constructed of an equal balance of glass and conductive metal.  If a bulb slips out of one&#039;s grasp when trying to remove or install with the power on, there are many areas in the bottom of the cabinet, where the metal of the bulb can short across.  A short across other circuits could potentially lead to other unplanned or otherwise unnecessary repairs needed to perform.&amp;lt;br&amp;gt;&lt;br /&gt;
So in short, change or remove bulbs with the game&#039;s power off, just to be safe.&amp;lt;br&amp;gt;&lt;br /&gt;
All System 80 games have three separate lamp circuits, and some have a fourth.  The circuits are comprised of:&lt;br /&gt;
*General illumination for the backbox&lt;br /&gt;
*General illumination for the playfield&lt;br /&gt;
*Controlled lamps for primarily the playfield, although, there can be four controlled lamps located in the backbox (shoot again, high score game to date, tilt, and game over), depending on the era of the game.&lt;br /&gt;
*Auxiliary lamps used for effect, such as chaser lamps used around the backglass border of Mars God of War and Black Hole.  Auxiliary lamps are not used on all games.  Jump to the [[#Auxiliary_Lamp_Driver_Boards | Auxiliary Lamp Board section]] to see what games use auxiliary lamps.&lt;br /&gt;
&lt;br /&gt;
Below are several approaches used to determine the source of a lamp problem, and how it can be resolved.&amp;lt;br&amp;gt;  &lt;br /&gt;
      &lt;br /&gt;
====Bad Bulbs====&lt;br /&gt;
The first thing when troubleshooting lamp problems, and this may seem blatantly obvious, but determine whether the lamp is good or not.  The bulk of all lamp problems are simply burned out light bulbs.  Always try a known good bulb as the solution first. Don&#039;t rely on the bulb being brand new either.  The ratio of brand new, bad bulbs is slim, but there is that chance a new bulb is not good.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Dying battery.JPG|thumb|left|300px|Making certain an old 9v battery is putting out an acceptable lower voltage]]&lt;br /&gt;
[[File:Testing bulb.JPG|thumb|right|300px|Testing a 6v bulb with a dying 9v battery]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bulbs used in a System 80/A/B game are powered by ~6 volts, (the exception is the bulbs powered for the lower [[#Replacing_Black_Hole_Lower_Playfield_Illumination_Lamps_with_.2344_Lamps | playfield illumination on Black Hole and Haunted House]]).  A great way to quickly test a bulb is to use a dying 9v battery.  Don&#039;t use a fresh 9v battery, or you will shorten the life of the bulb.  Find a battery that is roughly putting out 7v - 8.25v.  An old battery from a smoke detector works pretty well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place the tip of the bulb on one of the battery terminals, and cock the outer metal casing of the bulb to touch the other terminal.  Orientation of the bulb with regards to the positive and negative terminals does not make a difference in this case.  Do not hold the bulb across the battery terminals for very long.  Just long enough to determine if the bulb&#039;s filament is lighting or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may also use a known working socket to test bulbs in...but that requires the game to be on while testing...which always presents some risk and is not recommended.  However, if there is no other option but to use a known good socket for testing bulbs, the preferred method is to use a socket located in the backbox lamp insert panel.  This unfortunately does not pertain to 65% of the System 80B games, because a fluorescent lamp was used for backbox illumination for them.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Games that have not been played in a long time develop a film of corrosion between the lamp &amp;quot;nipple&amp;quot; and the lamp socket which prevents conductivity. Simply removing the lamp and scratching the nipple with something abrasive (like rubbing it on the lockdown bar receiver) may fix many &amp;quot;lamp out&amp;quot; problems. In some cases, a light socket cleaning stick (available from the Pinball Resource [http://www.pbresource.com/tools.html here]) may be useful for cleaning the lamp socket. Gottlieb® lamp sockets are comparatively beefy and do not fail often.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Lamp Power Issues====&lt;br /&gt;
Next, make certain there is power at the lamp socket.  The game will have to be turned on for the following procedures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====General Illumination Lamp Power Issues=====&lt;br /&gt;
GI lamps are powered by ~6VAC.  When testing a GI lamp socket for power, each lead of the DMM (now set in AC mode) will be placed on the two leads of the lamp socket.  If there isn&#039;t power at the lamp socket, suspect a bad fuse first.  Keep in mind that the playfield GI and backbox GI for System 80, 80A, and a few 80B games (the first 3 80B games and the last 2), have two separate fuses located on the transformer board in the bottom of the cabinet.  These are typically higher amperage rated fast-blo fuses. The backbox GI on a System 80 game is always on when the game is turned on.  If the backbox GI fuse is good, and no backbox lights are lit, the inline connection which feeds the GI could possibly be bad.  Unfortunately, this connection is not standard from game to game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80TiltRelayAnnotated.jpg|thumb|left|300px|Gottlieb® System 80 Tilt Relay with GI Lamps/Tilt Lamp Make-Break Switch Highlighted. This tilt relay is from a Gottlieb® Spiderman]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The playfield GI is always powered on too, except when the game is in tilt mode.  If the game was not tilted and /or the tilt switches are not stuck closed, check the switch stack on the tilt relay.  These switches can sometimes get bent or misaligned.  If the playfield GI fuse is good and the tilt relay switches are good, the inline connections may be suspect.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the fuse to a particular GI circuit is bad, and continues to blow every time a new fuse is installed, a short is probably causing the issue. A shorted lamp GI circuit is probably the worst and most difficult lamp related issue to resolve.  In most cases, the GI power lines are uninsulated wiring, which make them susceptible to shorted circuits.  First, determine if the GI short originates on the backbox lamp insert or on the playfield.  GI shorts on the playfield are typically more common than backbox lamp insert shorts.  Pop bumper lamps are generally not CPU controlled, and are included in the playfield GI string (some System 80B games are the exception, [http://www.ipdb.org/machine.cgi?id=1975 RoboWar] being an example).  Also, depending on the game, star rollover lamps and kickout hole lamps are sometimes part of the playfield GI circuit.  Consult the game manual for these particulars.&lt;br /&gt;
&lt;br /&gt;
Although it can be a pain and time consuming, the best approach is to remove all of the bulbs in the associated shorted GI string.  In removing all of the bulbs, we are trying to isolate whether the problem is a bad, defective bulb, or one of the GI power lines is shorting.&lt;br /&gt;
&lt;br /&gt;
=====Controlled Lamp Power Issues===== &lt;br /&gt;
Controlled lamps are powered by ~6VDC.  When testing a controlled lamp socket, the red lead of the DMM (now set in DC mode) will be placed on the lamp socket mounting bracket.  The bare wire soldered to the lamp socket&#039;s mounting bracket is the power bus not the ground bus, so be careful.  The black lead of the DMM will be placed on ground. If working under the playfield, the ground plate in the bottom of the cabinet is a good place to connect to ground.  If working in the backbox, find where one of the green wires with a yellow trace is screwed to the metalwork, and place the lead on it.  Depending on the game, System 80 side rails, lockdown bar assemblies, and other associated trim metalwork, except the coin door, were not grounded from the factory like Bally, Williams, and Stern.  Therefore, using any of these as a ground reference is not recommended.  Gottlieb® did start grounding the metalwork at the start of the System 80A platform.&lt;br /&gt;
&lt;br /&gt;
If there isn&#039;t any power at the lamp socket, suspect a bad fuse first.  The controlled lamp circuit has a separate fuse on the transformer board, and is normally a 5 amp slo-blo fuse.  If the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_fuses fuse tests fine], there is a separate set of switch leaves on the tilt relay, which pass the controlled lamp power to the playfield lamps.  Inspect and adjust these switches if necessary. If the controlled lamp fuse and the switches on the tilt relay both test good, there may be an issue with the source power connection to the rectified DC circuit on the game transformer board. Unfortunately, System 80/80A/80B used different connector designations for controlled lamp source power for different games. Consult the game manual / schematics to find the source of 6VDC on the transformer board power supply.&lt;br /&gt;
&lt;br /&gt;
If the fuse for the controlled lamps is bad, and continues to blow after a new fuse is installed, suspect a bad controlled lamp bridge rectifier.  The lamp bridge rectifier is located on the transformer board.  Please see the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier Testing a Bridge Rectifier] portion of the PinWiki guides. Before testing the bridge rectifier, try to isolate it as much as possible.  By isolating it, this will minimize the possibly skewed readings caused by attached devices (lamps and the power transformer).  Two key things to do would be to remove the lines which connect the bridge to the playfield and backbox lights, and remove the controlled lamp fuse. Keep in mind that a bridge rectifier can fail in such a way where it may not blow the controlled lamp fuse.  Although, a failed bridge blowing a fuse is a tad more common than not.&lt;br /&gt;
&lt;br /&gt;
If all of the above tests good, there may be a short on the controlled lamp bus line.  This is not a very common occurrence, but it can happen.  Inspect the underside of the playfield for any wires or brackets touching the controlled lamp bus line, which shouldn&#039;t be touching.&lt;br /&gt;
&lt;br /&gt;
====Bad Lamp Sockets====&lt;br /&gt;
Third, determine if the lamp socket is good.  Some games have been through the wringer, and the sockets didn&#039;t hold up too well due to abuse, a damp environment, or other various reasons.  Start by turning the &#039;&#039;&#039;power to the game off&#039;&#039;&#039;.  If the socket has some corrosion, try using a lamp socket cleaning tool first.  If a lamp socket cleaning tool is not available, a small wire brush used for cleaning copper fittings, a rolled up piece of 220 grit sandpaper, or a Dremel tool with a small wire brush attachment can all be used.  After the socket has been cleaned, place the bulb in the socket for the following procedures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If testing a &#039;&#039;&#039;GI lamp&#039;&#039;&#039; socket, use the dying 9v battery trick again. Remove the fuse of the particular GI circuit which the lamp socket being tested is located.  Connect the terminals of the 9v battery to the bulb socket with alligator clip leads.  Be careful not to short the alligator clips to each other at the battery&#039;s terminals.  Equally be very careful not to short the clip leads to an adjacent switch on the pinball machine, or anything else for that matter.   One clip will connect to one side of the socket, and the other lead will go to the other side of the socket.  &#039;&#039;&#039;DO NOT ALLOW THE BATTERY TO STAY CONNECTED VERY LONG&#039;&#039;&#039;.  Since this is a GI lamp circuit, other lamps in the string will be powered by the battery.  If the battery is connected to the string for too long, the battery will start to get hot.  The battery does not have enough power to light a string of bulbs for very long.  The lamp may only glow dimly, but that is enough to determine if the socket is good or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If testing a &#039;&#039;&#039;controlled lamp&#039;&#039;&#039; socket, remove all of the connector housings from the bottom of the driver board first (A3-J2/J3/J4).  Then remove the fuse for the controlled lamp circuit.  Clip one lead of the battery to the lamp socket mounting bracket and the other to the solder tab.  The orientation of the negative and positive leads of the battery terminals makes no difference.  Again, keep the battery connected just long enough to see if the lamp lights to determine whether the lamp socket is good or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Issues====&lt;br /&gt;
=====Lamp(s) Will Not Turn On=====&lt;br /&gt;
So, the bulb is good; the socket is good; there&#039;s power at the socket; and the lamp still won&#039;t light.  Well, this occurrence can only really happen if there is a controlled lamp involved.  If all three of the above things apply, it can only mean one thing - the bulb is not getting properly grounded, and will not turn on.  The source of this problem may be due to several different issues.  But, it is best to start at the bulb socket, and work backward towards the CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Determine if the connector and wiring from the output of the driver board to the lamp socket is good.  While the wires are usually solid, the single sided edge connectors are a frequent cause for loss of conductivity. Simply &amp;quot;buzzing&amp;quot; the connection from the lamp socket back to and onto the driver board may uncover the issue.  With the power off, check the continuity between the solder tab of the lamp socket and the collector (right leg) of the associated lamp transistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is continuity, it’s time to test the transistor. Transistors fail &amp;quot;open&amp;quot; (lamp never lights) and &amp;quot;shorted&amp;quot; (lamp is constantly on). A simple comparison of &amp;quot;diode check&amp;quot; readings between &amp;quot;same type&amp;quot; transistors on the driver board can identify failed transistors. &lt;br /&gt;
&lt;br /&gt;
Testing an &#039;&#039;&#039;MPS-A13&#039;&#039;&#039; transistor.&lt;br /&gt;
#Set your DMM to diode test&lt;br /&gt;
#Place the &amp;lt;font color=Red&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/font&amp;gt; lead of your DMM on the center leg&lt;br /&gt;
#Place the &#039;&#039;&#039;black&#039;&#039;&#039; probe on left leg (viewing the component side of the board). That leg should read about 1.3&lt;br /&gt;
#Move the &#039;&#039;&#039;black&#039;&#039;&#039; probe to the right leg. That leg should read about .7&lt;br /&gt;
#Readings close to these, or even similar to adjacent like components, indicate a good component. Failure to obtain these readings means the component has failed.&lt;br /&gt;
&lt;br /&gt;
Testing an &#039;&#039;&#039;MPS-U45&#039;&#039;&#039; transistor (or &#039;&#039;&#039;NDS-U45&#039;&#039;&#039; or &#039;&#039;&#039;CEN-U45&#039;&#039;&#039; which are equivalents).&lt;br /&gt;
#Set your DMM to diode test&lt;br /&gt;
#Measure on the solder side of the board, with J5 and J6 oriented toward you&lt;br /&gt;
#Place the &amp;lt;font color=Red&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/font&amp;gt; lead of your DMM on the center leg&lt;br /&gt;
#Place the &#039;&#039;&#039;black&#039;&#039;&#039; probe on left leg. That leg should read about 1.3&lt;br /&gt;
#Move the &#039;&#039;&#039;black&#039;&#039;&#039; probe to the right leg. That leg should read about .7&lt;br /&gt;
#Readings close to these, or even similar to adjacent like components, indicate a good component. Failure to obtain these readings means the component has failed.&lt;br /&gt;
&lt;br /&gt;
[[File:ReplacingMPS-U45WithMPS-A13.jpg|300px|left|thumb|An NDS-U45 replaced by the less expensive MPS-A13. This replacement is advised ONLY if the transistor drives a single lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80/80A/80B architecture does not utilize a lamp matrix. Controlled lamps are driven by individual transistors on the driver board, exactly like Gottlieb® System 1 games and Bally/Stern 6800 games. Driver board operation is pretty simple. The CPU places a signal on Logical Device lines 1 through 4 (LD1...LD4) and &amp;quot;strobes&amp;quot; the appropriate 74175 device select pin to latch the LDx values into the 74175 Quad FlipFlop&#039;s outputs. These outputs then drive the associated transistor(s) on, providing a path to ground for the lamp. That&#039;s all there is to it.&lt;br /&gt;
&lt;br /&gt;
The transistors on the driver board are a mix of 2N6043s, MPS-U45s (or NDS-U45s), 2N3055s, and MPS-A13s. 2N6043s drive coils. Generally, the MPS-U45 transistors drive coils, pre-drive coils via remote mounted transistors and 2N3055s, or drive more than one lamp. The 2N3055s drive coils (in some cases, not all 3 of these are used in a game). The MPS-A13s generally drive a single lamp.&lt;br /&gt;
&lt;br /&gt;
MPS-A13 transistors are still widely available and cheap. MPS-U45s are obsolete but may be replaced with CEN-U45 transistors [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=cen-u45&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= available from Great Plains Electronics] and Mouser.  A much cheaper MPS-A13 may sometimes be substituted for the less common and more expensive MPS-U45, as shown in the pic at left for Q22. Although this will work, you must ensure that the transistor is driving only a single lamp. This obviously limits the &amp;quot;portability&amp;quot; of the driver board. If Q22 were used to switch anything other than a single lamp on, it will be destroyed. Substitute with caution. &lt;br /&gt;
&lt;br /&gt;
2N6043 transistors used on the driver board are still available but becoming pricey. 2N6043s can be replaced by a TIP-102.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A nice convention Gottlieb® used with System 80 games is that lamp &amp;quot;n&amp;quot; is driven by transistor &amp;quot;n+1&amp;quot; on the driver board. This is always true.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the transistor tests fine, a gate on the 74175 may be bad, which is rare but does happen. Use a logic probe on the input and output of the associated lamp gate to check definitively.  Again, comparing the signal between different drive pins can help identify a failed driver circuit. 74175s can easily and reliably be tested using the procedure in the &amp;quot;General for all games&amp;quot; section, [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit here].  &lt;br /&gt;
&lt;br /&gt;
If more than one controlled lamp is not lighting, check the game’s manual / schematics to see if the bulbs are related in some way. &lt;br /&gt;
*When four lamps are not lighting, it may appear that the 74175 which controls the lamp transistors is at fault. This can happen, but the more commonly related issue is that the device select signal for a particular 74175 is lost between the CPU and driver board.  This can be due to a bad connection at A1J4 or A3J1.  See the chart below for the lamp device select signal path. &lt;br /&gt;
*When a whole group of lamps fail to light, review the schematics to see if the lamp transistors share a common ground path. Again, poor connections at the driver board, or the path to ground (generally green with yellow tracer or solid white wire) on the bottom board ground strap may be the root cause.&lt;br /&gt;
&lt;br /&gt;
If the connections, associated 74175, and lamp transistors are all correct, the circuitry on the CPU board is probably at fault.  Again, using a logic probe to determine which component on the CPU board has failed is the best course of action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Device Select&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;CPU Connector&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Driver Input&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Driver Quad Flip-Flop (74175)&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Transistor #s&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Lamp #s&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS1 || &amp;lt;center&amp;gt;A1J4-C&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-C&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q1-Q4&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Game Over relay, Tilt relay, coin lockout, L3&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS2 || &amp;lt;center&amp;gt;A1J4-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q5-Q8&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L4-L7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS3 || &amp;lt;center&amp;gt;A1J4-E&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-E&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q9-Q12&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L8, sound 16, L10, L11&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS4 || &amp;lt;center&amp;gt;A1J4-D&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-D&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q13-Q16&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L12-L15&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS5 || &amp;lt;center&amp;gt;A1J4-H&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-H&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q17-Q20&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L16-L19&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS6 || &amp;lt;center&amp;gt;A1J4-F&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-F&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q21-Q24&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L20-L23&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS7 || &amp;lt;center&amp;gt;A1J4-K&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-K&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q33-Q36&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L24-L27&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS8 || &amp;lt;center&amp;gt;A1J4-J&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-J&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q37-Q40&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L28-L31&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS9 || &amp;lt;center&amp;gt;A1J4-M&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-M&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L32-L35&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS10 || &amp;lt;center&amp;gt;A1J4-L&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-L&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z10&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L36-L39&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS11 || &amp;lt;center&amp;gt;A1J4-N&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-N&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L40-L43&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS12 || &amp;lt;center&amp;gt;A1J4-P&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-P&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z12*&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&amp;amp;nbsp;Q45-Q48 &amp;amp; Q49-Q52&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L44-L47 &amp;amp; L48-L51 (inverse of L44-L47)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;*Z12 not only outputs four lamp signals like all the other 11 74175s, but it also outputs four inverted lamp signals.  These signals are typically used for lamps located on opposite sides of the playfield which alternate on / off between each other.&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Lamp(s) Will Not Turn Off=====&lt;br /&gt;
If a single lamp is involved, or only a handful of lamps with different lamp device select signals, suspect the lamps&#039; associated drive transistors.  If a group of four lamps will not turn off, and they are all controlled by the same 74175, suspect the associated 74175 or the device select for that 74175 (&amp;quot;DS&amp;quot; on the schematics). If numerous groups of four lamps will not turn off, suspect the associated 7404 on the CPU board.&lt;br /&gt;
*Z17 for DS1-DS5 device select signals or,&lt;br /&gt;
*Z24 for DS6-DS11 device select signals or,&lt;br /&gt;
*Z26 for DS12-DS16 device select signals.  &lt;br /&gt;
If the lamps involved originate from more than one group of device select signals, suspect the 74154 at Z25 or, backing up one more step, the 6532 RIOT at U5.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flash Lamps===&lt;br /&gt;
Flash lamps are #67 powered by the 24VDC solenoid bus.  They are controlled like any of the coils that have a under-playfield transistor.  To step down 24V to a more lamp-friendly 13V, the power is routed through a single 4 ohm 7 watt resistor for powering paired flash lamps wired in parallel.  An 8 ohm 5 watt resistor is used for powering single flash lamps. &lt;br /&gt;
&lt;br /&gt;
On early 80B games, the power resistors are mounted to a small bakelite board under the playfield (up to 4), and the transistors are mounted to a bracket (up to 6).  On later games, starting with Arena, new PCBs were introduced that had the transistor, power resistor, and 4.7K pullup resistor all on the same board (up to 3).&lt;br /&gt;
&lt;br /&gt;
If lamps are locked on, or won&#039;t work, the remote mounted transistors associated with them have failed.  Generally, the pre-drive transistor on the driver board has also failed.&lt;br /&gt;
&lt;br /&gt;
Under-playfield flash lamp transistors are 2N5879s or MJ2955s.&lt;br /&gt;
&lt;br /&gt;
===Auxiliary Lamp Problems===&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Aux Board Headers.JPG|thumb|left|300px|Reflowed Header Pins on Auxiliary Lamp Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
For issues with lamps controlled by the auxiliary lamp driver board, follow the troubleshooting section for controlled lamps [[Gottlieb_System_80#Controlled_Lamp_Issues | above]].  Additionally, make certain that +5vdc and ground are present on the auxiliary driver board.  If either are missing, the potential for cracked header connections is possible.  Remove the existing solder from the header connections, and resolder the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Unconventional Lamps====&lt;br /&gt;
System 80B games added quite a few special lighting effects.  Gottlieb® never used software when hardware would do.  This is probably harkens back to their electromechanical days.  So, there are usually some creative, different ways used to control lamps.  For instance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Monte Carlo and Spring Break have Auxiliary Lamp Driver boards where power to a bunch of #44 lamps is switched by a relay.&lt;br /&gt;
&amp;lt;li&amp;gt; Genesis drives #67 lamps with an auxiliary power board.  Power to this board is controlled via a relay that turns itself to activate the &amp;quot;reveal&amp;quot;; this relay is activated by a lamp driver, but the relay will keep itself on until one revolution of the reveal gimmick is done.&lt;br /&gt;
&amp;lt;li&amp;gt; Spring Break has eight #44 lamps controlled by one relay; the relay is controlled with a lamp driver.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Diagnosing these is generally the same as other lamps, but first, understand the peculiar arrangement for the game in question.&lt;br /&gt;
&lt;br /&gt;
===Switch problems===&lt;br /&gt;
&lt;br /&gt;
==== Switch Matrix Operation ====&lt;br /&gt;
&lt;br /&gt;
The Gottlieb System 80 switch matrix is implemented via the 6532 RIOT (RAM, I/O, Timer) at U4, strobe ICs at Z11 and Z12 (7404), return ICs at Z13 and Z14 (7400), and DIP switch &amp;quot;read enables&amp;quot; at Z15. The switch matrix simply provides a TTL &amp;quot;low&amp;quot; pulse on a single switch matrix column, then listens for a &amp;quot;low&amp;quot; return on the switch rows. Closed switches complete the circuit and enable a switch matrix return. Switch returns are processed then the next column is strobed. The game software &amp;quot;debounces&amp;quot; all switches to accommodate less than electrically and mechanically perfect switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Scoring&amp;quot; Switches for Pop Bumpers and Slingshots are not part of the switch matrix====&lt;br /&gt;
[[File:GottliebPopBumper.jpg ‎|400px|thumb|left|Typical Gottlieb System 80/80A/80B pop bumper hardware and switches. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GottliebSlingShot.jpg ‎|400px|thumb|right|Typical Gottlieb System 80/80A/80B slingshot hardware and switches. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb System 80 Pop Bumpers and Slingshots are designed with two switches on each device. One switch connects the associated coil to coil power (two switches for slingshots). Another switch, mechanically connected to the device, acts as a &amp;quot;scoring switch&amp;quot;. Only the scoring switch is part of the switch matrix. &lt;br /&gt;
&lt;br /&gt;
During switch test, the scoring switch will register only if the associated slingshot coil plunger is pulled in, or if the associated pop bumper &amp;quot;rod and ring&amp;quot; assembly is manually pushed down. Since pop bumper spoon switches and slingshot standup switches are not on the switch matrix, they will not be reported during switch test.&lt;br /&gt;
&lt;br /&gt;
Pictured left and right are representative pop bumper and slingshot switches, annotated to show the function of each switch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Common Switch Matrix Faults ====&lt;br /&gt;
&lt;br /&gt;
===== Isolating Switch Problems to the MPU or the Game Wiring =====&lt;br /&gt;
&lt;br /&gt;
Since Gottlieb uniquely used edge connectors instead of more common header pins, isolating switch matrix issues to either the MPU or to the game wiring is not quite as easy. However, &amp;quot;jumping&amp;quot; from a switch column to a switch row is possible using the same technique. &lt;br /&gt;
&lt;br /&gt;
*Place the game into switch test&lt;br /&gt;
*Using a short length of wire, short each column drive to each row return, one at a time&lt;br /&gt;
*A single switch closure should be shown as each connection is made.&lt;br /&gt;
&lt;br /&gt;
If a single switch closure is shown for each and every connection made, then the MPU circuitry is probably undamaged, and the playfield wiring, switches, and diodes should be examined. If a switch closure isn&#039;t registered, or more than one switch closure is reported, then the MPU circuitry is damaged.&lt;br /&gt;
&lt;br /&gt;
===== MPU Switch Matrix Issues =====&lt;br /&gt;
&lt;br /&gt;
====== Blown Switch Matrix ICs ======&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebStackedSwitch.jpg|thumb|left|300px|The thin strip of &amp;quot;fish paper&amp;quot; physically isolating the flipper EOS switch and the &amp;quot;lane change&amp;quot; switch is all that prevents certain destruction of switch matric chips. &amp;lt;i&amp;gt;Image courtesy of Russell McIntyre.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:System80SwitchMatrixICs.jpg|thumb|right|400px|Identifying the System 80 MPU switch matrix ICs. Z15 is just below Z11/Z12.]]&lt;br /&gt;
[[File:System80MPUBlownZ13.jpg|thumb|left|300px|Diode testing Z13 uncovers a shorted IC caused by shorting HV to the switch matrix wiring.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The most prevalent reason for switch matrix failures is shorting high voltage (i.e. coil voltage) to the switch matrix. As always, it&#039;s inadvisable to work on the game with the power on. Sometimes, &amp;quot;fish paper&amp;quot; designed to isolate switch blades from higher voltage conductors becomes displaced, shorting high voltage to the switch matrix, and damaging some/all of the switch matrix ICs. Examples of such a switch are the kicking target under the upper playfield in Haunted House and the &amp;quot;lane change&amp;quot; stacked switch on the right flipper of games like Mars God of War, Rock, Genesis, Gold Wings, and Spring Break.&lt;br /&gt;
&lt;br /&gt;
A quick check of Z11 through Z15 using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test] will reveal failed ICs easily. An example is pictured at right.&lt;br /&gt;
&lt;br /&gt;
Using this same diode test on U4, comparing the results to U5 and U6, may help to identify a failed RIOT.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Alkaline Damaged Connectors ======&lt;br /&gt;
&lt;br /&gt;
Playfield switch wiring is connected to MPU edge connector J6, which is sometimes directly below, but at the very least in close proximity, of the OEM NiCad battery. These batteries frequently leak their corrosive contents onto the board, affecting nearby connectors, including the switch matrix connectors at J6 (playfield) and J5 (cabinet). Close examination of the friction pins in the connector as well as the copper traces at the edge connector may reveal alkaline corrosion impacting proper switch matrix operation.&lt;br /&gt;
&lt;br /&gt;
===== Playfield Switch Matrix Issues =====&lt;br /&gt;
&lt;br /&gt;
Once the switch matrix issue has been isolated to the playfield, follow the tips listed in the [http://www.pinwiki.com/wiki/index.php?title=General#The_Switch_Matrix Switch Matrix Diagnosis] section.&lt;br /&gt;
&lt;br /&gt;
One additional item to note is that Gottlieb did not attach isolation diodes directly to switches. Instead, isolation diodes are collected on &amp;quot;diode boards&amp;quot; which are screwed to the playfield underside or the cabinet bottom.&lt;br /&gt;
&lt;br /&gt;
===Display Problems===&lt;br /&gt;
The blue Futaba display glasses used by Gottlieb® System 1 and 80 machines are a fairly reliable, long-lasting display.  Although, they can and do still fail.  It&#039;s just a matter of diagnosing the symptoms of a failed display.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Display problems can primarily be classified into the following categories:&amp;lt;br&amp;gt;&lt;br /&gt;
#Power problems&lt;br /&gt;
#Display glass failure&lt;br /&gt;
#Data problems&lt;br /&gt;
#Tired displays&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 displays.png‎|thumb|550px|left|Gottlieb® System 80 Display Diagram]]&lt;br /&gt;
[[File:Gtb sys80A displays.png‎|thumb|550px|left|Gottlieb® System 80A Display Diagram]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Display Power Problems====&lt;br /&gt;
&lt;br /&gt;
Before even attempting to work on System 80/80A/80B displays, there are two caveats to heed.  First and foremost, the displays function due to the necessity of several voltages, including high voltage.  &#039;&#039;&#039;IF YOU ARE UNCOMFORTABLE WORKING ON HIGH VOLTAGE CIRCUITS, THEN DO NOT WORK ON THESE DISPLAYS!&#039;&#039;&#039;  High voltage can hurt or even kill you.  If you don&#039;t feel comfortable working around this type of scenario, then hire a professional to do the work.  Secondly, any time a display connector needs to be disconnected, &#039;&#039;&#039;DO NOT REMOVE ANY DISPLAY RELATED CONNECTOR WITH THE POWER ON!&#039;&#039;&#039;  This goes for the connectors located directly at the display, connectors A1J2 and A1J3 on the CPU board, A2J3 on the power supply board, and A7J3 / A7P3 (early System 80 up to Mars God of War), A10J1 / A10P1 (when used), A12J4 / A12P4 (Black Hole and after), or A10J7 / A10P7 (when used) from the transformer.  Removing connectors with the power on can damage the display, the CPU board, and / or you.  Sorry to &amp;quot;yell&amp;quot;, but it is extremely important to stress the above two statements.  Now that this is out of the way, let&#039;s move on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As stated above, the displays need several sources of voltage to function properly. The display voltages used are broken down by the type of display: +60VDC and 5VAC with a positive 8VDC offset are used for the 6-digit displays; +42VDC, +5VDC logic (for the 7432 chip - Z1), and 3VAC with a positive 4VDC offset are used for the 4-digit status display. When using a 6 digit display with DI513 Dionics chips, +5VDC is necessary for RP1 and RP2, both 8.2K resistor networks. Likewise, 7 digit displays also have a 7432 chip on them, and +5VDC is needed for them too. If any of the above voltages are missing, the display will never light.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prior to plugging in and turning the game on for the very first time, it is a good practice to check all of the fuse values located on the transformer board first. There is a 1/4 amp slo-blo fuse used for the display voltage, which is located on the transformer board in the bottom of the cabinet.  With the game unplugged from the wall outlet, remove the fuse from its fuse holder.  When checking fuses, never &amp;quot;eyeball&amp;quot; a fuse.  Your eyes may tell you that the fuse is good, but your eyes can fool you.  Use a digital multi-meter (DMM) or a continuity tester to check fuses. Put each lead of DMM on opposite ends of the fuse.  A tone should be heard.  If not, the fuse is bad, and should be replaced with the same value.  Fuses are used to protect equipment, the surroundings, and you.  Installing fuse values with higher ratings is very dangerous. &#039;&#039;&#039;DO NOT USE A FUSE RATED AT A HIGHER RECOMMENDED VALUE!&#039;&#039;&#039;  If the existing fuse is blown, it may not necessarily mean there is a problem.  Fuses do get stressed, and sometimes just fail.  However, there is more than likely a problem somewhere in the display power train.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the game still unplugged, the next course of action is to place connector A2J1 on the power supply.  A2P1 is the bottom connection on the power supply, and receives all voltages directly from the transformers and a single ground from the ground strip.  Once A2J1 is connected, remove any other connections from the power supply (A2J2 and A2J3).  All voltages should be tested before any boards or displays are connected to them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_psu_A2J3_highli.JPG|left|thumb|300px|System 80 Power Supply with A2J3 highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
At this point, plug the game in, and turn it on.  Using a DMM or volt meter, check all of the voltages at A2P3.  For the +60VDC (A2P3-1) and +42VDC (A2P3-3), any ground connection can be used as a reference. The +42VDC is derived from the +60VDC.  If there is +60VDC, but not +42VDC, The 18v CR6 zener diode or the R5 resistor may have failed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the two high voltages test all right, it&#039;s time to check the offset voltages.  The offset voltages are +5VDC (A2P1-6) and +8VDC (A2P1-9).  Use any ground connection as a ground reference to test these voltages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If displays are not lighting, but either the +42VDC is present on the display (status display) or the +60VDC is present on the 6 digit or 7 digit displays, check for the presence of AC voltage used to power the display filament.  Do not use ground as a reference when measuring these voltages, as they are AC.  Measurements must be taken from the send and return lines.  If the AC voltage is missing, check the in-line connection at A7J3 / A7P3 (early System 80 up to Mars God of War) or A12J4 / A12P4 (Black Hole and after).  Also, some games have more connectors which pass the AC voltages.  These additional connectors are A10J7 / A10P7 or A10J1 / A10P1. Check the voltages on the input and output of the connector to see if fatigued connectors are the source of the voltage loss.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
If all the display voltages are satisfactory, it is time to move onto the next step of visually inspecting the display boards for obvious defects.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====What is the DC Offset Voltage?=====&lt;br /&gt;
[[File:ACSineWave.jpg|left|thumb|300px|Representation of AC voltage with and without a DC offset component. Note the red sine wave is shifted &amp;quot;up&amp;quot; by the DC component.]]&lt;br /&gt;
[[File:DCOffsetClip.jpg|right|thumb|300px|A snippet from a typical System 80 schematic showing &amp;quot;DC offset&amp;quot; voltages connected to the center tap of the transformer secondary where AC filament voltages originate.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Futaba displays as used in Gottlieb System 1 and System 80 games require AC power that is &amp;quot;offset&amp;quot; by a specific DC voltage; 8VDC for the 6/7 digit displays, 5VDC for the 4-digit credit/match display. The DC component of the AC voltage raises the AC sine wave by that DC voltage. If the offset voltage is missing, inconsistent or wavy displays will result.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Glass Failure====&lt;br /&gt;
[[File:Good display.JPG|300px|thumb|left|Display with a good display glass]]&lt;br /&gt;
[[File:NippleGuard.jpg|300px|thumb|right|A cheap and easy way to protect your nipples]]&amp;lt;br&amp;gt;&lt;br /&gt;
The simplest and easiest problem to identify is display glass failure.  All of the 6 digit displays used by Gottlieb® System 80, and 7 digit displays used by System 80A games will have a black &amp;quot;blotch&amp;quot;, for lack of a better term, in the upper left and lower right corner of the glass.  The 4-digit status display typically has only one black blotch.  The evidence of a black blotch or blotches is good.&lt;br /&gt;
&lt;br /&gt;
[[File:Bad sys1 display1.JPG|300px|thumb|left|Display with Broken Nipple on Back]]&amp;lt;br&amp;gt;&lt;br /&gt;
However, if there is a muted white blotch visible at the corners of the display, it means the display&#039;s &amp;quot;vacuum&amp;quot; has been compromised, either due to a cracked glass or broken nipple. If this is the case, the display glass can not be repaired and is useless.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A simple, cheap, and effective way to &amp;lt;b&amp;gt;protect the glass nipple&amp;lt;/b&amp;gt; is to cut a ring of hose (garden hose was used in the picture at right), place it around the nipple, and then fill the ring with silicon caulk (preferred) or hot glue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Broken top filament1.JPG|300px|thumb|left|Display with Broken Top Filament. Note that this is the Dionics chipset version of the display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The display filaments within the glass can also break.  The end result will be segments with missing sections or &amp;quot;hot spots&amp;quot; when the display is powered.  The &amp;quot;hot spots&amp;quot; are caused by the &amp;quot;dangling&amp;quot;, broken filament shorting to other good filaments.  If a display filament breaks, do not use the display as shorted displays can damage other game components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=3 caption=&amp;quot;Example Display with Failed Filament&amp;quot;&amp;gt;&lt;br /&gt;
File:OpenCenterFilamentOFFAnnotated.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Another example of a broken filament. This one has broken and shorted to another part of the display.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:OpenCenterFilamentScoreOverall.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The same display, showing a dark line across the center where the filament has failed.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:OpenCenterFilament.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Closeup of same display.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even though the glass itself is bad, the chips on the display board may still be good.  So don&#039;t necessarily discount the display as being all bad.  UDN6118A and 7432, (chip used on status display only), chips are getting more costly, and Dionics DI513s are very scarce.  Since the display board is single sided, removal of the chips is quite easy.  Plus, the display PCBs are no longer being made.  The display board and / or chips may come in handy some time in the future.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====UDN6118 and Other Display Logic Chip Failures====&lt;br /&gt;
The majority of 4 and 6 digit displays utilize two UDN6118 &amp;quot;Vacuum Fluorescent Display Drivers&amp;quot;. These ICs do not fail often. However, when they do fail shorted, they can affect the performance of the rest of the display set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingUDN6118AndUDN7180.jpg|300px|thumb|left|Test method for a UDN6118 or UDN7180 display driver. Colored dots represent DMM probe locations (red lead, black lead)]]&amp;lt;br&amp;gt;&lt;br /&gt;
UDN6118 driver ICs can be tested using a DMM. Click on the image at left for the procedure.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video demonstrating the procedure on a failed UDN6118 can be found [https://youtu.be/PrIde9U4ios &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;A Blown UDN6118 Display Driver&amp;quot;&amp;gt;&lt;br /&gt;
File:UDN6118BlownTopSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Damage is hard to photograph, but the outline of the overheated chip core can be seen.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:UDN6118BlownBottomSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A much more visible image of the heat damage.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Credit Display Segment Locked On=====&lt;br /&gt;
[[File:Gottlieb4DigitGlassSegmentCLockedOn.jpg|300px|thumb|left|A 4 digit display with segment &amp;quot;c&amp;quot; locked on, caused by a failed 7432 on the board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Gottlieb 4 digit displays use two UDN6118s and a single 7432. The 7432 can fail in such a way as to cause segments to lock on, as shown in the picture at left showing segment &amp;quot;c&amp;quot; locked on. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Data Problems==== &lt;br /&gt;
When there are display issues, one first has to determine whether there is a problem with the display itself, the connectors involved, or the chips on the CPU board that control it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=red&amp;gt;NOTE: Do not connect or disconnect the display connectors or connectors A1J2 and A1J3 on the MPU (right hand side) with the power on! Doing so WILL damage the MPU board display logic ICs.&#039;&#039;&#039; &amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following applies to System 80 and 80A displays.  For information regarding the System 80B display board, scroll down to the end of this section.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebDisplaySegmentDigitOutAnnotated.jpg|340px|thumb|left|An excellent image to show both digit and segment problems. Note the red circles showing the same digit out on for players 1 and 3. Also note the yellow circles showing segment &amp;quot;g&amp;quot; out for players 1 and 2. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Display Issue Isolated to a Single Display&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If the problem is only showing up one display, suspect that the connector at the display itself is problematic, or there is an issue on the display board.  Problems on the display board can consist of a bad solder joint, a broken display lead from the display glass, or faults with the driver chips on the board (Sprague UDN6118 or Dionics DI513, if an old System 1 display is used).  The exception is if only 4 displays and a status display are used, which is common to most System 80/80A games.  In this display configuration, if there is a &#039;&#039;&#039;segment issue&#039;&#039;&#039; with the status display, there may be an issue with the segment drive chip on the CPU board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80LockedHSegment.jpg|340px|thumb|left|An example of a display showing segment &amp;quot;h&amp;quot; locked on. The segment was locked on for both the player 3 and player 4 displays. This was caused by a failure of the 7404 at Z16. This picture was snapped right after pressing the diagnostic button on the coin door. The display should be blank. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Display Issue With Multiple Displays&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If the problem shows up on two or more displays, suspect one of the two connectors on the CPU board (A1J2 or A1J3), one of the two connectors on the two displays (they are daisy-chained with an IDC connector), or the chips which control the display data on the CPU board.  If there is a &#039;&#039;&#039;digit issue&#039;&#039;&#039;, the issue will be present on &#039;&#039;&#039;player 1 and 3&#039;&#039;&#039; or &#039;&#039;&#039;player 2 and 4&#039;&#039;&#039; displays.  If there is a &#039;&#039;&#039;segment issue&#039;&#039;&#039;, the issue will be present on &#039;&#039;&#039;player 1 and 2&#039;&#039;&#039; or &#039;&#039;&#039;player 3 and 4&#039;&#039;&#039; displays, and the &#039;&#039;&#039;status display&#039;&#039;&#039;.  If more than 4 scoring displays are used, on games such as Pink Panther, Black Hole, Haunted House, Devil&#039;s Dare, etc., consult the game manual for display digit and segment mapping.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:Gtb sys80 displays.png‎|550px|left|Gottlieb® System 80 Display Diagram]]&lt;br /&gt;
[[File:Gtb sys80A displays.png‎|550px|right|Gottlieb® System 80A Display Diagram]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The charts listed below, map out each signal to each specific display.  The first chart maps the display digit information, while the second and third charts map the display segment information.  This information only applies to games where 4 scoring displays and 1 status display are used, although digit group names have been added, if more displays are used.  All of the charts apply to System 80 and 80A, but not 80B.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Display Digit Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Digit Number&lt;br /&gt;
!Display(s)&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| D16 (80A only) || Players 1 &amp;amp; 3 (Group F) || A1J3-16 || Z26-8 &lt;br /&gt;
|-&lt;br /&gt;
| D1 || Players 1 &amp;amp; 3 (Group D) || A1J3-1 || Z17-4&lt;br /&gt;
|-&lt;br /&gt;
| D2 || Players 1 &amp;amp; 3 (Group D) || A1J3-2 || Z17-6&lt;br /&gt;
|-&lt;br /&gt;
| D3 || Players 1 &amp;amp; 3 (Group D) || A1J3-3 || Z17-12&lt;br /&gt;
|-&lt;br /&gt;
| D4 || Players 1 &amp;amp; 3 (Group D) || A1J3-4 || Z17-10 &lt;br /&gt;
|-&lt;br /&gt;
| D5 || Players 1 &amp;amp; 3 (Group D) || A1J3-5 || Z17-8 &lt;br /&gt;
|-&lt;br /&gt;
| D6 || Players 1 &amp;amp; 3 (Group D) || A1J3-6 || Z24-2 &lt;br /&gt;
|-&lt;br /&gt;
| D13 (80A only) || Players 2 &amp;amp; 4 (Group F) || A1J3-13 || Z26-4 &lt;br /&gt;
|-&lt;br /&gt;
| D7 || Players 2 &amp;amp; 4 (Group E) || A1J3-7 || Z24-4 &lt;br /&gt;
|-&lt;br /&gt;
| D8 || Players 2 &amp;amp; 4 (Group E) || A1J3-8 || Z24-6  &lt;br /&gt;
|-&lt;br /&gt;
| D9 || Players 2 &amp;amp; 4 (Group E) || A1J3-9 || Z24-12 &lt;br /&gt;
|-&lt;br /&gt;
| D10 || Players 2 &amp;amp; 4 (Group E) || A1J3-10 || Z24-10 &lt;br /&gt;
|-&lt;br /&gt;
| D11 || Players 2 &amp;amp; 4 (Group E) || A1J3-11 || Z24-8&lt;br /&gt;
|-&lt;br /&gt;
| D12 || Players 2 &amp;amp; 4 (Group E) || A1J3-12|| Z26-2 &lt;br /&gt;
|-&lt;br /&gt;
| D13 || Status (Group F) || A1J3-13 || Z26-4&lt;br /&gt;
|-&lt;br /&gt;
| D14 || Status (Group F) || A1J3-14 || Z26-6 &lt;br /&gt;
|-&lt;br /&gt;
| D15 || Status (Group F) || A1J3-15 || Z26-10 &lt;br /&gt;
|-&lt;br /&gt;
| D16 || Status (Group F) || A1J3-16 || Z26-8  &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group A Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group A || A1J2-1 || Z19-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group A || A1J2-2 || Z19-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group A || A1J2-3 || Z19-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group A || A1J2-4 || Z19-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group A || A1J2-5 || Z19-9&lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group A || A1J2-6 || Z19-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group A || A1J2-7 || Z19-14&lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group A || A1J2-8 || Z16-12 &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group B Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group B || A1J2-9 || Z21-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group B || A1J2-10 || Z21-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group B || A1J2-11 || Z21-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group B || A1J2-12 || Z21-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group B || A1J2-13 || Z21-9 &lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group B || A1J2-14 || Z21-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group B || A1J2-15 || Z21-14 &lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group B || A1J2-16 || Z16-10  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group C Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group C || A1J2-17 || Z23-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group C || A1J2-18 || Z23-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group C || A1J2-19 || Z23-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group C || A1J2-20 || Z23-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group C || A1J2-21 || Z23-9 &lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group C || A1J2-22 || Z23-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group C || A1J2-23 || Z23-14 &lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group C || A1J2-24 || Z17-2  &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Display Issues====&lt;br /&gt;
&lt;br /&gt;
[[File:System80BDisplayDivotAnnotated.jpg|300px|thumb|left|A System 80B Display edge connector. One data conductor to the display was not &amp;quot;making&amp;quot; across the connection due to a corrosion &amp;quot;divot&amp;quot;. This caused the entire display to remain blank. Reflowing the edge connector solder corrected the issue. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
[[File:GottliebEdgeConnectorDivots.jpg|300px|thumb|right|Another System 80B Display edge connector, this one with corrosion marks on it. The corrosion also caused the entire display to remain blank. Reflowing the edge connector solder corrected the issue. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
System 80Bs displays are completely different how the digits and segments are decoded and driven.  Unlike System 80 and 80A, where the decoder chips are located on the CPU board, the System 80B display has a single segment (U3) and two digit decoder chips (U1 &amp;amp; U2) located on the display board itself.  Unfortunately, both of these chips (10941 &amp;amp; 10939 respectively) were a product of Rockwell International, and are not that prevalent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has been observed that if any of the display data signals are missing between the CPU board and the 7417 inverters on the display board, the two displays will not illuminate at all.  If voltages on the display board are within spec, it may be advantageous to check all of the data signal edge connector pins on the CPU board and the display board. If both the edge connector and the female connectors look good, use a logic probe to ensure signals are getting to the input side of both 7417 (or later 74LS367) inverters on the board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the System 80B jumpers, that replace the 7448s at Z19 and Z21 on System 80 and 80A boards, can be a source of discontinuity due to cracked solder joints.&lt;br /&gt;
&lt;br /&gt;
It has been observed that some of the earlier System 80B games are more prone to the display randomly being blank upon turning on the machine. Rock and Raven are the most common with this issue, however, the first three 80Bs, Chicago Cubs, Tag Team, and Bounty Hunter, are susceptible too. The best recourse is to repin both A1-J2 and A4-J1 / 1A4-J1.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rejuvenating Tired Displays====&lt;br /&gt;
[[File:System1-80DisplayBrightUp.jpg|300px|thumb|left|Rejuvenating tired System 1/80 displays]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80 displays, especially those that haven&#039;t been turned on for a long time, sometimes fade. These displays can be rejuvenated by applying voltage to the outside pins of the display glass. Note that voltage should be applied to the display glass pins, NOT the card edge pins. This process &amp;quot;burns&amp;quot; the impurities that accumulate on the filaments off.&lt;br /&gt;
&lt;br /&gt;
In the picture at left, general illumination power (7VAC) from the lamp insert panel is being used to rejuvenate a display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. Turn the game off&amp;lt;br&amp;gt;&lt;br /&gt;
2. Remove the connector from the display&amp;lt;br&amp;gt;&lt;br /&gt;
3. Connect jumper clips from a voltage source to each of the outside pins of the display glass. Note that the lower the voltage applied, the longer the display can tolerate this &amp;quot;rejuvenation&amp;quot;.&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;That is why some techs choose to use the lower GI AC voltage for this purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Power the game on for 1 minute.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Disconnect the jumper wires and reconnect the display.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Power on to test the display.&amp;lt;br&amp;gt;&lt;br /&gt;
7. If the display still isn&#039;t bright enough, repeat this process for 1 minute each time, until the display is satisfactorily bright.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that if the display filaments, which run across the display horizontally begin to glow orange (or worse, white), too much voltage is being applied or the display has been connected too long. This risks burning one or more of the display filaments out and ruining the display. A cautious, 1 minute at a time, process is warranted.&lt;br /&gt;
&lt;br /&gt;
Note also that one particular System 80 tech (&amp;quot;System 80, not just a job, it&#039;s an adventure&amp;quot;) suggests that merely leaving the game powered on for 24 hours will accomplish the same rejuvenation.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Does Not Light====&lt;br /&gt;
[[file:gottlieb-display-broken-legs.jpg|right|thumb|300px|Broken legs on display glass]]&lt;br /&gt;
If the glass of a 6 or 7-digit display does not light, but there are no white spots in the corners (white spots indicate bad glass), the outer-most legs on the glass may be broken. A magnifying glass may be necessary to inspect the pins since the gap in the breaks may be extremely small. The outer-most legs are responsible for supplying power to the glass, which is why the glass would not light in this situation.&lt;br /&gt;
&lt;br /&gt;
These legs may be broken especially on displays that have a green or blue plastic filter covering them. These legs can get broken after someone presses down on the plastic cover of the display when pushing the display onto the PCB supports mounted on the light board in the backbox.&lt;br /&gt;
&lt;br /&gt;
To repair, line up the two broken halves of the leg with needle-nose pliers, heat, and solder. If the solder isn&#039;t sticking, lightly sand back some of the black tarnish with fine sandpaper or a fiberglass eraser.&lt;br /&gt;
&lt;br /&gt;
====System 80 Display Test 19 Never Starts====&lt;br /&gt;
System 80 games provide a display test (number 19). The test &amp;quot;walks&amp;quot; all digits, from 0 to 9, through all displays. &lt;br /&gt;
&lt;br /&gt;
A failed 6532 RIOT at U5 can cause the game to appear dead, as if awaiting an input. The display test will never commence.&lt;br /&gt;
&lt;br /&gt;
====Individual 6-digit Display Interferes With Other Displays==== &lt;br /&gt;
&lt;br /&gt;
Sometimes, a particular display can interfere with the operation of other 6-digit/4-digit displays no matter which game or player position it is plugged into. These symptoms can include:&lt;br /&gt;
* Causing digits to go missing on other displays&lt;br /&gt;
* Causing certain digits to dim significantly on other displays&lt;br /&gt;
* Causing certain digits to display garbage or non-numbers&lt;br /&gt;
&lt;br /&gt;
The cause of these symptoms is a bad R1 resistor. When powered off, the resistor will give the correct reading. However, the resistor may fail when power is applied. The R1 resistor (10k ohm, 1/2 Watt, 5% resistor) may need to be replaced if the above symptoms are present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Individual 7-digit Display Causes Other Displays To Go Blank====&lt;br /&gt;
Sometimes, a particular display can interfere with the operation of the other 7-digit/4-digit displays no matter which game or player position it is plugged into. &lt;br /&gt;
&lt;br /&gt;
If a particular display causes all other displays to go blank, the likely cause is a failure of the Z2 6118P chip, which drives the digits of the display. This chip can be replaced with the more commonly found UDN6118A chip. Also keep in mind that it&#039;s possible the 7448 and the other 6118P controlling the segments could be damaged as well, so be prepared for that.&lt;br /&gt;
&lt;br /&gt;
===All Other Display Issues (Not Caused by Displays)===&lt;br /&gt;
There are several issues which appear to be display related, however, they ultimately are not.  In these instances, the displays are used instead as a visual identifier of a particular issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Open Slam Switch==== &lt;br /&gt;
If after turning a System 80 game on, and the scoring displays turn on immediately without a 5 second delay, there is a problem.  However, if the displays are showing all of the outer segments (all segments necessary to display a zero) lit, and &amp;quot;strobing&amp;quot; or &amp;quot;rolling&amp;quot; rapidly as simulated in the image below, this isn&#039;t a display problem. The cause of this problem is an open slam switch on the coin door. To address this issue, see the PinWiki section [[#Slam_Switch_Modification | Slam Switch Modification]].&lt;br /&gt;
[[File:Gtb 6digit slam scaled.gif|500px|thumb|left|Simulation of displays indicating an open slam switch. Note the &amp;quot;rolling&amp;quot; perimeter display segments. &amp;lt;i&amp;gt;Animation by Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====All Displays Dim or at Half Brightness====&lt;br /&gt;
This applies to System 80/80A games with 6 or 7 digit displays. If all the displays appear dim or at about half brightness, check the 60v test point on the power supply. If it reads about 30-35v, then the dim display issue is caused by the power supply.&lt;br /&gt;
&lt;br /&gt;
On the power supply, Q2 regulates the 60v, so if that component has failed, or if there is a problem with the solder joints or pads on the back of the board, this can result in half the voltage for the displays.&lt;br /&gt;
&lt;br /&gt;
Carefully inspect the back of the power supply for cracked solder joints or through-hole pads that have popped off the PCB. Because Q2 has a large/heavy heat sink, the component tends to move around lot, which may cause these issues. If nothing is apparent with a visual inspection, test for continuity between Q2&#039;s legs and the traces on the PCB .&lt;br /&gt;
&lt;br /&gt;
[[file:gottlieb-sys80-psu-q2-pad-problem.jpg|thumb|300px|left|The pad for the center leg of Q2 has separated from the PCB and will need to be repaired]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display Conversion for 6-Digit Games (Converting to 7-Digit Displays)===&lt;br /&gt;
[[Image:Gottlieb6DigitTo7DigitConversion.jpg|300px|thumb|left|Gottlieb® System 80 6-Digit to 7-Digit Signal Mapping. Click to expand. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:GottliebAmazingSpiderman7DigitScoringExample.jpg|300px|thumb|right|Gottlieb® System 80 Amazing Spiderman with player 1 converted to 7-Digit scoring. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The signal mapping diagram shown at left details the wiring changes necessary to replace a 19 pin 6-digit display connector with a 21 pin 7 digit display connector. Note that some signals and power must be picked up from the 4-digit credit/ball in play display.&lt;br /&gt;
&lt;br /&gt;
Once the wiring conversion has been completed, the appropriate game ROM that supports 7-digit scoring must be obtained and installed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
Before doing any kind of work, or blaming the sound board for not putting out sound, review the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting section] first.&lt;br /&gt;
&lt;br /&gt;
[[Image:System80DIPSwitches.jpg ‎|300px|thumb|left|Gottlieb® System 80 Game Feature Selection DIP Switches and 1N4148 Switch Isolation Diodes. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
In particular for System 80 games, ensure that the DIP switches that enable sound are set correctly. And, ensure that the dip switch actually works. Games like Spiderman use one of the 32 MPU dip switches to enable background and scoring sounds. Games like Haunted House, Black Hole, etc use dipswitch 5 on the Sound and Speech board to enable background sound.&lt;br /&gt;
&lt;br /&gt;
Each DIP switch is isolated in the &amp;quot;DIP switch matrix&amp;quot; by a 1N4148 diode located directly below the switch. If one of these diodes fails open, then the switch closure will never be read by the MPU. If one of these diodes fails shorted, this may cause &amp;quot;phantom DIP switch closure(s)&amp;quot; in exactly the same way as a shorted playfield switch diode will cause phantom switch closures. Since System 80/80A diagnostics do not display DIP switch settings, this can be difficult to detect. Simple diode testing of each of the 32 1N4148 diodes is the best course of action.&lt;br /&gt;
&lt;br /&gt;
Failed diodes in the &amp;quot;DIP switch matrix&amp;quot; can cause the switch(es) that enable sound features to be read incorrectly and therefore, sound behavior will be incorrect, such as lack of background sounds.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video of one such failure that caused the background sounds in Black Hole to not work can be found [https://youtu.be/Q80TQ-W6XZ0 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====The Long and Winding Road of the Sound Signals====&lt;br /&gt;
The sound signals follow very roundabout path before reaching their destination on the sound board.  Sounds S1, S2, S4, and S8 are originated on the MPU board by RIOT U6.  These 4 sound signals then pass through a 7404 inverter (Z27), pass through a 7408 2 input AND (Z31), and exit the MPU board via the A1J4 connection (MPU / driver board interconnect harness).  The signals enter the driver board via A3J1, pass through another 7404 inverter (Z13), and exit the driver board via A3J5.  Finally, they enter the sound board via the only connection on the sound board, A6J1.&lt;br /&gt;
&lt;br /&gt;
If any of the sound signals are lost, this potentially happens due to poor edge connections, however, 7404s are known to fail too.  The best way to check for discontinuity is to use a DMM or ohmmeter to check the path from the exiting chip to the chip it enters on the following board.  Another method for checking for signal loss is a logic probe.  This method is not as simple though, because some generations of System 80s do not have a sound test.  Therefore, waiting for a particular signal to trigger can be tricky.  The benefit of using a logic probe is to determine if a particular signal is entering and exiting a specific chip, and if the signal transforms (if it is supposed to) like intended (ie. the 7404 will invert the signal from high to low or low to high).&lt;br /&gt;
&lt;br /&gt;
Some sound boards use a fifth sound signal, known as S16.  S16 is actually driven by an MPS-A13 like any other single lamp drive. S16 can follow a very convoluted path too, depending on the particular game.  For example, Haunted House uses S16.  It originates on the MPU with all of the other lamp signals, and becomes lamp drive Q10 on the driver board.  It exits the driver board via A3J2, passes through a inline connector, A10J4, passes through another inline connector, A12P4, and finally reaches the sound board at A6J1.  That is a lot of mileage for just 1 little sound signal!&lt;br /&gt;
&lt;br /&gt;
System 80B games, starting with Rock, which use the dual 6502 processor sound boards, use Q5 as sound signal S16.  Please be aware that the System 80B documentation does not always notate this information regarding S16!!!  In this case, S16 follows a much simpler path.  It exits the driver board via A3J2 and goes directly to the sound board at A6J1.&lt;br /&gt;
&lt;br /&gt;
So, if appears that certain sound signals are missing or the wrong sounds are triggered, suspect a bad connection first.  Then, suspect a bad 7404 within the sound signal path.  Then, check all other potential problems.&lt;br /&gt;
&lt;br /&gt;
It is noteworthy that the 7404 U7 located on early System 80 sound boards (sound only) do fail also.&lt;br /&gt;
&lt;br /&gt;
====System 80 Sounds Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound.JPG|300px|thumb|left|Gottlieb® System 80 Sound Board (Sounds only)]]&lt;br /&gt;
This board, first used in Panthera, is problematic to fix. The main issue is that the board uses the long since obsolete 6503 processor (think of it as a short 6502) and a &amp;quot;masked ROM/RIOT&amp;quot; 6530. The 6530 was specifically programmed for Gottlieb System 80 sound boards. They are therefore, impossible to replace unless you can scavenge a working one from another sound board. Or, as late as mid-2025, Steve Young&#039;s PBResource still had stock available. Note that the 6530 appearing on late Gottlieb System 1 sound boards is programmed differently and is not interchangeable with the System 80 version.&lt;br /&gt;
&lt;br /&gt;
There are 2 replacement options at this time, other than sourcing a used board. One is Pascal Janin&#039;s reproduction board. This board is a bit pricey but is engineered quite well. The board can be found here: [http://www.flippp.fr/pifx.php?lg=en http://www.flippp.fr/pifx.php?lg=en]. The other option is an FPGA (TDA7267) based replacement board by LISY called the [https://www.lisy.dev/gosof.html GOSOF] which emulates System 1, 80, 80A, and early 80B.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:GottliebSoundsOnlyBoardCorrosion.jpg|300px|thumb|left|A leaky audio filter cap caused significant corrosion to several traces on this board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]][[Image:System80SoundsOnlyLeakyCap.jpg|300px|thumb|right|Audio filter cap removed, corrosion removed, traces tinned. The leaky cap can be seen in the top of the picture. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;This board operates on three different voltages: +5v, +12v, and -12v. The +5 volts comes in on J1 pin 5 from the machine&#039;s power supply board. The +12 volts comes in on J1 pin 1 from the machine&#039;s bottom panel. The -12 volts is generated on the sounds only board and it receives AC power input on J1 pins 3 and 4. You can measure the -12 volts by connecting your volt meter across zener diode CR5 (1N4742A).&lt;br /&gt;
&lt;br /&gt;
The test button on this era sound board will only work if the two dipswitches are set in opposite positions on the sound board.&lt;br /&gt;
&lt;br /&gt;
As noted above, this board is tough to repair. If the 6530 is dead...you&#039;re SOL. A dead 6503 might be replaced. The other ICs on the board, like the LM380 amp (OEM boards were sometimes stuffed with an equivalent chip, a ULN2280B) and the 555 timer are still readily available. The 1408 DAC (U3) can be replaced with its direct replacement: a DAC0808.&lt;br /&gt;
&lt;br /&gt;
A common issue with the board seems to be the leaky large capacitor on the board. Fortunately, this is easy to repair. Remove the old cap. Abate the corrosion as shown in the picture at right. Replace the cap. When this cap leaks, it can completely sever the sound signal path. Sounds might sound scratchy or incomplete too. The cap is easy to remove and replace. It&#039;s worth a shot.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Sound and Speech Board====&lt;br /&gt;
&lt;br /&gt;
=====Different Revisions of the Sound and Speech Boards=====&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=220px perrow=3 caption=&amp;quot;Revisions of the Gottlieb Sound and Speech board&amp;quot;&amp;gt;&lt;br /&gt;
File:SoundAndSpeechBoard-1Modified.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB SS Back B20887-2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB SS B-20887-3 Back.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB SS B-20887-3 Front Added Resistors.JPG|thumb|left|300px|B-20887-3 Sound and Speech Board with Resistors Highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
With the third revision sound and speech board, the resistors which were added to the solder side of the -1 and -2 boards were now incorporated in the board design. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Texas Instruments Sockets=====&lt;br /&gt;
[[File:TexasInstrumentsSockets.jpg ‎|300px|thumb|left|&amp;quot;Craptastic&amp;quot; Texas Instruments Sockets for the 6502 and 6532. Be gone! &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some Sound and Speech boards were manufactured with Texas Instruments sockets that are of the same poor quality as the ScanBe sockets that Williams used during System 3-6 manufacturing. All Texas Instruments sockets should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound and Speech Board Operation=====&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A nice video demonstrating some of the capability of the SC-01 can be found [https://youtu.be/ER0t3IYygDw &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The sound and speech board represents the high point in the System 80 family as far as sound generation is concerned. By combining sound and voice circuitry, the board is flexible enough to be used in several different games, with different voice calls, all generated via the Votrax SC-01 speech synthesizer. &lt;br /&gt;
&lt;br /&gt;
The sound and speech board is itself a single board computer, and should be debugged similar to any non-working MPU.&lt;br /&gt;
&lt;br /&gt;
The board interfaces with the System 80 MPU via a 6 bit (S1, S2, ..., S32) wide &amp;quot;data bus&amp;quot;. The 6 interface bits form a binary code which define specific sounds (or speech) to play. This enables 63 separate sounds to be played. Each communication between the MPU and the Sound and Speech board is &amp;quot;stand alone&amp;quot;. That is, the system does not make use of successive sound commands to mean different things as the Bally Squawk and Talk implementation does. In practice, since S32 is never used, a maximum of 31 unique sounds are commanded.&lt;br /&gt;
&lt;br /&gt;
Four of the bits in the interface are controlled (grounded) by circuitry on the MPU (starting at the U6 RIOT) and a &amp;quot;pass through&amp;quot; 7404 inverter on the driver board (Z13). The remaining two bits are implemented via &amp;quot;lamp drive&amp;quot; transistors (Q10 for S16) on the driver board, and comparator circuitry on the S&amp;amp;S board (U24).&lt;br /&gt;
&lt;br /&gt;
Sound select signals are fielded by the S&amp;amp;S board&#039;s 6532 RIOT which generates an interrupt to the 6502 processor. The 6502 reads the sound number commanded from the 6532 as it services the interrupt.&lt;br /&gt;
&lt;br /&gt;
The S&amp;amp;S board&#039;s 6502&#039;s program code, as well as sound data, is stored in two 2716 EPROMs, PROM 1 and PROM 2.  These EPROMs are typically labeled at the factory with the model number of the game they are for, and the suffixes /S1 &amp;amp; /S2. For example &amp;quot;668/S1&amp;quot; is the label on one of the Black Hole sound ROMs. Although the board can be strapped for two 2732 EPROMs, in practice, this was never done.&lt;br /&gt;
&lt;br /&gt;
The sound and speech board can field and queue sound commands at the same time as it is driving the sound and speech circuitry lanes. The board will never interrupt or prematurely terminate a sound being played. The board will also never reorganize the queue of sounds to be played. Each sound to be played will be played until it&#039;s conclusion. The 6502 knows when &amp;quot;sounds&amp;quot; have completed playing since it is solely in control of the sound lane. The 6502 knows when &amp;quot;speech&amp;quot; calls have completed processing by the SC-01 via a non-maskable interrupt sent via the SC-01&#039;s ~A/R signal to the 6502&#039;s NMI pin. Timing to sequence speech phonemes together rapidly is critical, hence the use of the non-maskable interrupt.&lt;br /&gt;
&lt;br /&gt;
The 6502 creates &amp;quot;sounds&amp;quot; via one circuitry lane. It creates &amp;quot;speech&amp;quot; through a second, separate circuitry lane. At the end of each lane, just prior to input to the main LM379S amplifier, sound and speech is summed. The relative volume of each lane can be tuned via 10K trim pots at the top of the board, R15 and R16.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sound Lane&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Simple sounds (not voice) are created by the 6502 reading data from the sound ROMs and latching it into two 74LS75 data latches. The 74LS75s latch the data when selected via a 74LS02 (NOR gate) at U10 which NORs the R/W signal along with a device select signal from the 74LS138 at U4. the device select signal selects U7 and U8 simultaneously to latch data bus signals DB0 - DB7 all at once.&lt;br /&gt;
&lt;br /&gt;
The two 74LS75s provide the data to a 1408 D-to-A (digital to analog) converter at U20. In this way, 511 different digital codes can be converted to analog levels by the 1408. The analog output of the 1408 can be attenuated via a 10K &amp;quot;variable resistor&amp;quot; at R13. The signal is then amplified and inverted by an LM741 analog inverter (U22). The analog signal is then fed to the LM379S for final amplification. Note that the 1408 DAC is obsolete, but may be replaced by the more available DAC0808.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Speech Lane&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Speech is ultimately created by the Votrax SC-01 voice chip. The SC-01 accepts &amp;quot;phoneme&amp;quot; codes and renders the analog speech output to the LM379S for final amplification. The phoneme codes are placed on the 6502 data bus and pass through a 74LS05 &amp;quot;level shifter&amp;quot; and inverter at U13. The codes are accepted by the SC-01 on pins 9 through 14 when pin 7 is strobed (the phoneme code is latched on the rising edge of the strobe). The &amp;quot;pitch&amp;quot; of the SC-01 voice is controlled by I1/I2 (pins 3 and 2). Frequency and timing control is achieved via MCK and MCR (pins 15 and 16, which are tied together). Frequency and timing are referred to in the schematics as the &amp;quot;Voice Clock&amp;quot; and can be adjusted via a 10K &amp;quot;variable resistor&amp;quot; at R6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reset signal&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The reset circuit is pretty simple. A 47uf/50V cap at C3 charges when power is applied. Once charged, the originating 5VDC power is twice inverted and cleaned up via a Schmitt Trigger at U1, and finally presented to the ~RESET signal (pin 40) of the 6502.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test button&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The test button, located on the upper left side of the S&amp;amp;S board, grounds pin 17 of the 6532 RIOT. After reading the RIOT data, the 6502 process then plays the appropriate test sound, which varies by game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SC-01 pinout&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin Number(s)&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Signal Name&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Signal Purpose&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1 || &amp;lt;center&amp;gt;Vdd&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Input Voltage&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2-3 || &amp;lt;center&amp;gt;I1, I2&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Instantaneous pitch adjustment. Will change pitch of phoneme being spoken.&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7 || &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Strobe to indicate a phoneme code is ready&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8 || &amp;lt;center&amp;gt;~A/R&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Acknowledge receipt of phoneme strobe, indicate completion of phoneme processing&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9-14 || &amp;lt;center&amp;gt;P5-P0&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Phoneme number select (from fixed phoneme table)&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;15-16 || &amp;lt;center&amp;gt;MCK/MCR&amp;lt;/center&amp;gt; || &amp;amp;nbsp;External Clock Signal (probably used to alter phoneme pronunciation via varying the clock)&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;20-22 || &amp;lt;center&amp;gt;CB, AF, AO&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Audio Output&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;18 || &amp;lt;center&amp;gt;Ground&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Ground&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Sounds and Speech board DIP switch settings=====&lt;br /&gt;
The Sound and Speech board has a bank of DIP switches. For at least Black Hole, the function of these switches is as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*DIP-1 - Used in self-test only&lt;br /&gt;
*DIP-2 - Not used&lt;br /&gt;
*DIP-3/4 - Attract mode speech frequency&lt;br /&gt;
** OFF/OFF - disabled&lt;br /&gt;
** ON/OFF - attract mode speech every 10 seconds&lt;br /&gt;
** OFF/ON - attract mode speech every 2 minutes&lt;br /&gt;
** ON/ON - attract mode speech every 4 minutes&lt;br /&gt;
*DIP-5 - ON = background sound enabled, OFF = background sound disabled&lt;br /&gt;
*DIP-6 - ON = all speech enabled, OFF = all speech disabled&lt;br /&gt;
*DIP-7 - Not used&lt;br /&gt;
*DIP-8 - Not used&lt;br /&gt;
&lt;br /&gt;
=====Sound &amp;quot;Locks Up&amp;quot; after certain switch closures=====&lt;br /&gt;
[[File:SC-01.jpg|thumb|300px|left|The long since obsolete, pricey, and hard to find SC-01 speech chip. This one is an SC-01-A, said to be a little beefier.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This problem may be caused by a malfunctioning or missing SC-01 (or SC-01-A) speech chip.&lt;br /&gt;
&lt;br /&gt;
Games such as Black Hole, Mars God of War, and Volcano utilized the SC-01 phoneme speech chip. These games &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;require&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; a working SC-01 to be present, not only for the speech portions of the sound, but for the sound to not &amp;quot;lock up&amp;quot; after the first time that a speech call is made. The CPU relies on an interrupt from the 6532 RIOT to restart sound command processing. That interrupt originates from an &amp;quot;all done&amp;quot; signal from the SC-01 speech chip (shown as ~A/R in the schematics, SC-01 pin 8). If the RIOT never receives an &amp;quot;all done&amp;quot; signal (at PB7) then it will not interrupt the processor and no further speech or sound will be created.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the 2N2222 at Q3 has failed, not allowing the interrupt signal to reach the RIOT. Q3 inverts the ~A/R signal and conveys it to the RIOT as A/~R and also to the MPU as a non-maskable interrupt (U3 6502, pin 6).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Game background sound continues after game over=====&lt;br /&gt;
&lt;br /&gt;
This has been noticed in &amp;quot;Mars, God of War&amp;quot; and &amp;quot;Volcano&amp;quot; predominately, but other System 80 games that use the Speech and Sound board may exhibit similar symptoms.&lt;br /&gt;
&lt;br /&gt;
The cause of the problem is MPU DIP switch 25. The switch MUST be ON, as noted in the manual. Even if the switch appears to be &amp;quot;on&amp;quot;, buzz across the switch solder pads on the back side of the board to ensure that the switch is making. Gottlieb sometimes used &amp;quot;rocker&amp;quot; switches, which seem to have a high failure rate.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;On Target&amp;quot; newsletter from June, 1981 discusses something similar to this problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound is &amp;quot;garbled&amp;quot; or phonemes appear jumbled=====&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating one instance of garbled speech can be found [https://youtube.com/shorts/TU-_vOB2CzY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Board circuitry upstream of the Votrax SC-01 (or SC-01A) as well as the SC-01 itself can be the cause of this issue. Speech isn&#039;t really jumbled, it just seems that way.&lt;br /&gt;
&lt;br /&gt;
First, since the chip is socketed, replace the SC-01 with a known working SC-01. &lt;br /&gt;
&lt;br /&gt;
If the known good SC-01 produces the same behavior, then suspect the 74LS05 &amp;quot;level shifter&amp;quot; at U13, the 7407 at U12, or the 74LS75 at U9.&lt;br /&gt;
&lt;br /&gt;
=====Using the MA-483 Sound Amp Board on a Sound and Speech Board=====&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback.JPG|300px|thumb|left|Gottlieb® MA-483 Piggyback Board]]&lt;br /&gt;
[[File:GTB SS Power Mod.JPG||300px|thumb|right|Gottlieb® Sound and Speech Power Supply with components highlighted. This board is configured to supply 30VDC power]]&lt;br /&gt;
[[File:ModifiedSystem80SoundPS.jpg||300px|thumb|right|Gottlieb® Sound and Speech Power Supply, modified as discussed to supply 18VDC power]]‎&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If using the MA-483 sound amp board on a Sound and Speech board, or if the sounds only System 80A sound board is going to be used, the factory Sound and Speech power supply cannot be used without modification.  The reason is because the original LM379S amp is powered by 30VDC, and the TDA2002 amp on the MA-483 can only withstand 16VDC. If a TDA2002 is powered by 30VDC, it will be destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; a substitute equivalent part, a ULN3701 was sometimes used in lieu of the more standard TDA2002. Also, A TDA2003 is a good substitute for the TDA2002.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The modification is simple, and is accomplished by replacing two components on the sound board power supply, R1 and CR1. R1 is 430 ohm 1/2 watt resistor. CR1 is a 1N4751A 30V 1 watt zener diode. R1 should be replaced with a 1.5Kohm 1/2 watt resistor and CR1 should be replaced with 1N4746A 18V, 1 watt zener diode.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Replacing the Obsolete LM379S Amplifier with a Modern Amplifier=====&lt;br /&gt;
&#039;&#039;This information originally published by J. &amp;quot;kirb&amp;quot; Kirby. Additional pictures and some editing provided by Chris Hibler. Used with permission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Gottlieb System 80 Audio Amp Replacment...why?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Gtb sys80&amp;amp;a s&amp;amp;s.JPG|300px|thumb|left|Gottlieb® System 80 Sound &amp;amp; Speech Board as used on Mars, God of War, Black Hole, Haunted House, Volcano, and some video games]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Gottlieb® Sound and Speech board uses an LM379 or LM379s audio amp in the final amplification section. This amp became hard to find around 1983. Gottlieb® provided an alternative for this amp (see prior section) and discontinued using the Speech and Sound board further.&lt;br /&gt;
&lt;br /&gt;
Their solution was to buy a piggyback board from Gottlieb® that used an LM2002 or a TDA2002 amp. But the LM2002 or TDA2002 amps require 16VDC to operate (instead of the 30VDC used by the LM379). This necessitated a change to the sound board power supply. There were many components to replace or remove, not to mention that you would have to make the piggyback board yourself.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOLUTION? Find a newer amp that required fewer components. A replacment amp can be put together using only the following parts which can be easily sourced. &lt;br /&gt;
&lt;br /&gt;
*LM1875T Audio Amp&lt;br /&gt;
*14 pin DIP socket&lt;br /&gt;
*Heat sink&lt;br /&gt;
*Heat sink compound&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve sourced these parts, a replacement amp is easy to construct and only requires removal of the old LM379 amp and addition of one jumper (to provide 12VDC, covered later).&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start with the basics. System 80 games used 4 different sound boards. This amp replacement applies only to the Sound and Speech board used in Mars: God of War, Black Hole (domestic version), Haunted House, Volcano, Devil&#039;s Dare, Caveman, Rocky, Q*bert&#039;s Quest, Super Orbit, Royal Flush Deluxe (early production), Amazon Hunt (early production), and video games like Q*bert.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;LM379 Audio Amp Testing&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
First of all, is your amp really bad? Basic tests to identify a failed amp...&lt;br /&gt;
&lt;br /&gt;
*With the game on, turn the volume pot up as high as it will go. Do you hear a hum? This is normal and is an indicator that your amp is working.&lt;br /&gt;
*Check the voltages at the sound board. 30VDC is required to power the amp. Verify that this is working correctly or your amp won&#039;t work at all.&lt;br /&gt;
*Make sure the speakers are connected and working right. You can test speakers using a &amp;quot;D&amp;quot; size battery. Briefly connect the battery across the speaker and you should see the speaker&#039;s cone push out. Do this for only a second or two...speakers don&#039;t like DC voltages.&lt;br /&gt;
*Make sure the volume adjustment pot is connected correctly and working properly. A dirty pot will make sounds junky, but they usually don&#039;t completely fail. You can &amp;quot;twizzle&amp;quot; the pot to remove oxidation that may have formed on the internal conductors.&lt;br /&gt;
*Headphones can be used to see if the sounds are getting to the amp. Connect one of the headphone conductors (the one closest to the headphone &amp;quot;handle&amp;quot;) to ground. Connect one of the other two headphone conductors (assuming stereo headphones) to the center leg of R15 or R16. You should be able to hear sounds that the board is making through the headphones. Your amp is probably bad if you can hear sounds at R15 or R16, but not through the speakers, assuming you&#039;ve tested the speaker to be good and you have 30VDC power at the sound board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;LM379 Audio Amp Replacement Procedure&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mark the &amp;quot;top&amp;quot; of the heat sink so you can later determine orientation of the original amp should this be necessary. Pin 1 of the amp can&#039;t be identifed without removing the two screws that secure the finned heat sink to the chips integrated heat sink. &lt;br /&gt;
&lt;br /&gt;
Remove the LM379 amp and heat sink assembly from the board. Desolder all 14 pins and pull the amp off the board. The LM379 heat sink may be soldered to the board so you&#039;ll need to remove that solder too. Be forewarned, the solder pads are delicate and easily damaged. &amp;lt;b&amp;gt;Note how the LM379 is upside-down in relation to other chips on the board.&amp;lt;/b&amp;gt; This will be important later.&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;b&amp;gt;Building the New Amp Assembly&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Solder the new amp to the 14 pin DIP. Use the diagram below as a guide. The pinouts are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Amp Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Socket Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Purpose&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 1 || &amp;amp;nbsp;pin 9 || &amp;amp;nbsp;+ amp input&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 2 || &amp;amp;nbsp;pin 8 || &amp;amp;nbsp;- amp input&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 3 || &amp;amp;nbsp;pin 4 || &amp;amp;nbsp;Ground&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 4 || &amp;amp;nbsp;pin 10 || &amp;amp;nbsp;Audio out&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 5 || &amp;amp;nbsp;pin 1 || &amp;amp;nbsp;Vcc (+30VDC)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It will take some fancy bending to connect all of the amp legs in a way that they do not touch one another, but it can be done. It is important that the amp stands straight up and that the pins don&#039;t touch each other. See the diagram below for  better info. Don&#039;t worry about the 12VDC connection right now. We&#039;ll connect that later.&lt;br /&gt;
&lt;br /&gt;
[[File:LM379ReplacementNewAmpPinout.jpg‎|600px|center|Pinout schematic to attach the LM1875 amp to a 14 pin DIP socket]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px perrow=2 caption=&amp;quot;One Tech&#039;s Implementation (Heat Sink Added Later)&amp;quot;&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpFrontSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpRearSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Rear side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attaching the heat sink&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First, yes, you need a heat sink. Audio amps run hot. Without a heat sink, the amps life will be dramatically shortened.&lt;br /&gt;
&lt;br /&gt;
Mount the heat sink to the amp/socket assembly. You may have to modify your heat sink so that it doesn&#039;t contact anything but the LM1875 amp.&lt;br /&gt;
&lt;br /&gt;
Heat sink compound should be spread on any metal to metal surface that is to conduct heat. This will improve the heat sink&#039;s efficiency and is a must on this device to work right. Without the compound, the amp will overheat and shutdown. It may even be damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=270px heights=270px perrow=2 caption=&amp;quot;Kirb&#039;s original completed assembly&amp;quot;&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpSideViewKirb.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Side view.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpFrontSideKirb.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front view.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;b&amp;gt;The Final Steps&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:CompleteAssemblyInSitu.jpg|300px|thumb|left|The completed assembly, mounted to the Sound and Speech Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Solder the new amp assembly directly to the board. Normally you would use a socket, but that will  lead to audio problems. It is better just to solder it into the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACHTUNG!&amp;lt;/b&amp;gt; Remember that pin 1 of the amp solder pads on the board is upside-down relative to every other IC on the board, and you need to install your new amp assembly with pin 1 &amp;quot;down&amp;quot;. Make sure this is done right. There is a 1 screened to the back of the board that should help you orient the assembly. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM379Replacement12VDCSource.jpg|300px|thumb|left|Connecting 12VDC to the amp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Now that the pins are soldered to the board, we have to connect 12VDC to pin 14 of the socket. This is easily found at the positive (+) side of C39. This 12VDC biases the +IN so that it won&#039;t saturate. Your amp will only work for about 30 seconds without this 12VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check all of your work one more time, then test the amp and see what you get. If you&#039;ve followed these steps correctly, your sound should be loud and clear!&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Sound Mapping =====&lt;br /&gt;
The interface between the driver board/MPU and the sound board is a simple bit map of 5 bits. S1, S2, S4, S8 and S16. S32 is available but never used.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of each sound made by &#039;&#039;&#039;Haunted House&#039;&#039;&#039; can be found [https://youtu.be/_SAv4fS-G1w &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Mars, God of War&#039;&#039;&#039;, see: https://www.pinwiki.com/wiki/index.php/Mars,_God_of_War&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Black Hole&#039;&#039;&#039;, see: https://www.pinwiki.com/wiki/index.php/Black_Hole#Sound_Mapping_for_Black_Hole&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A Sound Only Board====&lt;br /&gt;
=====Sound Cutting Out / No Sound=====&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback Back.JPG|300px|thumb|left|Piggyback Amplifier Board w/ Cracked Header Pins]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® had a tendency of using single-sided boards for their &amp;quot;piggy back&amp;quot; / daughter boards, and these boards are susceptible to cracked header pin solder joints.  The MA-483 amplifier board is no different.  If the sound appears to be cutting out or their are no sounds at all, the header joints on the MA-483 may have developed cracks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before suspecting the daughter board header joints, review the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section located in the &amp;quot;General for all games&amp;quot; section. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A / 80B Sound with Piggyback Board====&lt;br /&gt;
[[File:GottliebSystem80ABSoundsOnlyWithPiggyback.jpg ‎|300px|thumb|left|Gottlieb® System 80A / 80B Sound Board MA-490 w/ MA-488 Piggyback Board (Sounds only). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80A / 80B sound board is nearly the same as the first generation System 80 sound only sound board.  It utilizes a 2716 EPROM versus a masked ROM like the System 80 sound board.  This was potentially due to the Harris 7643 masked ROM being obsolete.  The 80A / 80B board does not use a test button.&lt;br /&gt;
&lt;br /&gt;
Like the System 80 sounds only board, this board has 2 obsolete chips on it, the CPU (6503) and the RRIOT (6530).  On the plus side, these boards did not get destroyed nearly as much as the original System 80 sounds only boards (plugging the System 80 sounds only board into a System 1 game would destroy it in a very short time).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-766)====&lt;br /&gt;
[[Image:GTB Sys80B Sound.JPG|300px|thumb|right|Gottlieb® System 80B MA-766 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This sound board has two independent 6502 CPUs.  One exclusively drives a DAC (digital-to-analog converter).  The other drives the speech chip, Orator, (not used for speech on this generation of sound board, but it is used to generate sounds), and two AY-3-8913 sound chips.  Each is pretty much independent, sharing essentially only the sound select lines, the reset signal, and the output section. The gates of one TTL chip are used by both 6502s to communicate between the subsystems via the NMI signal to each 6502 among other functions. The ROMs, CPUs, and accessory chips, are all localized to the particular subsystem other than the inter-processor communication just mentioned.&lt;br /&gt;
&lt;br /&gt;
Note that the LED and test switch are only relevant for the CPU that operates the speech and synthesizer chips, not the chip connected directly to the DAC. With this in mind, it should be possible to troubleshoot this board using a divide-and-conquer approach.  For instance, if the LED isn&#039;t blinking in/off at about a 50% duty cycle, then the subsystem for the 6502 that controls the LED has to have a fault, but the other subsystem may be fine.&lt;br /&gt;
&lt;br /&gt;
Since this sound board is really just a more complex MPU board, or single board computer, the usual diagnostic steps are in order.&lt;br /&gt;
#Verify the ROM images are valid.&lt;br /&gt;
#Ensure that the reset signal begins low and then transitions to high after about 1/2 second.&lt;br /&gt;
#Ensure that the external clock signal is present at pin 37 of both 6502 processors.&lt;br /&gt;
#Ensure that the data lines on the 6502 (pins 33 through 26) are pulsing.&lt;br /&gt;
#Ensure that the address lines on the 6502 (pins 9 through 20, 22 through 25) are pulsing.&lt;br /&gt;
#Ensure that the external clocks are pulsing at pins 3 and 39 of the 6502 processors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-886)====&lt;br /&gt;
[[File:GottliebMA-886.jpg|300px|right|thumb|A repaired MA-886 sound board. Resistors R15, R16, R14, and R13 (top to bottom) are shown with blue Sharpie marks on their left ends, the end to probe when testing the sound channel. The other two components in the rectangle are high frequency ceramic filter capacitors which rarely fail.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-886 is generally the same board as the MA-766 sound board.  The main differences are that the MA-886 uses .156&amp;quot; header pins instead of edge connections, the Orator chip was no longer used, and SW1 was abandoned.&lt;br /&gt;
&lt;br /&gt;
Troubleshooting this board is nearly identical to the steps noted above for the MA-766 board.&lt;br /&gt;
&lt;br /&gt;
One useful aspect of the board is that 4 channels of sound are summed by the LM324 at B1 before final amplification offboard. &lt;br /&gt;
*Channel 1 is the output from the 7528 DAC at E2. An example of the sounds that this channel makes is the &amp;quot;Destroy Alpha One&amp;quot; and other voices used in Robowar. This channel also contributes the &amp;quot;skittering&amp;quot; sound when the ball pass the rollunder on the ramp wireform and the &amp;quot;energy pulse&amp;quot; sound when the ball rolls over any of the top 4 lane rollovers. This signal passes through &#039;&#039;&#039;R16&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 2 is the output from the AY-3-8913 (if present) at H4. This signal passes through &#039;&#039;&#039;R14&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 3 is the output from the AY-3-8913 (if present) at K4. This signal passes through &#039;&#039;&#039;R13&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 4 is the output from the MF-4 at E5. This signal passes through &#039;&#039;&#039;R15&#039;&#039;&#039; before summing.&lt;br /&gt;
&lt;br /&gt;
Placing an oscilloscope probe on the end of these resistors attached to the sound generating circuitry for that channel should show a purposeful signal (versus noise). If not, it&#039;s a good bet that one of the devices in that sound channel has failed.&lt;br /&gt;
&lt;br /&gt;
Several games (Bone Busters, Hoops, Bell Ringer, Silver Slugger, Car Hop, Deadly Weapon, Title Fight, and Vegas to name a few) use the MA-866 sound board paired with the MA-1294 auxiliary sound board. The two boards are connected via a special ribbon cable with dip &amp;quot;pins&amp;quot; on each end. WARNING: remove these connectors ONLY by sliding a flat blade screwdriver under it. Trying to &amp;quot;pull&amp;quot; the connector off with fingers on each side WILL cause the connector to be damaged. This sound board pair makes a two tone sound at power on. The two tones are different notes, like &amp;quot;LA-TI&amp;quot;. The first tone originates from the YM2151 on the MA-1294 auxiliary sound board. The second tone originates from the 7528 DAC. If either tone is missing, or unclear, suspect the associated sound lane.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-886) Jumpers J7 and J8====&lt;br /&gt;
[[File:GottliebMA886JumperComparison.jpg|300px|left|thumb|The left board is from Silver Slugger (a System 3 game) which has both J7 and J8 installed. The right board is from Night Moves which has only J7 installed.]]&lt;br /&gt;
[[File:GottliebMA886SchematicSnippet.jpg|300px|right|thumb|A snippet of the schematic for the two boards showing that without J8 installed, the sound board will not be &amp;quot;interrupted&amp;quot; to indicate a new sound command is to be processed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-886 sound board was used in both System 80B and System 3 games. Two jumpers allow the board to be configured to accept the signal at connector P1, pin 9, as input. J8 IN enables this. J8 OUT defeats this. It&#039;s important to ensure these jumpers are installed appropriately for a particular game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
[[File:Sys80 Flippers.jpg|400px|left|thumb|Typical System 80 Flippers]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® System 80 flipper assemblies are very well engineered, and very little goes wrong with them.  Due to this, they are considered to be the &amp;quot;Sherman Tanks&amp;quot; of flippers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gottlieb® System 80/80A/80B games other than Bone Busters utilize the traditional &amp;quot;fat&amp;quot; flipper bat design (similar to Bally, Chicago Coin, and Stern), which is a carry over from the last flipper design of Gottlieb® System 1 games. The 3&amp;quot; plastic flipper bat is technically called a &amp;quot;flipper island&amp;quot; (Gottlieb® part number A-13150), and uses a 3/8&amp;quot; wide rubber ring versus the more common 1/2&amp;quot; wide rubber all other manufacturers use.  Another anomaly regarding Gottlieb® flippers from this era is that they are the only flipper design that uses an upper and lower flipper bushing system.  Neither bushing protrudes through the playfield.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
System 80/80A/80B flippers (other than Bone Busters) use an A-17875 (standard), A-24161 (stronger), or A-20095 (strongest) dual wound flipper coil.  The general design is a coil with two windings, the &amp;quot;power stroke&amp;quot; (low resistance) and &amp;quot;hold&amp;quot; (high resistance) windings, just like most other flipper coil designs. However, only a single diode is used with this serial winding design versus others which employ a dual diode, parallel winding design.  Here&#039;s how it all works.  When initially engaged via the flipper cabinet button switches, both the power stroke and hold windings receive power, however, the hold winding is bypassed or shorted by the end of stroke (EOS) switch (electricity follows the path of least resistance).  As the flipper actuates and opens the EOS switch, the power is then transferred to both the power and hold windings (the resistance sum of the two windings), creating a very high resistance.  The high resistance allows the coil to remain turned on without creating stress on the low resistance power winding.  Hence, the coil can stay turned on indefinitely in theory.&lt;br /&gt;
&lt;br /&gt;
Gottlieb® System 80/80A/80B flipper systems do not use a flipper relay per se.  Flipper power flows through switch pairs on Q &amp;amp; T relays located under the playfield, along with other non-computer controlled coils like slingshots.&lt;br /&gt;
&lt;br /&gt;
For problems and resolutions for the flippers used in Bone Busters, please see the [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_3#Flipper_Problems Flipper Problems] section in the Gottlieb System 3 repair guide. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers Won&#039;t Work at All====&lt;br /&gt;
Like any flipper issue, it has be determined whether the problem is electrical or mechanical in nature.  Start with obvious first.  Look for broken wires at the flipper coil, EOS switch, and cabinet switch first.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During visual inspection, make certain that the flipper EOS switch is closed (use an ohmmeter to determine this), and the switch pairs on the tilt and game over relays are properly gapped and closed.  Equally, inspect the switch pairs to see if any of the switch blades are broken or missing their contacts.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since high current passes through all of the switches which enable the flipper, any of the switches may be suspect.  It is somewhat common for games which have been sitting dormant for years that the cabinet switch and / or EOS switch become so fouled, the flipper will not budge at all.  The remedy is to file these switches with an ignition file.  See the [http://www.pinwiki.com/wiki/index.php?title=General#How_to_Properly_File_Switch_Contacts How to Properly File Switch Contacts] section.  A flexstone will not work for this job, as the cabinet and EOS switch contacts are very hard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inspect the cabinet switches for broken female spade connectors where the cabinet wiring attaches to the switch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, look at the flipper plunger / link assembly.  The plunger link is a hefty plastic piece which inserted into at hollowed out end of the flipper plunger.  The link is connected to the plunger with a small roll pin.  The link can break or the roll pin can fall out, due to vibration.  If the link is no longer connected to the plunger, the flipper will not move at all.  Refrain from trying to engage the flipper with the cabinet switches.  Continuing to enable the flipper coil will stress the coil, because the EOS switch will not open, transferring power.  The end result is an overheated flipper or damaged flipper coil.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers are Weak, Sluggish, or Erratic====&lt;br /&gt;
&#039;&#039;&#039;Wrong Flipper Coil Installed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb manuals of this era are a little confusing and misleading when documenting the flipper coils used in each game.  The manual usually has a chart in the front half of the manual that lists all the coils that &amp;quot;could be&amp;quot; used in the game.  This chart is the same for every game and lists multiple flipper coils (i.e., A-17875, A-24161, or A-20095), but not necessarily what is installed in that specific game or where it is used.  To determine that, the schematics in the later half of the manual should be used to identify the coils that are supposed to be installed for each of the flippers in that specific game.  It&#039;s somewhat common to see Gottlieb games with the wrong flipper coils installed; likely either because the operator didn&#039;t have the correct coils on-hand, or because the installer misinterpreted the information in the manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System1-80FlipperLinkDamageAnnotated.jpg|thumb|left|300px|A Gottlieb® System 80/80A/80B Flipper Plunger/Link/Crank Parts. Note the &amp;quot;hogged out&amp;quot; part of the link]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn Flipper Link&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The design of the flipper crank and flipper link / plunger is peculiar to Gottlieb® games.  Gottlieb® games from the System 80/80A/80B era use a very meaty flipper link, which does not have a pivot point between it and the connected plunger.  To achieve the necessary fulcrum, the flipper link has an oval opening at the point where the link and flipper crank connect.  The two pieces are simply connected with a roll pin protruding through the two parts.  Over time, the roll pin can sometimes cut into the opening in the link, and the roll pin will catch as the flipper crank pivots.  The result is a weak flipper or a flipper which does not return to the at rest position.  Using a roll pin punch tool, remove the roll pin, and replace the flipper link / plunger assembly.  Pay close attention when installing the roll pin into the new plunger link.  It is very easy to cut into the link with the roll pin, deeming the new link / plunger worthless.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flipper Crank Installed Incorrectly&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Reassembling a flipper bat / shoe incorrectly can result in a weak flipper.  Before tightening the two set screws which hold the flipper shaft in place, make certain that the flipper crank is centered equidistant between the upper and lower flipper bushings.  If placed too close to the upper bushing, it will &amp;quot;sandwich&amp;quot; the upper bushing between the crank and bat.  If placed too close to the lower bushing, the crank will have friction between it and the lower bushing.  The end result is a weak flipper or a flipper which does not return to the at rest position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fouled / Pitted Switch Contacts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fouled switch contacts can reduce current, which in turn reduces power / strength.  Make certain that the EOS switch, cabinet switch, and switch pairs on the game over (Q) and tilt (T) relays are all clean and not pitted. Filing the contacts with an ignition file will remedy the problem, provided that the contacts are not heavily pitted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bad Connection to Cabinet Switch&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem related to the cabinet switches is the female spade connector used to connect the cabinet wiring to the switch.  These spade connectors can sometimes become sloppy or break.  In most cases, the break is not evident, until the connector is removed and reinstalled on the cabinet switch tab.  The spade connector can be removed and a new one crimped on, or the better solution is to solder the cabinet switch wires to the tabs on the cabinet switch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn Flipper Plunger&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A mushroomed flipper plunger can create excessive drag within the coil sleeve.  When replacing the plunger / link, replace the coil sleeve and coil stop too.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Coil Stop&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The coil stop &amp;quot;slug&amp;quot; is pressed into the coil stop bracket.  It is somewhat common for the slug to become detached from the coil stop bracket.  The coil stop slug will then be &amp;quot;free floating&amp;quot; within the coil sleeve.  This can create some interesting problems, but the most noticeable are reduction in flipper power, decrease in flipper stroke or both.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incorrect Flipper Rubber Installed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® used 3/8&amp;quot; wide rubber on flippers.  It fits perfectly into the groove on the plastic flipper bat.  Everybody else used 1/2&amp;quot; wide rubber, and that tended to get installed on the Gottlieb® games, too.  When a 1/2&amp;quot; wide ring is used, it almost fits, but because of the groove, it will present a funny angle to the ball instead of a flat plane.  The results are either air balls, or the flipper will smack the ball downward into the playfield.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cracked / Broken Plastic Bat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes the flipper bat cracks.  Replacements are available.  The screw that holds the plastic flipper bat on the metal shoe is located on the underside of the flipper.  Loosen the two set screws on the flipper crank, and the shoe and bat will come free.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Hold Winding&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Erratic flipper function is defined as a flipper which will not remain in the up (hold) position when activated.  The flipper will move rapidly up and down as if it is &amp;quot;machine gunning&amp;quot;.  This is typically the result from a break in the hold winding right at the flipper coil lug.  One resolution is to locate the broken coil winding (this will be the thinner of the two windings), and unwind one turn from the coil.  This can be accomplished if the side of the winding is not connected to the common lug of the flipper coil.  Note that the power winding cannot be unwound if it breaks.  This is because the power winding is wound on the coil bobbin first, and is located beneath the hold winding.  Once one turn of the hold winding is unwound from the coil, the excess length must be shortened.  After the correct length is determined, the portion of the winding which will be soldered to the coil lug must have its insulation stripped off.  The red or green hue on the coil winding is actually a thin insulation, which is used to keep the winding from shorting to adjacent windings.  Gently scrape the coating off the winding by using an exacto or utility knife, exposing the copper wire of the winding.  Then wrap the uninsulated winding around the coil lug, and solder it.  If a single winding cannot be removed from the existing coil, complete coil replacement is the solution.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers Will not Return to at Rest Position====&lt;br /&gt;
The EOS switch assembly is actuated by the pointed part of the flipper crank assembly.  This is a metal-on-metal contact point.  Due to the design of the flipper crank, it will eventually wear a hole in the EOS actuating blade.  The fix is to replace the EOS switch assembly.  About halfway through the System 80B games (around TX-Sector or so), the EOS switch was slightly relocated, and a modified flipper crank actuates the switch with a roller.  An MA-988 or MA-989 kit can be purchased to perform this upgrade on any System 80/80A/80B game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, the flipper link can become cut by the roll pin which secures it to the flipper crank.  This can also cause the flipper to not return to the rest position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also mentioned in the previous section, the flipper coil stop slug can detach from the coil stop bracket, causing the flipper not to return completely.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the flipper return spring has become stretched or is no longer connected to the flipper crank or coil stop anymore, the flipper will not return properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pop bumper problems===&lt;br /&gt;
[[File:Gtb pbdb new.JPG|thumb|300px|left|Corrected/Modified Gottlieb® System 80/80A/80B Pop Bumper Driver Board]]&lt;br /&gt;
[[File:PBDBDiagram.jpg|thumb|300px|right|Gottlieb® System 80/80A/80B Pop Bumper Driver Board Parts Locator. Click this link for an interactive parts locator: &amp;lt;br&amp;gt;https://www.pinballschematics.com/pop-bumper-board-a8/]]&lt;br /&gt;
The pop bumpers on all System 80 / 80A / 80B games are controlled by an under playfield mounted board known as the pop bumper driver board (PBDB). Remote pop bumper driver boards are unique to Gottlieb® System 80 games. No other manufacturer made this design decision. The reason Gottlieb® did this is probably to supplement the number of coil drive circuits as well as to solve the common problem of pop bumpers locking on with subsequent damage to the games components.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each pop bumper has its own board.  Each board provides a consistent, strong pop regardless of how long the spoon switch is activated, and ensures (when working properly) only a single pop per actuation of the spoon switch. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These boards are single-sided construction, where the traces are located only the solder side of the board.  Due to this construction, the solder connections crack easily.  Reflowing the solder of the header pins on any suspect boards is recommended to ensure a good mechanical and electrical connection.  The components should be inspected as well, because they can also have cracked solder connections that will need to be touched up.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the pop bumper fires but does not score, examine the secondary switch on each pop bumper to see if it needs cleaning or adjustment.  This switch is part of the switch matrix, and can be tested by manually pulling the pop bumper rod and ring down to activate it.&lt;br /&gt;
&lt;br /&gt;
====Pop Bumper Driver Board Power and Ground Source====&lt;br /&gt;
[[image:PBDBPowerGroundConnection.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
As can be seen in the schematic snippet above, Pop Bumper Driver Boards receive 5V power and a connection to ground via MPU connector A1J6, pins 18 and 9 respectively. A poor connection at these pins will render the pop bumper driver board, and hence the associated pop bumper, inoperative.&lt;br /&gt;
&lt;br /&gt;
Testing to see if the PBDB is receiving 5VDC and ground can be accomplished by measuring between pin 7 (ground) and pin 14 (5VDC) on either of the integrated circuits on the board. &lt;br /&gt;
&lt;br /&gt;
Lack of 5VDC power (or ground) may also be caused by fractured solder joints on the PBDB header.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Pin 2 of each pop bumper driver board connector is the path to ground for solenoid power. This ground is connected to the transformer chassis via one of the many equally dicey methods Gottlieb used. See: [[Gottlieb_System_80#Recommended_Ground_Improvements_for_System_80B|Recommended Ground Improvements for System 80B Games]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Updating the Pop Bumper Driver Board====&lt;br /&gt;
Gottlieb® issued a service bulletin to correct a design error with the PBDB. A great many of these boards were delivered in games prior to correcting the design at the factory. Examine the PBDBs to ensure that they have been updated. See the pictures below, noting the differences. &#039;&#039;&#039;A dead giveaway would be the lack of a jumper to replace CR1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=150px perrow=2 caption=&amp;quot;System 80/80A/80B PBDB Before/After Modification&amp;quot;&amp;gt;&lt;br /&gt;
File:Gottlieb-UnModifiedPBDB.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Unmodifed PBDB&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gottlieb-ModifiedPBDB.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Modifed PBDB&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gottlieb-ModifiedPBDBPartsExplanation.jpg|thumb|300px|right|Gottlieb® System 80/80A/80B PBDB Update]]&lt;br /&gt;
Should your PBDB require update, follow this procedure:&lt;br /&gt;
&lt;br /&gt;
*Acquire the following parts&amp;lt;br&amp;gt;&lt;br /&gt;
**Cut to length .156 Molex male header pins with locking ramp (you&#039;ll need a 6 pin length)&amp;lt;br&amp;gt;&lt;br /&gt;
**47uf/10V electrolytic capacitor (C4)&amp;lt;br&amp;gt;&lt;br /&gt;
**4.7uf/10V capacitor (C3, tantalum or electrolytic, may be axial or radial)&amp;lt;br&amp;gt;&lt;br /&gt;
**Jumper material (use the remaining leg cut from C4 when you install it)&amp;lt;br&amp;gt;&lt;br /&gt;
*Remove CR1, C3, and C4&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the Molex connector or reflow the solder on each header pin&amp;lt;br&amp;gt;&lt;br /&gt;
*Install C4 (47uf/10V) with the negative side facing the male header pins&amp;lt;br&amp;gt;&lt;br /&gt;
*Use the remaining part of the capacitor leg from C4 as a jumper to replace CR1. Any jumper wire will work...the cap leg is convenient, available, and looks professional when installed nice and straight.&amp;lt;br&amp;gt;&lt;br /&gt;
*Install C3 (4.7uf/10V), reversing the original polarity so that the positive side faces the jumper just installed and the negative side faces the nearest board edge. Note that C3 may be axial (leads from both ends along the components &amp;quot;axis&amp;quot;) or radial (leads on one end of the component). The board is designed to accept either style.&amp;lt;br&amp;gt;&lt;br /&gt;
*Ensure that the large can transistor (2N6057, 2N6059, PMD10K40 or PMD10K60) solder joints are solid and that the bolted end is making good contact with the PCB trace.&amp;lt;br&amp;gt;&lt;br /&gt;
*Test the large can transistor...&amp;lt;br&amp;gt;&lt;br /&gt;
**DMM set to &amp;quot;diode test&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
**Black lead on the nut that secures the transistor&amp;lt;br&amp;gt;&lt;br /&gt;
**Red lead on each leg of the transistor&amp;lt;br&amp;gt;&lt;br /&gt;
**A measurement between .5 and .7 should be seen. Readings significantly outside of these ranges indicate a failed transistor which should be replaced.&amp;lt;br&amp;gt;&lt;br /&gt;
*Examine the remaining solder joints on the board to ensure good solid joints and no lifted traces. Note that the trace between the jumper that replaces CR1 and R2 is particularly susceptible to damage and if broken, will cause the associated pop bumper to lock on.&lt;br /&gt;
*Reinstall the PBDB and test.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an update for the PBDB that gives the board a bit more &amp;quot;pop&amp;quot;. Simply replace R1 (1.5Kohms) with a 10Kohm 1/4W resistor and replace C1 (0.01mfd) with a 1 mfd 100 volt (non polarized) capacitor.&lt;br /&gt;
&lt;br /&gt;
Also, to avoid random, uncommanded pops caused by &amp;quot;noise&amp;quot; on the switch line, you can add an electrolytic capacitor to the solder side of the board. Use a 4.7 mfd 16 volt radial capacitor (both leads on one end). Solder the negative lead of the capacitor to pin 4. Solder the positive lead of the capacitor to pin 5.&lt;br /&gt;
&lt;br /&gt;
=====Replacing the 2N6057 with a TIP-102=====&lt;br /&gt;
&lt;br /&gt;
[[File:popdrivertip102.jpg|300px|thumb|left|A TIP-102 installed on a Pop Bumper Driver Board (PBDB)]]&lt;br /&gt;
[[File:PBDTIP102.JPG|300px|thumb|right|Closer view of a TIP-102 installed on a PBDB]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 2N6057 used on Gottlieb games is obsolete, so it is hard-to-find and expensive.  A cheap and effective substitute for the 2N6057 as used on the PBDB is a TIP102 transistor.  It&#039;s not the most elegant &amp;quot;hack&amp;quot;, but it works well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====using Pop Bumper Driver Board for a Kicker solenoid====&lt;br /&gt;
With some games, Gottlieb® used pop bumper boards to control kicker solenoids (for example Victory, uses a PBDB for the top kicker). However, on these boards the pulse time for the solenoid is different! Standard pop bumper boards have a pulse time of 40 milliseconds, while the boards for controlling a kicker have a pulse time around 110 milliseconds.&lt;br /&gt;
&lt;br /&gt;
The pulse timing is controlled by the components at R2 &amp;amp; C3. The standard pop bumper board uses 12KOhm resistor at R2 and a 4.7uF capacitor at C3. On the pop bumper boards intended for the kickers, R2 has a 33KOhm resistor. &lt;br /&gt;
&lt;br /&gt;
pulse time (t) = 0.7 x R x C&lt;br /&gt;
&lt;br /&gt;
So if the kicker is too weak, check the R2 resistor&#039;s value on the kicker&#039;s pop bumper board.&lt;br /&gt;
&lt;br /&gt;
===Drop Target Problems===&lt;br /&gt;
&lt;br /&gt;
====Early System 80 / 80A Drop Target Removal====&lt;br /&gt;
For now, please review the drop target removal guide available at [http://www.papinball.com/tips/gottlieb_drop_target_guide2.html PAPinball.com].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later System 80B Drop Target Removal==== &lt;br /&gt;
This is a stub&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vari-Target Problems===&lt;br /&gt;
The single largest problem with vari-targets is adjusting the spring tension, which returns the vari-target to the at rest position.  The spring can be adjusted by hooking it to one of two screws which hold the spring in place.  In most cases, there is only one screw, but two screw holes are placed 180 degreees from one another within the vari-target frame.  Spring adjustment should be made so that the vari-target barely returns to the home position, when the playfield is upright (resting against the backbox).  Once the playfield is placed in its proper position, gravity will help with the extra &amp;quot;bump&amp;quot; that the vari-target needs to return home.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, the switch leaves of the vari-target, which &amp;quot;ride&amp;quot; along the rivet board need enough tension to make good solid contact with the rivets. Since it&#039;s impossible to bend the switch leaves closer to the rivet board with the rivet board in place, removal of the vari-target rivet board must be done to make this adjustment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vari-targets seldom require adjustment as they were correctly adjusted at the factory. It is possible to move parts of the mechanism so that the switch no longer comes to rest on a rivet when the vari-target &amp;quot;gear&amp;quot; is stopped by the reset relay armature.&lt;br /&gt;
&lt;br /&gt;
Vari-targets are a rare example of where lubrication helps the operation of the mechanism. A thin film of lithium grease on the rivets helps the switch blade &amp;quot;wipe&amp;quot; cleanly across them. Like [http://en.wikipedia.org/wiki/Brylcreem Brylcreem], &amp;quot;a little dab&#039;ll do ya&amp;quot;. Note: That&#039;s humor son...Brylcreem is not a suitable lubricant...for pinball machines. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Roto Target Problems===&lt;br /&gt;
By the time System 80 games first came out, the roto target was a dying assembly.  The believed reason is due to the amount of playfield &amp;quot;real estate&amp;quot; in which it used underneath a playfield.  Circus is the only System 80 game which used the roto target.	 	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===Cabinet===&lt;br /&gt;
* Power cable strain relief bushing, 80A games: Heyco 7k-2&lt;br /&gt;
&lt;br /&gt;
==Game Specific Problems and Fixes==&lt;br /&gt;
&lt;br /&gt;
Black Hole issues have been moved to the dedicated [http://www.pinwiki.com/wiki/index.php?title=Black_Hole Black Hole] page.&lt;br /&gt;
&lt;br /&gt;
===Alien Star Game Start Failure===&lt;br /&gt;
Alien Star has a major fault when running the original 689 code.  For the game to properly start, one ball must be in the trough and one ball in the outhole.  If both balls are located in the trough, only the single trough switch will be closed, and not the outhole switch.  When only the trough switch is closed, the game *thinks* that only one ball is installed, (2 balls total are needed), and will do absolutely nothing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has not been verified, but running 689A code may resolve this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Haunted House - Upkicker Plastic Tube Mounting Bracket===&lt;br /&gt;
&lt;br /&gt;
[[File:Cornell_VR4_cap_bracket.jpg|300px|thumb|left|Mounting bracket for the plastic tube.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The metal mounting bracket that secures the longer plastic upkicker tube to the main playfield breaks its tabs (ears) off allowing the tube to flop around loose. This bracket is actually an electrolytic capacitor mounting bracket for computer grade capacitors. If broken, Mouser Electronics sells this item as part number [http://www.mouser.com/ProductDetail/Cornell-Dubilier/VR4/?qs=0r35cIPu56HWvTGFwxXK2g%3d%3d 539-VR4]. The OEM part is a VR4, which is manufactured by Cornell-Dublier (Mallory).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spring Break - Shooter Lane Switch Required to work or ball will drain and game will &amp;quot;brick&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
[[File:SpringBreakBallLaunchGateCropped.jpg ‎|300px|thumb|left|Ball gate at exit to Spring Break shooter lane. The spring actuates a switch below the playfield. &amp;lt;i&amp;gt;Image courtesy of Russell McIntyre&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spring Break is configured to start a multiball at the start of every ball. The game uses a &amp;quot;shooter lane exit&amp;quot; switch or any scoring switch, to know that a ball has been put into play, enabling subsequent balls to launch. If this switch is malfunctioning, and a ball is launched that scores no points before draining, the game will be &amp;quot;bricked&amp;quot; requiring a power cycle. The key is scoring points and the shooter lane exit switch scores 300 points. This seems like a &amp;quot;hack&amp;quot; created by Gottlieb once this &amp;quot;feature&amp;quot; was discovered.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Devil&#039;s Dare - All Displays out except status display===&lt;br /&gt;
[[File:DD Resistor Before.jpg|thumb|left|300px|Burnt 200 Ohm resistor on +60VDC display power line]]&lt;br /&gt;
[[File:DD Resistor After.jpg|thumb|right|300px|Replacement 200 Ohm 2 watt resistor on +60VDC display power line]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the game in question is a Devil&#039;s Dare, and all of the displays are out except for the status display, and the +60VDC is present at the power supply, but not at the displays, the following may apply.  Some Devil&#039;s Dare games, (it is unknown exactly which ones at this point), have a 200 ohm resistor installed in series with the +60VDC power line for the displays.  The resistor is located on the lamp insert board, just behind the lower right 6 digit display.  The resistor is soldered to two solder eyelets, so replacement is relatively easy.  It is unknown what the purpose of this resistor is, but it is fairly common for the resistor to overheat and potentially fail.  The recommended replacement for this is a 200 ohm 2 watt resistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no information regarding the value or placement of this resistor in the Devil&#039;s Dare manual / schematics.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Volcano Kick Back Ends Prematurely ===&lt;br /&gt;
[[File:VolcanoKickBack.jpg|300px|thumb|left|The Volcano kickback mechanism.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The kickback mechanism in Volcano, once enabled by a playfield feature, remains available until the player uses the feature by pressing the green cabinet button in front of the flipper switch. The game knows that the feature has been used by sensing the switch at the rear of the mechanism. As the plunger pulls in, the normally closed switch is opened by the ring on the rear of the plunger. If this normally closed switch isn&#039;t &amp;quot;making&amp;quot; solidly, the game will think that the plunger has pulled in. The kickback feature will be considered used and hence disabled.&lt;br /&gt;
&lt;br /&gt;
The behavior looks like the feature has timed out prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Games with Playfield Windows: Black Hole, Haunted House, Genesis, Monte Carlo, etc. ===&lt;br /&gt;
Playfield windows use foam washers that provide &amp;quot;counter force&amp;quot; to help keep the window flush with the playfield. If the window isn&#039;t flush with the playfield, the &amp;quot;lip&amp;quot; of the sunken window in its mount will cause airballs and/or the edge of the playfield will wear excessively.&lt;br /&gt;
&lt;br /&gt;
After a couple decades, springy foam washers turn into hard, crumbly foam washers. Weatherstripping (&amp;quot;beer seal&amp;quot;), cut really small, works in a pinch, but the Pinball Resource stocks the proper foam washers (GTB # 21219). Strips of tool box drawer liner work as well, but there is only one chance to crank them down before they compress.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Repair Logs==&lt;br /&gt;
Did you do a repair? Log it here as a possible solution for others.&lt;br /&gt;
====Volcano and Devil&#039;s Dare Left Outlane KickBack Not Working====&lt;br /&gt;
[[File:GottliebBallSaveKickBack2.jpg ‎|300px|thumb|left|With the plunger not pulled in, the normally closed switch &amp;quot;makes&amp;quot;. &amp;lt;i&amp;gt;Image courtesy of PinSider NeedaVirus&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GottliebBallSaveKickBack1.jpg ‎|300px|thumb|right|With the plunger pulled in, the normally closed switch is opened. &amp;lt;i&amp;gt;Image courtesy of PinSider NeedaVirus&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The &amp;quot;kickback ball save&amp;quot; implementation on games like Volcano and Devil&#039;s Dare is enabled via game play achievement(s) but is not &amp;quot;automatically&amp;quot; driven. The player must use a dedicated button adjacent to the cabinet flipper button to fire the plunger at just the right time. Once the plunger is fired, the feature is considered &amp;quot;used&amp;quot; and disabled until the same game play achievement(s) have been accomplished again.&lt;br /&gt;
&lt;br /&gt;
A particular issue with the mechanism is &amp;quot;premature cancellation&amp;quot; of the feature. The feature is enabled via game play, but then immediately disabled. This is caused by the normally closed switch under the apron being maladjusted and not &amp;quot;making&amp;quot;. A simple adjustment of this switch, to ensure it is normally closed, but opens when the plunger is pulled in, will correct the issue. &lt;br /&gt;
&lt;br /&gt;
These pictures...are better than 1,000 more words.&lt;br /&gt;
[[File:BallSaverSchematic.png ‎|600px|thumb|center|The applicable schematic snippet showing the &amp;quot;Ball Saver Switch&amp;quot; and the ball saver relay, a crude but effective implementation. &amp;lt;i&amp;gt;Image property of Gottlieb LLC&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Game Displays 000000 On Power Up and It&#039;s Not The Slam Switch ====&lt;br /&gt;
If you power the game on and all of the displays immediately display all zeros without strobing the problem is usually with the slam switch. However, if the slam switch modification has been done or the slam switch is working properly there is a problem with the switch matrix.&lt;br /&gt;
&lt;br /&gt;
I had this problem on my Haunted House machine. I finally found that chip Z15 (7432) was bad.&lt;br /&gt;
&lt;br /&gt;
I was fixing a kicker solenoid on the playfield, the playfield was still in the machine and fully in the upright position. While I was soldering the wire to the new solenoid I did not adequately protect the components below from a solder drip. Well, I did have a solder drip that landed right on a pop bumper driver board connector and shorted the connector. The short caused more than just this problem but for this narrative we will restrict to the slam/switch matrix problem.&lt;br /&gt;
&lt;br /&gt;
Reading in other materials I recognized the problem as the slam switch issue. I used a logic probe to test other components and found the CPU board working, mostly as it should except for acting like the machine was slam tilted. There was little written about the problem outside of the slam switch. I decided to check the matrix by doing a diode check on all of the diodes in the switch matrix. When I did this, I found that many of the diodes were testing bad. These were being tested with the board removed from the machine.&lt;br /&gt;
&lt;br /&gt;
Having replacement diodes in my parts drawer I decided that these must have gone bad during the short. I began unsoldering a few of the diodes. Once disconnected from the circuit board I remeasured the removed diodes and found the correct values on my meter, they were not bad. I then noticed that the bad diodes were all in the same row on the switch matrix. They all traced back to the Z15 chip. I replaced the Z15 7432 and the problem was resolved.&lt;br /&gt;
&lt;br /&gt;
====Game Displays a single 0 or 1 on Displays====&lt;br /&gt;
If an 80A game does not boot and displays just a single zero, just a single 1, or alternates between a single zero and single 1, this may indicate one or more bad IC(s) on the MPU:&lt;br /&gt;
* CPU&lt;br /&gt;
* Z7&lt;br /&gt;
* Z8&lt;br /&gt;
&lt;br /&gt;
The CPU itself may still output data that can be picked up with a logic probe, but still might be bad.&lt;br /&gt;
&lt;br /&gt;
[[File:Gottlieb-sys80a-bad-cpu-display-symptom.gif|thumb|300px|left|Animation of symptom of alternating 0 and 1]]&lt;br /&gt;
[[File:Gottlieb-sys80a-bad-cpu-display-symptom-zeros.jpg|thumb|300px|left|Symptom of the displays showing a single zero]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Testing the Q relay ====&lt;br /&gt;
Had a problem with my Black Hole - Q relay didn&#039;t activate. Played a bit with wires, did ground mods, .. &lt;br /&gt;
After a while I noticed it did work but didn&#039;t stay enabled - at the start of a game it closed, 1 coil (ball drain) kicked and the Q relay deactivated again. Noticed this with the playfield in up position, no pinballs installed.&lt;br /&gt;
Finally tested with playfield down - and pinballs installed - suddenly the behaviour was different: ball drain coil kicked and then the next coil also that put a coil in the shooter lane. Seems the Q relay did work all this time, but will only stay enabled when pinballs are installed in the game ?!&lt;br /&gt;
&lt;br /&gt;
==== Results of a locked on coil ====&lt;br /&gt;
[[File:BurntCoil1.jpg|300px|thumb|left|Melted coil sleeve.]]&lt;br /&gt;
[[File:BurntCoil2.jpg|300px|thumb|right|Burned coil wrapper.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a coil locks on (due for example to a bad driver board transistor), the coil will burn. Here is a coil which had locked on. Note the burn marks on the paper wrapping and the melted coil sleeve, which prevented the coil plunger from moving through the coil. The resistance of this coil was 0.9 ohms (the specified resistance for this particular coil should be 3.35 ohms), also indicating it&#039;s bad due to an internal short (adjacent windings shorted together due to overheating the coil wire insulation).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Black Hole top rollover switches ====&lt;br /&gt;
When Black Hole serves a ball, it must go through the top rollovers before hitting any other switch.  The playfield design ensures this.  But if it doesn&#039;t (I had the glass off and started testing some other feature), things get very weird: suddenly, I seemed to be in a 3-ball, 4-player game with some of the score displays blank.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t usually a problem in practice but it is worth making sure that the three top rollovers have clean switches.&lt;br /&gt;
&lt;br /&gt;
==== Replacing the 80B 5V pot ====&lt;br /&gt;
I got a Monte Carlo and replaced the 5V adjustment pot on the regulator.  It was working fine.  After the old one had been chopped off, I discovered it was the same as the new one.  It had already been replaced!  A bunch of rework on the regulator, and ground mods on the transformer frame, should have been my clue.&lt;br /&gt;
&lt;br /&gt;
==== 80B sound doesn&#039;t work ====&lt;br /&gt;
I got a Spring Break and the sound didn&#039;t work.  The LED didn&#039;t light in any predictable way, and the game put out a lot of white noise.  At one point I thought I heard some sounds underneath.&lt;br /&gt;
&lt;br /&gt;
Fortunately, I had a Monte Carlo sitting next to it where the sound did work.  I spent some time trying to understand the problem, and finally just swapped all the socketed chips (three EPROMs and the &amp;quot;Orator&amp;quot; speech synthesizer).  The problem followed the EPROMs, not the board.  Ultimately I replaced all three ROMs, although it seems likely that only one was likely bad.&lt;br /&gt;
&lt;br /&gt;
Note that the sound board has two separate CPUs, and only one controls the LED, so it is likely one of the two EPROMs associated with that CPU that is actually bad.&lt;br /&gt;
&lt;br /&gt;
==== Two flash lamp problems ====&lt;br /&gt;
Monte Carlo has four pairs of flashers controlled by &amp;quot;lamp&amp;quot; drive transistors, stepped up by under-playfield transistors.  On my game, I had two unrelated problems with different flash banks.  &lt;br /&gt;
&lt;br /&gt;
The two sockets by the roulette wheel were missing their lamps, and the under playfield was a little burned near where the lamps had been.  Apparently they were locked on, and someone had pulled the bulbs rather than fix the problem.  I replaced Q17, which was out of spec according to the measurements on this page.  I didn&#039;t replace the under-playfield MJ2955 because it seemed to measure correctly.  One down, one to go.&lt;br /&gt;
&lt;br /&gt;
The other flasher, the two on the left side, just didn&#039;t work.  Lamp bulbs were fine, and all transistors seemed OK by the tests given above.  I checked for continuity in the wiring and even tried grounding the transistor side of the circuit, but no lamps lit.  Finally, I pulled the plastic off to take the bulb out (to measure at the socket) and I found that the two lugs of the socket were bent and touching!  So the lamp was a short, but because of the resistor, not short enough to blow the fuse or fry the transistor.  A little bending back seems to have fixed it. -- [[User:Ts4z|ts4z]] ([[User talk:Ts4z|talk]]) 16:29, 7 February 2014 (CST)&lt;br /&gt;
&lt;br /&gt;
==== 80B Display has garbage on one display glass ====&lt;br /&gt;
Chicago Cubs had garbage/nonsensical characters on just the lower score display. I found chip U2 (type 10939) which controls the lower display to be bad. Replacing the chip cured the problem. I also installed a 40 pin IC socket for the replacement chip. If by chance you encounter the same symptom except that it is on the upper display, then chip U1 (type 10939) is bad. U1 controls the upper score display.&lt;br /&gt;
&lt;br /&gt;
====Rebuilt 80/80A Power supply, solenoid fuse blows on power up====&lt;br /&gt;
If a System 80/80A power supply has been rebuilt and the solenoid fuse blows as soon as the game is turned on, take a look at the power supply capacitor at C1. It might have been installed in the wrong direction. Make sure the (-)side on the capacitor matches the (-) side notated on the PCB.&lt;br /&gt;
&lt;br /&gt;
==== Haunted House ten thousand digit out on several displays ====&lt;br /&gt;
Encountered the ten thousand digits missing on three displays: player 1, player 3, and bonus display. Tried several known good cpu boards and problem remained. Tried swapping displays and problem remained. I traced the problem to the wiring harness on the main playfield. At the playfield mounted transistor Q2, the transistor mounting bracket had cut into the wiring harness. I repaired the harness with electrical tape and routed the harness farther away from that bracket with a couple of wire ties. Problem fixed and all displays are now working correctly.&lt;br /&gt;
&lt;br /&gt;
==== Multiple Pop Bumpers dead (maybe) ====&lt;br /&gt;
&lt;br /&gt;
I have a Counterforce, an early 80 game with two pop bumpers. I shopped it and took it to a show. It got put back in my garage and left idle for over a year. I went to play it, and the lower pop bumper didn&#039;t work. I looked into it, and after some poking around, including pulling a connector off of a PBDB. Now, neither pop bumper worked. I checked fuses and voltages but they looked OK. After I got over my frustration at making the problem worse, I realized it was likely something related to having moved the game. I checked both PBDBs and both had cracked header pins. Both boards had the same problem independently. Fixing both boards fixed the pop bumpers.  [[User:Ts4z|ts4z]] ([[User talk:Ts4z|talk]]) 02:49, 18 October 2022 (CDT)&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80&amp;diff=26074</id>
		<title>Gottlieb System 80</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80&amp;diff=26074"/>
		<updated>2026-10-13T22:19:56Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* Sound Only Board with Piggyback */ Additional info on sounds only &amp;amp; sounds only with piggyback cards&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Gottlieb_Repair_Guides | Gottlieb® solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 1st gen boardset.jpg‎|300px|thumb|left|Gottlieb® System 80 Board Set - 1st Generation ]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
			&lt;br /&gt;
Gottlieb&#039;s® second generation of solid state pinballs is System 80.  Capabilities were increased in terms of controllable lamps, solenoids, gameplay, and sound.  No longer tied to an EM-esque platform, Gottlieb® started to introduce games with more unconventional asymmetric playfields.  System 80 marked a foray into double and triple level playfields, speech, and multiball. Unfortunately, it also represented a lateral step in reliability, with battery corrosion, connectors, and bad grounding plaguing the design.  Nearly all the same issues as were present with the System 1 platform.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
			&lt;br /&gt;
[[File:System80cabinet.jpg|300px|thumb|left|Gottlieb® System 80 Board Set - 2nd Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Just like the System 1 games, the System 80 / 80A / 80B design relied solely on connectors and daisy-chained wiring to transport the ground lines from board to board. The exception is that the large ground plane used with System 1 games was no longer used behind the boards with the System 80 games. Gottlieb® still opted to use plastic standoffs to elevate and secure the boards to the backbox or the back side of the lamp box insert. Thus, if a single ground connector failed in the chain, the logic ground could fail for one or several of the circuit boards. This could potentially lead to locked on coils, relays, and / or controlled lamps. In turn, transistors and chips would fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:Later gtb sys80a boardset.jpg|300px|thumb|left|Gottlieb® System 80A Board Set]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 platform was used for a total of nine years from 1980-1989.  During this period, there were three main versions of the boardset.  These three versions are referred to as: System 80, System 80A, and System 80B.  System 80 was used from 1980-1982, System 80A was used from 1982-1985, and System 80B was used from 1985-1989.  The easiest way to differentiate between the three versions is by looking at the style of displays which were used.  System 80 used 6-digit displays for scoring, and in some instances, for bonus values or timers.  System 80A used 7-digit displays for scoring, and 6-digit displays for bonus values or timers too.  Both the 6-digit and 7-digit displays were limited to displaying numeric values.  System 80B differed the most by using two 20-digit alpha-numeric displays, which were stacked on top of each other.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
[[File:Early gtb sys80b boardset.jpg|300px|thumb|left|Gottlieb® System 80B Board Set - Early]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Shortly after the onset of using the System 80B boardset, it was evident that the complexity of playfield designs had quickly outgrown the boardset.  Remote satellite boards, and transistors littered the underside of the playfield and inside the cabinet, because the driver board was too undersized to handle these extra duties.  A new boardset, known as the System 3 platform, was under development, but was not released until nearly 4 years later in 1990.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
	 &lt;br /&gt;
[[File:Typical gtb sys80b boardset.jpg|300px|thumb|left|Gottlieb® System 80B Board Set - Typical]]&lt;br /&gt;
[[File:GTB Later 80B Backbox.JPG|300px|thumb|right|Gottlieb® System 80B Board Set - Later Games (Hot Shots, Bad Girls, and Big House]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once a System 80 / 80A / 80B game has been methodically gone through with board design grounding flaws and connectors corrected, they are just as reliable as any of their contemporaries.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Games==&lt;br /&gt;
===System 80 Prototype===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|The Incredible Hulk || 1979 || Unknown (10 presumed, 4 confirmed) || 500 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit || A small number of games were used as a testing platform, which featured the system 80 boardset instead of the system 1 boardset. Confirmed games include serials 01440, 01442, 01443, 01447.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80 1st Generation===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|The Amazing Spiderman|| 05-1980 || 7625 || 653 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Panthera|| 06-1980 || 5220 || 652 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||   6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Circus|| 06-1980 || 1700 || 654 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit || Ultra Widebody &lt;br /&gt;
|-&lt;br /&gt;
|Counterforce|| 06-1980 || 3870 || 656 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||   6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Star Race|| 08-1980 || 870 || 657 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit || Ultra Widebody  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80 2nd Generation===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;Sound&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|James Bond|| 10-1980 || 3625 || 658 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Time Line|| 12-1980 || 3167 || 659 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Force II|| 02-1981 || 2000 || 661 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Pink Panther|| 03-1981 || 2840 || 664 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Mars, God of War]]|| 03-1981 || 5240 || 666 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || First Gottlieb® with speech, lane change, and multi-ball&lt;br /&gt;
|-&lt;br /&gt;
|Volcano|| 09-1981 || 3655 || 667 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || Export games used [[Media:Gtb_sys80_sound.JPG | sound only]] board&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Hole]]|| 10-1981 || 8774 || 668 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || First Gottlieb® with 2-Level playing area, Export games used [[Media:Gtb_sys80_sound.JPG | sound only]] board and a simple single backglass with no spinning disc.&lt;br /&gt;
|-&lt;br /&gt;
|[[Haunted House]]|| 06-1982|| 6835 || 669 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 6-digit || First game with 3-Level playing area, Sound only, but used sound &amp;amp; speech board w/o the speech chip installed.&lt;br /&gt;
|-&lt;br /&gt;
|Eclipse|| 1982 || 193 || 671 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit || Production game and available as a kit for James Bond 007 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80A===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Devil&#039;s Dare|| 08-1982 || 3832 || 670 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || Export games used the [[Media:Gtb_sys80_sound.JPG | sound only]] board&lt;br /&gt;
|-&lt;br /&gt;
|[[Caveman]]|| 09-1982 || 1800 || PV810 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || Pinball / Video game hybrid &lt;br /&gt;
|-&lt;br /&gt;
|Rocky|| 09-1982 || 1504 || 672 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|[[Spirit]]|| 11-1982 || 1230 || 673 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Punk!|| 12-1982 || 959 || 674 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board  &lt;br /&gt;
|-&lt;br /&gt;
|Striker|| 11-1982 || 910 || 675 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Krull|| 02-1983 || 10 || 676 || [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Goin&#039; Nuts|| 02-1983|| 10 || 682 || [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Q*bert&#039;s Quest|| 03-1983 || 884 || 677 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Super Orbit|| 05-1983 || 2100 || 680 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]]  || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board &lt;br /&gt;
|-&lt;br /&gt;
|Royal Flush Deluxe|| 06-1983 || 2000 || 681 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]]  || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board  &lt;br /&gt;
|-&lt;br /&gt;
|[[Amazon Hunt]]|| 09-1983 || 1515 || 684 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]] or [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board. Later production games used the [[Media:Gtb_sys80a%26b_sound.JPG|sound only]] piggyback sound board &lt;br /&gt;
|-&lt;br /&gt;
|Rack &#039;Em Up!|| 11-1983 || 1762 || 685 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Ready... Aim... Fire!|| 11-1983 || 390 || 686 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Jacks to Open|| 05-1984 || 2350 || 687 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Star]]|| 06-1984 || 1065 || 689 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || 689A Denotes a revision in the ROM code&lt;br /&gt;
|-&lt;br /&gt;
|The Games|| 08-1984|| 1768 || 691 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Touchdown|| 10-1984 || 711 || 688 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|El Dorado City of Gold|| 09-1984 || 905 || 692 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Ice Fever|| 02-1985 || 1585 || 695 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80B===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Chicago Cubs Triple Play|| 05-1985 || ~1365 || 696 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Bounty Hunter|| 07-1985 || 1220 || 694 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Tag Team Pinball|| 09-1985 || 1220 || 698 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] ||  Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Rock|| 10-1985 || 1875 || 697 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 || DIP switches 7 and 8, while listed as &amp;quot;spares&amp;quot;, 7 is actually used to turn attract sounds on / off.  There is an addendum added to the first page of the manual stating as such.&lt;br /&gt;
|-&lt;br /&gt;
|Raven|| 03-1986 || 3550 || 702 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Rock Encore|| 04-1986 || 245 || 704 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||Production game using same playfield art as Rock, but mainly available as a conversion kit for Rock&lt;br /&gt;
|-&lt;br /&gt;
|Hollywood Heat|| 06-1986 || 3400 || 703 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Genesis|| 09-1986 || 3500 || 705 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings|| 10-1986 || 3260 || 707 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break|| 04-1987 || 3550 || 706 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo|| 02-1987 || 4315 || 708 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]||  Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Arena|| 06-1987 || 3099 || 709 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]||Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Victory|| 10-1987 || 3315 || 710 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Lady|| 02-1988 || 2700 || 711 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|TX Sector|| 03-1988 || 2336 || 712 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War|| 04-1988 || 2130 || 714 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Excalibur|| 11-1988 || 1710 || 715 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||Start of the MA-1133 CPU Board. No actual speech callouts are present in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls|| 11-1988 || 2500 || 717 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||  &lt;br /&gt;
|-&lt;br /&gt;
|[[Big House]]|| 04-1989 || 1977 || 713 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 || &lt;br /&gt;
|-&lt;br /&gt;
|Hot Shots|| 04-1989 || 2342 || 718 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||  &lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters Inc.|| 08-1989 || 2000 || 719 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 || Uses 3 sound boards - uses 50v to power flippers &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game date of release, production numbers, and model number provided by the Internet Pinball Database - http://www.ipdb.org&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
===Recommended Documentation===&lt;br /&gt;
====Manuals====&lt;br /&gt;
* A game manual.  Pinball Resource has many factory originals still left, and reprints of everything else.&lt;br /&gt;
&lt;br /&gt;
====Theory of Operation &amp;amp; Repair Guides====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Gottlieb Star Series 80 Service Manual&lt;br /&gt;
|[[file:Gottlieb-star-series-80-service-manual-cover.jpg|thumb|left|140px]][[file:Gottlieb-star-series-80-service-manual-cover-alt.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Information on how system 80 operates, with troubleshooting information outlined.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1983 Technical Seminar Workbook&lt;br /&gt;
|[[file:Gottlieb-technical-seminar-workbook-1983-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Information on how system 80 operates, with troubleshooting information outlined.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parts Catalogs====&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; schematics, and diagrams for controlled lamp, solenoid, and rubber locations. Gottlieb tended to publish a lot of game-specific information in parts catalogs. These have exploded diagrams of assemblies, particularly in earlier games that had the thinner, much less helpful manuals. Playfield parts, lamps, and switches are all diagrammed out. These also have collected service bulletins. Reprints are available from Pinball Resource.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1982 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1982-parts-catalog-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Counter Force, Star Race, James Bond, Time Line, Force II, Pink Panther, Mars God Of War, Volcano, Black Hole, Haunted House, Devil&#039;s Dare, Caveman, Rocky. This catalog also features system 1 games.&lt;br /&gt;
|Includes parts assemblies, plus switch matrix and controlled lamp locations, board layouts, schematics, and board parts lists, coin door parts, and some cabinet parts. Includes System 1 and 80 parts and boards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1987 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1987-parts-manual-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Volcano, Black Hole, Haunted House, Devil&#039;s Dare, Rocky, Spirit, Rock, Striker, Q*bert&#039;s Quest, Super Orbit, Royal Flush, Amazon Hunt, Rack &#039;Em Up, The Games, Chicago Cubs Triple Play, Rock Encore, Ready Aim Fire, Touchdown, Bounty Hunter, Raven, Jacks To Open, El Dorado City Of Gold, Tag Team, Hollywood Heat, Alien Star, Ice Fever, Rock, Genesis&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1992 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1992-parts-manual-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Covers 80B games starting from Gold Wings and the first 9 System 3 titles (games #706-#730).&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One interesting note about the part numbers is that the single letter that preceded the number indicated the size of the paper that was used for the original drawing/blueprint of the part. Paper sizes A up through F were used.&lt;br /&gt;
&lt;br /&gt;
===Connector Designations===&lt;br /&gt;
All Gottlieb® machines have a common naming convention for all of the connectors in the game.  A specific connection uses two parts - a prefix and a suffix.  The prefix is the board number or an inline wire junction, and the suffix is the connection on the board or a sequential wire junction number.  When referencing a specific connector pin within a housing, a dash follows the connection number.  For example, the connector pin for the slam switch signal on the CPU board is A1J5-10.  The coin door connection used on Devil&#039;s Dare is A15P1 and A15J1 - the connector pin for switch return 7 on the coin door is A15J1-8.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following boards are assigned the same numbers throughout the System 80 / 80A / 80B platforms.&lt;br /&gt;
*CPU Board - A1&lt;br /&gt;
*Power Supply - A2&lt;br /&gt;
*Driver Board - A3&lt;br /&gt;
*Sound Board - A6&lt;br /&gt;
*Pop Bumper Driver Boards - A8&lt;br /&gt;
*Reset Board - A24&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There are several other board designations used, however, they change from game to game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Wiring Color Code===&lt;br /&gt;
&lt;br /&gt;
Unlike every other pinball manufacturer, which adopted a two-color wiring code system, Gottlieb® used three colors.  Most wiring in a Gottlieb® game used a white base color, which is the wire&#039;s insulation color, and three &amp;quot;striped&amp;quot; traces on each wire.  I state most cases, because there are some wires which only used two colors - the green insulated ground lines which have a single yellow trace, or only one color - the white ground wires used in System 80B games with no trace at all.  Below is the Gottlieb® color chart.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
|-&lt;br /&gt;
| Color || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#000000&amp;quot;&amp;gt;Black&amp;lt;/span&amp;gt;  &lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#A52A2A&amp;quot;&amp;gt; Brown &amp;lt;/span&amp;gt; &lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#800080&amp;quot;&amp;gt; Purple &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#808080&amp;quot;&amp;gt; Gray &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#000000; background:#FFFFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Does the color chart look familiar?  Well, if you have an electronics background, it should.  The Gottlieb® wire code system is the same as the resistor color coding system.&lt;br /&gt;
&lt;br /&gt;
Here are some examples of the color coding system.  The color wire code for switch strobe line 0 is 400.  400 would be a white insulated wire with a yellow trace and two black traces, or commonly referred to as a yellow-black-black wire.  The ground lines in early System 80 games are code 54.  54 would be a green insulated wire with one yellow trace.&lt;br /&gt;
&lt;br /&gt;
There is one word of caution, which should be pointed out.  If the connections on A1J2 and A1J3 are being replaced, there are wire colors on these connections which are very similar.  Although each wire is located on a different housing, please proceed with caution, as it can be difficult to see all three traces without spinning the wire around.  The wires which come to mind are 344 and 677 on A1J2, and 433 and 766 on A1J3.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Matrix===&lt;br /&gt;
====Switch Matrix Wire Coloring====&lt;br /&gt;
[[File:GottliebSystem80A1J6SwitchMatrixWireColors.png|right|thumb|500px|Gottlieb® System 80 Switch Matrix Wire Coloring at Connector A1J6. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Wire colors used for the switch matrix, as connected to A1J6 on the MPU, were identical across all Gottlieb System 80/80A/80B games. They are, from pin 1 to 19, and right-to-left &amp;lt;b&amp;gt;(backwards)&amp;lt;/b&amp;gt; as you view the front of the connector as installed on the MPU...&lt;br /&gt;
#yellow-black-black&lt;br /&gt;
#yellow-brown-brown&lt;br /&gt;
#yellow-red-red&lt;br /&gt;
#yellow-orange-orange&lt;br /&gt;
#yellow-yellow-yellow&lt;br /&gt;
#yellow-green-green&lt;br /&gt;
#yellow-blue-blue&lt;br /&gt;
#yellow-purple-purple&lt;br /&gt;
#white (ground)&lt;br /&gt;
#blue-black-black&lt;br /&gt;
#blue-brown-brown&lt;br /&gt;
#blue-red-red&lt;br /&gt;
#blue-orange-orange&lt;br /&gt;
#blue-yellow-yellow&lt;br /&gt;
#blue-green-green&lt;br /&gt;
#blue-blue-blue&lt;br /&gt;
#blue-purple-purple&lt;br /&gt;
#blue-slate-slate (+5VDC)&lt;br /&gt;
#empty&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; that not all games use all rows and/or all columns of the switch matrix. Unused switch matrix circuits are not wired.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Switch Numbering====&lt;br /&gt;
[[File:Sys80 switch matrix.png|left|thumb|600px|Gottlieb® System 80 Switch Matrix]]&lt;br /&gt;
The Gottlieb® System 80 / 80A / 80B switch matrix consists of a maximum of 64 switches.  There are a total of 8 switch strobes and 8 switch returns. However, not every switch in the matrix is used on every System 80 game.&lt;br /&gt;
&lt;br /&gt;
Just like the System 1 switch numbering system, the System 80 switch numbers have a similar naming convention.  Except, the System 80 switch numbering system is the opposite of System 1.  If you are accustomed to working on System 1 games, pay close attention.  With Gottlieb® System 80 switches the first number of the switch is its strobe number, while the second number is switch&#039;s return number.  An example would be switch 54.  Switch 54 is located on strobe 5 and return 4 of the switch matrix.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Strobe 0&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-1 / A1J5-2)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 1&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-2 / A1J5-3)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 2&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-3 / A1J5-4)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 3&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-4 / A1J5-5)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 4&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-5 / A1J5-6)&lt;br /&gt;
! Strobe 5&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-6 / A1J5-7)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 6&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-7)&lt;br /&gt;
!Strobe 7&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-8 / A1J5-9)&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 0 (A1J6-10)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 00&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 10&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 20&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 30&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 40&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 50&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 60&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 70&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 1 (A1J6-11)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 01&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 11&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 21&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 31&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 41&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 51&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 61&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 71&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 2 (A1J6-12)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 02&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 12&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 22&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 32&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 42&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 52&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 62&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 72&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 3 (A1J6-13)&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 03&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 13&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 26&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 33&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 43&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 53&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 63&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 73&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 4 (A1J6-14)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 04&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 14&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 24&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 34&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 44&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 54&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 64&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 74&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 5 (A1J6-15)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 05&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 15&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 25&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 35&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 45&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 55&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 65&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 75&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 6&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-16 / A1J5-8)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 06&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 16&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 26&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 36&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 46&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 56&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 66&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 76&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 7&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-17 / A1J5-1)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 07&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 17&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 27&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 37&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 47&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 57&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 67&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 77&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
====The &amp;quot;Missing&amp;quot; Gottlieb® System 80 Switches====&lt;br /&gt;
&lt;br /&gt;
With the Gottlieb® System 80 series of games, there are some switch assignments that are designated the same throughout the System 80, 80A, and 80B platforms.  These switches are typically not listed in the switch matrix portion of the manual.  You have to review the cabinet schematics, and decipher what switches use what return and strobe.  However, it appears that Gottlieb® / Premier® changed this section of the schematic starting with Excalibur or Bad Girls by no longer listing the strobes for these switches.  So, below are the &amp;quot;missing&amp;quot; switch assignments for any Sys80B.  All the info applies for Sys80 and Sys80A, except the two advance buttons, which weren&#039;t used prior to Sys80B.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;06&#039;&#039;&#039; - left advance button, also pause both lamp and relay/ solenoid tests (Sys80B only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;07&#039;&#039;&#039; - play / test switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;16&#039;&#039;&#039; - right advance button (Sys80B only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;17&#039;&#039;&#039; - left coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;27&#039;&#039;&#039; - right coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;37&#039;&#039;&#039; - center coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;47&#039;&#039;&#039; - replay button&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;57&#039;&#039;&#039; - plumb bob and ball roll tilts (these have the same switch assignment as the playfield tilt switch)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Black Hole is an exception.  The switch assigned for the tilt on Black Hole is 26.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The coin door slam switch is not part of the switch matrix.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Language Selection ===&lt;br /&gt;
&lt;br /&gt;
The only way to change the language displayed is to install the correct language ROMs. Gottlieb didn’t incorporate a “soft” method of changing language selection. &lt;br /&gt;
&lt;br /&gt;
===Enabling Free Play===&lt;br /&gt;
Free play options were unavailable in the original System 80/80A/80B game code. However, there are some hardware modifications that can be done, stacked switches can be added to the start/credit button, or  EPROMs with free play code can replace original PROMs.&lt;br /&gt;
&lt;br /&gt;
====Free Play EPROMs====&lt;br /&gt;
For system 80/80A, the U2/U3 PROMs can be replaced with an [http://www.flipprojets.fr/Freeplay_EN.php EPROM with free play code]. Replacing U2/U3 will require an adapter, such as the [https://www.greatplainselectronics.com/proddetail.asp?prod=140-101 module from GreatPlainsElectronics (no longer available)], [https://lisy.dev/u2u3-_adapter.html LISY], [https://www.flippp.fr/u2u3pcb.php?lg=en flippp], or a [http://www.actionpinball.com/tech/sys80mod.php#system custom adapter board]&lt;br /&gt;
&lt;br /&gt;
For System 80B, the game PROM can be replaced with an [http://www.flipprojets.fr/Proms80B_EN.php EPROM with free play code].&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80 Games====&lt;br /&gt;
Early Gottlieb® solid state pinball machines, prior to 1990, did not have a free play option available within the game settings.  With this simple modification, a game can be set up for free play.  First, identify the diode strip in the bottom of the cabinet.  Once the diode strip is found, locate the credit button and coin switch strobe line wires.  The wires will be located on the left of the diode strip - the non-banded side of the diodes.  Below is a list of the wires.&lt;br /&gt;
&lt;br /&gt;
* Credit button wire - Green-Yellow-Yellow&lt;br /&gt;
* Left coin switch wire - Green-Brown-Brown&lt;br /&gt;
* Center coin switch wire - Green-Orange-Orange&lt;br /&gt;
* Right coin switch wire - Green-Red-Red&lt;br /&gt;
&lt;br /&gt;
[[File:Gtbsys80board.jpg|300px|thumb|left|Typical location of System 80 diode board in cabinet]]&lt;br /&gt;
[[File:System80FreePlayJumper.jpg‎|300px|thumb|right|Gottlieb® System 80 Black Hole diode board with jumper (yellow wire) to implement free play]]&lt;br /&gt;
&lt;br /&gt;
Solder a small lead wire from the credit button wire to any of the coin switch wires. The wires will change to different colors on the other side of the diode. You want to solder to the side of the diode (non-banded) with the color wire specified above. &lt;br /&gt;
&lt;br /&gt;
Make sure that the diode, credit button wire, and coin switch wire are still soldered securely to the diode strip terminal when finished.  If soldering is not an option, use a small alligator clip test lead. Now, when the credit button is pressed, a credit will be incremented and decremented. A game can be easily started without the need to open the coin door to trip the coin switches anymore.&lt;br /&gt;
&lt;br /&gt;
For this &amp;quot;hack&amp;quot; to work properly (adding a credit and then decrementing a credit), the MPU DIP switches for the associated coin chute must be configured so that one coin drop adds one credit. In other words, if the DIP switches are set to require more than one coin drop through the associated chute, the free play &amp;quot;hack&amp;quot; will not work correctly because the &amp;quot;hack&amp;quot; mimics a single coin drop.&lt;br /&gt;
&lt;br /&gt;
Please note that this modification does not apply to Gottlieb® System 80A and System 80B machines. System 80A and 80B machines use diode boards with edge connections, which are typically located on the cabinet wall near the left flipper cabinet switch. Jumpering the diodes on System 80A and 80B games do not give the intended free play results of jumpered System 80 diodes. This is attributed to how the diode boards are physically placed differently in circuit with respect to the switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TimeLineFreePlay.jpg‎|300px|thumb|left|Gottlieb® System 80 Time Line diode board with jumper (the red wire...I mean...it&#039;s a red flippin&#039; wire. You HAVE to be able to see it!) to implement free play]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left ties the center coin chute wire (Green-Orange-Orange) to the credit button wire (Green-Yellow-Yellow).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80A Games====&lt;br /&gt;
[[File:ExampleSwitchStack.jpg ‎‎|300px|thumb|left|A &amp;quot;donor&amp;quot; switch pair.]]&lt;br /&gt;
[[File:System80AStackedSwitch.jpg ‎ ‎‎|300px|thumb|right|Donor switch pair atop original credit button switch pair.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There is no method to implement free play for System 80A games at this time, other than &amp;quot;stacking&amp;quot; the credit button switch with one of the coin drop switches.&lt;br /&gt;
&lt;br /&gt;
The image at left shows a &amp;quot;donor&amp;quot; switch pair. A diode is not required on the switch as switch isolation diodes for coin door switches are located elsewhere in the game. This switch pair is from an early Williams solid-state game and is a bit too long. As implemented, the switch tabs were clipped, an additional 3/16&amp;quot; hole was drilled forward of the existing two holes, so that the switch pair length approximated the original credit button length. The insulating fish paper is necessary and will be reused.&lt;br /&gt;
&lt;br /&gt;
The image at right shows both the original credit button switch pair (inside) and the new switch pair with the coin drop wires from one of the coin chutes soldered tightly. The two switch pairs are insulated from each other with fish paper from the donor switch. Two new 5x40 by 1 inch screws have been used to secure the switch stack tightly. The original screws are too short for two switches. The additional switch has been adjusted to close just after the credit button switch closes.&lt;br /&gt;
&lt;br /&gt;
This implementation attempts to start a game, then adds a credit, making it normal to have to press the credit button twice if the game has no credits. One might think that swapping the switches would work better by adding a credit and then starting a game. However, at least for this game (Spirit), doing this didn&#039;t work. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80B Games====&lt;br /&gt;
A System 80B game does not have a built-in free play option available, so the fallback option to add credits is usually to open the coin door and trip the coin switches. However, there are a couple of methods that can be used to avoid doing that.&lt;br /&gt;
&lt;br /&gt;
=====Free Play (80B) Diode Board Modification=====&lt;br /&gt;
Locate the diode board used for all of the coin door switches (normally inside the cabinet to the left of where the coin box would be placed). Remove the diode board. Add a jumper between pin 4 and pin 10 of the diode board on the solder side of the board, (this can be done on the component side instead). Make certain that the jumper is soldered onto the banded side of the diodes. This jumper essentially ties the right advance button on the front of the cabinet to the center coin switch.&lt;br /&gt;
&lt;br /&gt;
Now, when the right advance button is pressed, credits will be added to the game. There have not been any unwanted side effects observed when the right advance button is pressed while scrolling through characters used to enter high score initials.&lt;br /&gt;
&lt;br /&gt;
An alternative method that achieves the same result is to use a jumper wire with minigrabber ends and clip them on to the bottom of the 4th and 9th diodes (from the right) on the front of the board. This requires no soldering and the diode board doesn&#039;t even need to be removed.&lt;br /&gt;
&lt;br /&gt;
The jumper modification should work on games from Chicago Cubs Triple Play to Excalibur. Hot Shots, Bad Girls, Big House, and Bone Busters, Inc. do not have a diode board for the coin door, so this specific modification cannot be done on those titles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=400 class=center&amp;gt;&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board.JPG|Typical location of System 80B diode board on cabinet wall&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Added.JPG|Added jumper to back of diode board&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Location_Front.JPG|Location to add jumper to front of diode board&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Added_To_Front.JPG|Added minigrabber jumper to front of diode board&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Free Play ROM (80B) =====&lt;br /&gt;
Another option is a free play ROM, produced by a group of kindly fellows in France. By burning the revised image into a 2764, and installing the new ROM on the daughter card, the game will now be on free play. Their implementation notices when zero credits are on the game and the credit button has been pressed. The new code then adds 20 credits to the game, and starts a game. The System 80B free play ROMs can be found [http://www.flipprojets.fr/Proms80B_EN.php here].&lt;br /&gt;
&lt;br /&gt;
[[image:PinSideLogo.png]] PinSider &amp;quot;McZonk&amp;quot; has hacked the 80B ROM set to include a very nice free play option. This code modification displays the letters &amp;quot;FP&amp;quot; on the display in lieu of the credit count when enabled. More information regarding this modification can be found on [https://pinside.com/pinball/forum/topic/free-play-mod-for-raven the Pinside discussion thread here].&lt;br /&gt;
&lt;br /&gt;
=== Bookkeeping &amp;amp; Diagnostics ===&lt;br /&gt;
[[File:GTB sys80 test button.jpg|300px|thumb|left|Gottlieb® System 80 Coin Door Test Button Highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
To enter the bookkeeping / diagnostic mode, open the coin door and press the red momentary switch. (Note this switch has no credit function)  Depending on the particular game, the self test button may be mounted on a bracket located on the coin door or just inside the cabinet near the coin door hinge.  Upon pressing this button, the 4-digit status display used with System 80 and System 80A games will display &amp;quot;&#039;&#039;&#039;00&#039;&#039;&#039;&amp;quot; in the credit window. Pressing the self test button again will advance to the next step in the bookkeeping.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an option to bypass all of the bookkeeping functions, entering diagnostic mode directly.  To achieve this, the self test button must first be pressed.  &amp;quot;&#039;&#039;&#039;00&#039;&#039;&#039;&amp;quot; will shown on the status display.  Then, the credit / start button should be pressed once.  The status display should now show &amp;quot;&#039;&#039;&#039;16&#039;&#039;&#039;&amp;quot;. &amp;quot;&#039;&#039;&#039;16&#039;&#039;&#039;&amp;quot; is the first test in diagnostic mode.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bookkeeping (System 80/80A)&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1 - Coins thru left chute&amp;lt;br&amp;gt;&lt;br /&gt;
2 - Coins thru right chute&amp;lt;br&amp;gt;&lt;br /&gt;
3 - Coins thru center chute&amp;lt;br&amp;gt;&lt;br /&gt;
4 - Total plays&amp;lt;br&amp;gt;&lt;br /&gt;
5 - Total replays&amp;lt;br&amp;gt;&lt;br /&gt;
6 - Game percentage&amp;lt;br&amp;gt;&lt;br /&gt;
7 - Extra ball&amp;lt;br&amp;gt;&lt;br /&gt;
8 - Total tilts&amp;lt;br&amp;gt;&lt;br /&gt;
9 - Total slam tilts&amp;lt;br&amp;gt;&lt;br /&gt;
10 - Number of times the HSTD has been beaten&amp;lt;br&amp;gt;&lt;br /&gt;
11 - First high score level&amp;lt;br&amp;gt;&lt;br /&gt;
12 - Second high score level&amp;lt;br&amp;gt;&lt;br /&gt;
13 - Third high score level&amp;lt;br&amp;gt;&lt;br /&gt;
14 - High score to date score&amp;lt;br&amp;gt;&lt;br /&gt;
15 - Average game time &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Diagnostics&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
16 - Lamp test&amp;lt;br&amp;gt;&lt;br /&gt;
17 - Coil test (will cycle and display coil number of coils used in the game. Coin counter coils, if installed, are excluded)&amp;lt;br&amp;gt;&lt;br /&gt;
18 - Switch test. (99 = no switches closed)  You can check switch numbers by pressing them on the playfield during this step.&amp;lt;br&amp;gt;&lt;br /&gt;
19 - Display test. The displays will cycle through each digit&amp;lt;br&amp;gt;&lt;br /&gt;
20 - Memory test. (99 = no fault)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80-7641-2Error.jpg|300px|thumb|left|Gottlieb® System 80 &amp;quot;7641&amp;quot; Error]]&amp;lt;br&amp;gt;&lt;br /&gt;
An example of a ROM image checksum error (or perhaps a ROM memory access error) displayed during test 20 is pictured at left. During test 20, if a checksum error is detected, the ROM code in U2/U3 will indicate &amp;quot;7641-X&amp;quot; in the player 1 display window, with &amp;quot;X&amp;quot; being &amp;quot;1&amp;quot; to indicate PROM 1 or &amp;quot;2&amp;quot; to indicate PROM 2. If you have followed the procedure to combine the original game ROMs into a single 2716, this error message is an indicator that the checksum of either the 1st half or the 2nd half of that ROM failed. Replace the ROM.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80A5101.jpg ‎|300px|thumb|left|Gottlieb® System 80A &amp;quot;5101&amp;quot; Error]]&amp;lt;br&amp;gt;&lt;br /&gt;
An example of a probable 5101 CMOS RAM error (or perhaps a CMOS RAM memory access error) displayed during test 20 of a System 80A &amp;quot;Spirit&amp;quot; game is pictured at left. During test 20, if a RAM error is detected, &amp;quot;5101&amp;quot; will be displayed in the player 1 display window.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
System 80B uses the same process as System 80/80A to enter bookkeeping / diagnostics.  The only difference is upon pushing the self test button the first time, the top alphanumeric display will display &amp;quot;&#039;&#039;&#039;TEST MODE&#039;&#039;&#039;&amp;quot;.  Pressing the self test button again will enter bookkeeping mode, while pressing the credit / start button will enter diagnostics mode.  After entering either mode, pressing the self test button will advance through each step in the appropriate mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80BZ5Error.jpg ‎|300px|thumb|left|Gottlieb® System 80B &amp;quot;ERROR- Z5&amp;quot;]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80B memory test will throw a memory error, &amp;quot;ERROR- Z5&amp;quot; as shown at left. This could indicate a failed 5101 (most likely) or it could mean that the processor can not access the 5101 due to chip select, address signal line, or data line signal line issues.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following notes apply to all System 80/A/B games.&lt;br /&gt;
*Any diagnostic test can be repeated by pressing the credit / start button.&lt;br /&gt;
*Waiting 60 seconds will reset the CPU and return the game to attract mode. &lt;br /&gt;
*The slam switch or tilt switch can be triggered to exit diagnostics. This is probably the only benefit of keeping the slam switch functional. However, considering the sometimes strange side effects which can arise from a maladjusted or malfunctioning slam switch, [[Gottlieb_System_80#Slam_Switch_Modification | disabling the slam switch]] is generally a better idea.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Default High Score To Date (HSTD)====&lt;br /&gt;
If a high score to date is not explicitly set (setting 14), then some (most) games use a default HSTD of either 770,000 or 790,000. Some games (such as Volcano or Black Hole) also have an auto-reset back to the default HSTD value after a player&#039;s score exceeds 980,000.&lt;br /&gt;
&lt;br /&gt;
====Pausing the Lamp and Solenoid Test (System 80B Only)====&lt;br /&gt;
[[File:Gtb sys80B left advance.jpg|left|thumb|300px|The left advance button on a System 80B Game]]&amp;lt;br&amp;gt;&lt;br /&gt;
The following only applies to System 80B lamp and solenoid tests.  A little known fact is that the lamp and solenoid tests can be &amp;quot;paused&amp;quot; on a single lamp or single solenoid.  To stop whichever item is being tested during lamp or solenoid test, and repeat the test on the particular item, simply push and hold in the left advance button located on the front of the cabinet, as shown in the picture to the left.  The left advance button can then be released, pressed, and held in again to step to the next item in the test.  This is a particularly nice feature, because the lamps and solenoids or relays tend to be pulsed rather quickly in test, and cannot be observed very well, until the test repeats itself.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rubber Ring Chart===&lt;br /&gt;
Although the Gottlieb® System 80 game manuals do list the location and part numbers for rubber rings used, some fail to list the actual rubber ring size.  Below is a handy chart, which lists the Gottlieb® rubber OEM number and its size.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gottlieb® #&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|A-14793 ||23/64&amp;quot; White Mini-Post&lt;br /&gt;
|-&lt;br /&gt;
|A-15705 ||27/64&amp;quot; White Mini-Post&lt;br /&gt;
|-&lt;br /&gt;
|A-10217 ||5/16&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-17493 || 7/16&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10218 || 3/4&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10219 || 1&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10220 || 1-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10221 || 2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10222 || 2-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10223 || 3&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10224 || 3-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10225 || 4&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10226 || 5&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-13151 || 3/8 x 1-1/2&amp;quot; Standard Red Flipper&lt;br /&gt;
|-&lt;br /&gt;
|A-13149 || 3/8 x 1&amp;quot; - Small Beaded Red Flipper&lt;br /&gt;
|-&lt;br /&gt;
|A-1344 || Rebound Rubber&lt;br /&gt;
|-&lt;br /&gt;
|1872 || Shooter Tip&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
&lt;br /&gt;
===[[System 80 / 80A / 80B Board Set]]===&lt;br /&gt;
Clicking the link above will direct you to a new page showing all of the System 80/80A/80B boards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 boards 3.png‎|800px|center|Gottlieb® System 80 Board Diagram]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following functional block diagram depicts the main PCBs and the input/output signals between them (#n = wire count).&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:sys80b_IO_lines.png|800px|center|Gottlieb® System 80/B functional blocks and I/O lines]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[System 80 / 80A / 80B Satellite Boards]]===&lt;br /&gt;
Clicking the link above will direct you to a new page showing all of the System 80/80A/80B satellite boards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Supplies===&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Power Supply====&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 psu.JPG‎|300px|thumb|left|System 80 / 80A Power Supply]]&lt;br /&gt;
[[File:Gtb sys80 psu back.JPG|300px|thumb|right|System 80 / 80A Power Supply - Showing the Large Heat Sink]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 / 80A power supply is very similar to the System 1 power supply, where as the circuit board is secured to a large &amp;quot;hot plate&amp;quot; heat sink. This style power supply is used for all System 80 and 80A games from Spiderman to Ice Fever, and is the source of the following:&lt;br /&gt;
* +5 VDC logic power&lt;br /&gt;
*+8 VDC offset voltage needed for the displays&lt;br /&gt;
*+60 VDC for the 6 or 7 digit displays&lt;br /&gt;
*+42 VDC for the status display&lt;br /&gt;
*Ground from earth ground located on the transformer panel&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the System 1 power supply, the +5 VDC logic power is no longer rectified and filtered on the power supply itself.  This process is now handled by a bridge rectifier and a large filtering capacitor located on the transformer panel.  The System 80 power still employs a [http://en.wikipedia.org/wiki/Crowbar_%28circuit%29 crowbar circuit] for the logic power, which protects from over-voltage situations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although these power supplies are fairly reliable, there are some drawbacks to the design.  By incorporating a large heat sink for the PMD10K40 / 2N6059 TO-3 transistor on the board, a lot of heat is dissipated throughout the whole board.  This in turn will limit the life expectancy of the other electronic components on the board.  Equally, the heat sink must be removed in order to perform component level repairs to the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Sound &amp;amp; Speech Power Supply==== &lt;br /&gt;
&lt;br /&gt;
A sound &amp;amp; speech board (S&amp;amp;S) is used starting with Mars God of War (MGOW).  Because of the voltages needed to drive some of the components on the S&amp;amp;S board, this secondary power supply is added to the power train.  The voltages generated from this board are:&lt;br /&gt;
*+12 VDC used for the analog inverters and voice synthesizer chip&lt;br /&gt;
*-12 VDC used for the analog inverters&lt;br /&gt;
*+30 VDC used by the sound amplifier (LM379)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 sands power1.JPG|300px|thumb|left|System 80 Sound &amp;amp; Speech Power Supply (1st Generation)]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There are two different variations of this power supply.  The first style is used only with MGOW and Volcano, and is not a printed circuit board (PCB).  The electronic components were screwed to a block of wood, which is located on the left wall of the lower cabinet.  Conducting tests and repairs to this style power supply can be awkward and difficult.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys80 s&amp;amp;s psu.JPG|300px|thumb|left|System 80/80A Sound &amp;amp; Speech Power Supply (2nd Generation)]]&lt;br /&gt;
[[File:System80SpeechAndSoundPS.jpg|300px|thumb|right|System 80/80A Sound &amp;amp; Speech Power Supply (2nd Generation), with test points added. Unstuffed component locations facilitate easy addition of voltage test points The ground test point requires a hole to be drilled in the PCB. Negative 12V is measured at the non-banded end of the 1N4742 zener diode.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Black Hole, the S&amp;amp;S power supply is now on a circuit board (MA-188), which is located in the head of the game with the other circuit boards.  Even though each style of S&amp;amp;S power supply uses different components for the generation of +12 VDC, the end result is the same.  The S&amp;amp;S power supply was no longer used when Gottlieb® went a step backwards, and installed the System 80A sounds only board with the piggyback board.  This change occurred during the run of Amazon Hunt.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The generation 1 and generation 2 sound board power supplies are not pin compatible. One could be exchanged for the other by rearranging connections of a 9-pin molex connector. However, this is not recommended.&lt;br /&gt;
&lt;br /&gt;
====System 80B Power Supplies====&lt;br /&gt;
&lt;br /&gt;
Starting with Chicago Cubs, the Gottlieb® power train went through a bit of a face lift. The System 80B platform uses two separate boards to supply power.  This design change is mainly due to the single display board, which rectifies the high voltage on the board itself.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80b psu.JPG|300px|thumb|left|System 80B +5 VDC Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
The small power supply with the finned heat sink is only used to generate +5 VDC for logic power.  Although, removing the heat sink is not necessary to work on the board, this power supply has its own set of issues.  First, it does not have a crow bar circuit.  If the LM338K voltage regulator fails, and fails whereas the voltage increases drastically, it can destroy electronic components on the other circuit boards.  Secondly, it&#039;s not as bad, but heat is still dissipated throughout the board.  Third, the adjustable potentiometer (pot) on the power supply is prone to failure, due to dirt, dust, and contaminants.  Finally, it is typical for the header pins on the input and output of the board to develop cracked solder joints.  The two latter problems can easily be overcome, and will be addressed in the [http://pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Recommended_Repairs_for_the_System_80B_Power_Supply_Board Recommended Repairs for the System 80B Power Supply Board] section below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80b aux psu.JPG|300px|thumb|left|System 80B Auxiliary Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Rock, the second power supply is added, and is referred to as the auxiliary power supply. The primary functions of this board is used to power the sound board, and amplify the audio output. This sound amplifier board is used in concert with MA-766 and MA-886 sound boards. A breakdown of the voltages supplied by the auxiliary power supply are as follows:&lt;br /&gt;
*-12 VDC&lt;br /&gt;
*+12 VDC&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80B-MA1017AuxPowerSupply.jpg |300px|thumb|left|System 80B Auxiliary Power Supply with .156 headers versus edge connector]]&lt;br /&gt;
[[File:BoneBustersSpecificAmpBoard.jpg |300px|thumb|right|A BoneBusters Inc specific Auxiliary Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
This Auxiliary Power Supply board changed with the release of Bad Girls. Edge connections were no longer used. Instead, .156&amp;quot; header pins were added to the board as shown at left. Note that the System 80B Auxiliary Power Supply board is slightly different from the System 3 Auxiliary Power Supply board. The System 80B board uses a 1K ohm, 2 watt resistor at R8. The System 3 board uses a 330 ohm 1/2 watt resistor at that location.&lt;br /&gt;
&lt;br /&gt;
[http://www.ipdb.org/machine.cgi?id=347 Bone Busters Inc.] uniquely used a modified Auxiliary Power Supply board as pictured at right. A connection was made between pin 12 and the intersection of R1 and R2 to connect the audio output of the second, less populated sound board to the amplifier circuitry. A 1.8K ohm 1/4 watt resistor makes the connection while balancing the audio level from this input. No other game used pin 12 or this configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===CPU Board===&lt;br /&gt;
[[File:Gtb sys80 cpu divided.png‎|300px|left|thumb|Gottlieb® System 80 CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 CPU board is a 6502 based microprocessor system. The 6502 microprocessor (the very same one used in the first Apple computer and the Atari 2600) executes the basic operating system contained in the masked ROMs at U2/U3.  The masked ROMs at U2 and U3 have the same code for all of the different generations of the System 80 platform.  U2 and U3 code changed with the System 80A platform.  The game code &amp;quot;personality&amp;quot; augments the basic operating system PROM(s).  Early System 80 games which used two ROMs at PROM1 and PROM2 positions were masked ROMs.  Later, when the game code could be held in a single 2716, an EPROM was used instead. Battery-backed memory for audits and adjustable game parameters is added via a 5101 256x4 bit CMOS memory at Z5. &amp;quot;Scratchpad&amp;quot; memory is contained in the three 6532 RIOTs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Control of peripheral devices (in this case lamps, displays, solenoids, switches and sound) is accomplished via three 6532 RIOTs (RAM-I/O-Timer) at U4, U5, and U6. Each RIOT in turn controls it&#039;s own &amp;quot;subsystem&amp;quot; to drive these devices.&lt;br /&gt;
&lt;br /&gt;
*Switch matrix (U4)&lt;br /&gt;
*Displays (U5)&lt;br /&gt;
*Solenoids (U6)&lt;br /&gt;
*Lamps (U6)&lt;br /&gt;
*Sound (U6)&lt;br /&gt;
&lt;br /&gt;
There are four generations of the System 80 board.  All of the CPU boards can be easily identified by their revision numbers notated just below the operator adjustable dip switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====1st Generation CPU Board====&lt;br /&gt;
[[File:GTB sys80 CPU 1st ver.JPG|300px|thumb|left|System 80 CPU Board - 1st Generation]]&amp;lt;br&amp;gt;&lt;br /&gt;
The first generation CPU is used in the first 5 System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-001&lt;br /&gt;
*DET PB03-D102-001&lt;br /&gt;
*REV B&lt;br /&gt;
This board uses two masked PROM chips for the game code.  The chips are typically labeled with the three digit game model number followed by /1 or /2, designating the game PROM position.  An example of this naming convention is shown in the pic to the left.  652/1X and 652/2X are game PROM 1 and PROM 2 for Panthera.  The &amp;quot;X&amp;quot; in this case designates a code revision.  The masked ROMs at position U2 and U3 are not socketed on this board.&amp;lt;br&amp;gt;&lt;br /&gt;
With some simple modifications, this board is upward compatible to use a single 2716 EPROM placed in the PROM 1 socket of the board.  With the change of U2 and U3, this board can be used in System 80A games.  The board could potentially be used in a System 80B game with many modifications, and the addition of a daughter board, however, it is not recommended.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:EarlySystem80MPUFactoryCutJumper.jpg|300px|thumb|left|The corrected trace layout error in the 1St generation System 80 MPU]]&amp;lt;br&amp;gt;&lt;br /&gt;
This generation of board has a trace layout error that was corrected by a cut and jumper which moves the trace that terminates at Z5 (5101) pin 20 from Z36 pin 10 to pin 9.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB sys80 cpu front scale.png|300px|thumb|left|System 80 CPU Board - 1st Generation (Front)]]&lt;br /&gt;
[[File:GTB sys80 cpu back scale.png|300px|thumb|right|System 80 CPU Board - 1st Generation (Back)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;skeletal&amp;quot;, semi-populated board scans can be very useful when having to replace or follow traces on a CPU board.  Although the scans are of the 1st generation CPU board, most areas can be used for other generation CPU boards too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====2nd Generation CPU Board====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Placeholder for System 80 CPU Board - 2nd Generation]]&lt;br /&gt;
The second generation CPU is used in some System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-??? (check boards for the suffix)&lt;br /&gt;
*DETAIL PB03-D107-001&lt;br /&gt;
This board uses a single 2716 EPROM chip for the game code located at the PROM 1 socket position.  The chips are typically labeled with the three digit game model number.  Occasionally, the chip&#039;s game number label will be followed by /1, /2, /3, or even /4. In this case, the number following the slash is the code revision number.  An example of this naming convention is 658 /2, which is a game PROM for James Bond - code revision 2.  The masked ROMs at position U2 and U3 are not socketed on this board either.&amp;lt;br&amp;gt;&lt;br /&gt;
With the change of U2 and U3, this board can be used in System 80A games.  The board could potentially be used in a System 80B game with many modifications, and the addition of a daughter board, however, it again is not recommended.  The second generation CPU is backward compatible, provided a doubled up, single game PROM is used at the PROM 1 position.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====3rd Generation CPU Board====&lt;br /&gt;
[[File:GTB sys80 CPU 2nd gen.JPG|300px|thumb|left|System 80 CPU Board - 3rd Generation]]&lt;br /&gt;
The third generation CPU is used in some System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-011&lt;br /&gt;
*DETAIL PB03-D107-003&lt;br /&gt;
This board is essentially the same as the second generation board, except an eyelet ground trace was placed just above Z33 on the board.  This ground trace was never used.  All information which applies to the second generation CPU board, applies to this board.  The third generation CPU is backward compatible, provided the same is done to it as the 2nd generation board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====4th Generation CPU Board (System 80A)====&lt;br /&gt;
[[File:GTB sys80A CPU.JPG|300px|thumb|left|System 80A CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fourth generation CPU is used in all System 80A games, and is marked with the following:&lt;br /&gt;
*D 20869&lt;br /&gt;
This board is the same as the third generation board, except the U2 and U3 masked ROM chips have different code, and are now socketed.  The PROM 2 socket is no longer populated on the board.  The fourth generation CPU is backward compatible, provided the System 80 ROM code is installed at U2 and U3.  If used on a game with the 1st generation CPU, the game code must be doubled up on a 2716 EPROM, and installed at the PROM 1 position.  This board is forward compatible with System 80B, provided all of the above outlined modifications are performed.  Out of all the System 80 CPU boards, this is the most compatible with System 80B, due to using the same base circuit board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5th Generation CPU Board (System 80B)====&lt;br /&gt;
[[File: GottliebSystem80BMPUChris.jpg|300px|thumb|left|System 80B CPU Board (Refurbished; battery removed, NVRAM module installed)]]&lt;br /&gt;
The fifth generation CPU is used in all System 80B games, and is marked with the following:&lt;br /&gt;
*D 20869&lt;br /&gt;
Even though the base circuit board is identical to the fourth generation CPU board, it&#039;s being named the fifth generation board, due to all of the major changes.  The U2 and U3 masked ROM and sockets have been replaced with a piggyback daughter board soldered via header pins mounted in the U3 position.  The daughter board uses a 2764 EPROM.  Most of the related display segment and digit chips are no longer populated.  This is due to the single display board handling these functions on its own board.  The missing chips once used for the displays are Z19, Z21, Z22, Z23, Z24, and Z25. Equally, jumpers have been placed where Z19 and Z21 once resided. The fifth generation CPU is backward compatible, after the daughter board has been removed, and the missing display chips populated.  Note that there technically are two different 80B CPU boards - MA-774 and MA-1133.  The only difference between these two boards is a cut trace on the component side and a long trace wire added on the solder side from the E3 jumper to pin 35 of TC1. This modification is done to increase the ROM size of PROM 2 from a 2716 to a 2732.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Any of the Gottlieb® System 80 / 80A / 80B CPU boards are compatible cross platform.  It&#039;s just matter of how much work must be done to modify each board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80B CPU Jumper Settings=====&lt;br /&gt;
[[File:GTB Sys80B Jumpers.jpg|300px|thumb|left|The location of jumpers discussed...]]&lt;br /&gt;
All System 80B games have the E1 and E2 jumpers installed.  Jumpers E8, E9, E10, E11, E12 are unused in all games.&lt;br /&gt;
&lt;br /&gt;
The first five System 80B games, Chicago Cubs, Bounty Hunter, Tag Team Pinball, Rock, and Rock Encore, use a single ROM at the daughterboard chip socket. Therefore, jumpers associated with PROM 2 connections may not be installed. If jumpers are installed, it doesn&#039;t matter what position(s) they are placed in.&lt;br /&gt;
&lt;br /&gt;
For all games after the first five System 80B games and prior to the last five, jumpers E4, E5, and E7 should be installed.&lt;br /&gt;
&lt;br /&gt;
For the last five System 80B games, Excalibur, Bad Girls, Big House, Hot Shots, and Bone Busters, jumpers E3, E5, and E7 should be installed.&amp;lt;br&amp;gt;&lt;br /&gt;
For Night Moves (made by International Concepts using the 80B board set), these same jumpers should be installed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;The last five System 80B games, along with Night Moves, used a 2732 PROM at the &amp;quot;PROM 1&amp;quot; position.  The socket is marked PROM 1&amp;quot;, but PROM 2 is inserted into this chip socket . Additional modifications to the PCB may be necessary. See [[Gottlieb_System_80#...using_an_MA-1133_or_MA-774_MPU_in_games_that_REQUIRE_a_2732 | &amp;quot;...using an MA-1133 or MA-774 MPU in games that require a 2732&amp;quot;]], for more information.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====U2/U3 ROM Part Numbers====&lt;br /&gt;
[[File:GottliebSystem80ROMs.jpg|300px|thumb|left|System 80 ROMs]]&amp;lt;br&amp;gt;&lt;br /&gt;
All Gottlieb System 80 U2/U3 ROMs will be labeled as pictured at left.&amp;lt;br&amp;gt;&lt;br /&gt;
U2 is labeled &amp;quot;R3273-12&amp;quot; on the center line. The top line is the part number, a 2332 ROM. The bottom line is the date code, in this case, the 15th week of 1981.&amp;lt;br&amp;gt;&lt;br /&gt;
U3 is labeled &amp;quot;R3272-12&amp;quot; on the center line. The top line is the part number, a 2332 ROM. The bottom line is the date code, in this case, the 12th week of 1981.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80AROMs.jpg|300px|thumb|left|System 80A ROMs]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb System 80A ROMs may be labeled in a few different ways since Gottlieb used several manufacturers to provide the ROMs. A clear indication that the ROMs are for System 80A games is that somewhere in the labeling, &amp;quot;XO-326 U2&amp;quot; or &amp;quot;XO-327 U3&amp;quot; will be shown as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MPU to Driver Board Wire Harness===&lt;br /&gt;
[[File:A1J4-to-A3J1Mapping.png|300px|thumb|left|The System 80/A/B MPU to Driver Board Wire Harness]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left indicates the wiring connections from the MPU to the Driver board via the beefy wire harness with two sided connectors. The pins used in both connectors are bifurcated pins, Molex part number: 08-03-0304.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Driver Board===&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 drvr pw.png|300px|thumb|left|The System 80A / 80B Driver Board]]&lt;br /&gt;
The System 80 Driver board is responsible for all controlled lamps, relays, and all solenoids in the game. The CPU controls the driver board operation via a simple interface between A1J4 on the CPU and A3J1 on the driver board.  Although the driver board went through some minor changes over the years, the same board can be adapted for all of the System 80 platforms.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
To control the games&#039; total of 52 &#039;&#039;&#039;lamp circuits&#039;&#039;&#039;, the interface provides &amp;quot;device select&amp;quot; signals for each of the 74175s (Quad-D Flip-Flops) on the driver board, and 4 &amp;quot;bits&amp;quot; of data that is loaded (or &amp;quot;clocked&amp;quot;) into a particular 74175 via the aforementioned device selects. Each lamp is driven discretely by a particular output of a particular 74175, which in turn drives an MPS-A13 or MPS-U45 transistor, (NDS-U45 transistors were used in place of MPS-U45s in some cases). Gottlieb® did not implement a &amp;quot;lamp matrix&amp;quot; as some other manufacturers did.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80DriverBoardFront.jpg|600px|thumb|left|The System 80A / 80B Driver Board Component Side]]&lt;br /&gt;
[[File:GottliebSystem80DriverBoardBack.jpg|600px|thumb|right|The System 80A / 80B Driver Board Solder Side]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is noteworthy that there are some dedicated lamp transistors, which control specific game relays across the System 80 / 80A platforms.  Relays such as the game over, tilt, and coin lockout relays are controlled by Q1, Q2, and Q3 respectively.  The tilt and game over relays use the same designation for the System 80B platform, however, the use of a coin lockout relay was abandoned by this time. One neat feature of the driver board circuitry is that lamp &amp;quot;n&amp;quot; is driven by transistor Q&amp;quot;n+1&amp;quot;. i.e. L12 is driven by Q13.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_drvr_board_coin_ctrs.JPG|400px|thumb|left|Driver Board with Coin Counter Transistors Highlighted ]]&amp;lt;br&amp;gt;&lt;br /&gt;
To control the games&#039; &#039;&#039;&#039;solenoids circuits&#039;&#039;&#039;, the driver board uses signals directly from the CPU to enable transistors on the driver board which turn on up to 9 solenoids.  For solenoid control, the driver board uses MPS-U45, 2N3055, and 2N6043 transistors.  Starting and ending with the System 80 platform, (games from Spiderman to Haunted House), three transistors were reserved to drive optional mechanical coin counters. These mechanical coin counter solenoids and associated transistors are: solenoid 3 (Q54), 4 (Q55), and 7 (Q56). Starting with the System 80A platform, (Devil&#039;s Dare), these transistors were no longer reserved for coin counters, and were used for other functions. Equally, the 3 diodes associated with these 3 transistors were changed to 3 zero ohm jumpers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The games&#039; &#039;&#039;&#039;sound&#039;&#039;&#039; signals (S1, S2, S4, S8) also pass through the driver board at Z13, a 7404 Hex Inverter. See below for S16 and S32.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Repurposed Driver Board Circuits====&lt;br /&gt;
[[File:Gtb under pf transistor.JPG‎|400px|thumb|left| A Typical Remote Transistor Mounted Under the Playfield]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since quite a few System 80 games employ more than 9 solenoids, and since the original driver board design will drive a maximum of 9 solenoids, Gottlieb® repurposed some lamp outputs to drive &amp;quot;under-playfield transistors&amp;quot; which drive additional solenoids.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb ma1011 trans board.JPG‎|400px|thumb|left| A Typical Transistor Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once playfields became littered with numerous &amp;quot;under-playfield transistors&amp;quot;, Gottlieb® opted to merge some of these transistors into a transistor driver board.  The transistor driver board started to appear on Gottlieb® games nearly midway through the System 80B platform, with the game Victory.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sound S16 and S32 signals are also repurposed lamp outputs. For instance, Haunted House and Black Hole both repurpose L9 to S16. Robo-War repurposes lamp 4 to S16. Note that S16 is not consistently implemented across the System 80 family. Note also that references to the usage of S32 are difficult to find.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Auxiliary Lamp Driver Boards===&lt;br /&gt;
[[File:Gtb aux lamp 5.JPG|300px|thumb|left| An MA-138 Auxiliary Lamp Driver Board Using MPS-U45 Transistors]]&lt;br /&gt;
[[File:Gtb aux lamp MA866 2N6043.JPG|300px|thumb|right| An MA-866 Auxiliary Lamp Driver Board Using 2N6043 Transistors]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Time Line, several System 80/80A/80B platform games use auxiliary lamp driver boards. These boards are commonly referred to as &amp;quot;chaser boards&amp;quot; or &amp;quot;lamp chaser boards&amp;quot;. The reason for either of these nicknames is because these boards are used to control lamps for effect. They are either placed in the backbox or under the playfield. With later System 80B games, they were located in the lower cabinet. Location is typically dependent upon what lamps are being controlled. The auxiliary lamp driver boards are not directly controlled by the CPU. The only signals needed for an auxiliary lamp driver board to function is +5V and ground.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several different variants of auxiliary lamp driver boards used. The earliest versions use MPS-U45 transistors to control up to 10 lamp circuits, with no more than 3 lamps per circuit. Both 5 and 10 transistor versions of this board exist. Some later boards use NDS-U45 transistors instead of MPS-U45 transistors. It is assumed this is due to a the cost or lack of MPS-U45 transistors during production. Either of these versions of boards are interchangeable with one another. Finally, there are some boards used in later games which use 2N6043 transistors. These are designed to control #67 flash lamps, but sometimes circuits with 3 or more #44/45/555 lamps. These boards are compatible with previous board versions, and can be used as a drop-in replacement. &lt;br /&gt;
&lt;br /&gt;
The main differences between the auxiliary lamp boards are number of transistors used to drive lamps, the electrical load of the lamps that can be supported, and the resistor (R13) used to control the rate at which the lamps flash or &amp;quot;chase&amp;quot;. Boards using 2N6043 transistors have different resistor values for resistors R2-R11 than boards which use MPS-U45s or NDS-U45s.&lt;br /&gt;
&lt;br /&gt;
MPS-U45, NDS-U45, and CEN-U45 transistors are not substitutes for 2N6043 transistors because of differences in amperage (U45 series transistors are rated for 2A, while 2N6043 is rated for 8A). A viable replacement transistor for the 2N6043 is the TIP102.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In summary: an auxiliary lamp driver board with 2N6043 transistors is backwards compatible with any game (Arena&#039;s board with no transistors may be an exception); just change the R13 timing resistor to suit the game. Because of power requirements, a board with U45-series transistors should only be used in games that only have &#039;&#039;&#039;at most&#039;&#039;&#039; three #44/47/555 lamps on each controlled circuit, and &#039;&#039;&#039;do not&#039;&#039;&#039; control #67 flasher bulbs; and then just change the R13 timing resistor to suit the game.&lt;br /&gt;
&lt;br /&gt;
List of auxiliary lamp driver boards variations:&lt;br /&gt;
&lt;br /&gt;
* MA-121: 10 MPS-U45 transistors, R13 820K Ohm&lt;br /&gt;
* MA-138: 5 MPS-U45 transistors, R13 330K Ohm&lt;br /&gt;
* MA-210: 10 MPS-U45 transistors, R13 330K Ohm &lt;br /&gt;
* MA-234: 10 MPS-U45 transistors, R13 270K Ohm&lt;br /&gt;
* MA-339: 10 MPS-U45 transistors, R13 560K Ohm (Specs assumed assigned to MA-339, but the MA-339 part number was not explicitly documented in game schematics) &lt;br /&gt;
* MA-789: 10 NDS-U45 transistors, R13 680K Ohm&lt;br /&gt;
* MA-866: 10 2N6043 transistors, R13 680K Ohm&lt;br /&gt;
* MA-936: No transistors, R13 516K Ohm&lt;br /&gt;
* MA-1169: 10 NDS-U45 transistors, R13 10M Ohm &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Game&lt;br /&gt;
!style=&amp;quot;white-space: nowrap;&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;Part #&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Total Transistors&lt;br /&gt;
!Total Lamp Circuits Controlled&lt;br /&gt;
!Total Lamps Controlled&lt;br /&gt;
!R13 Resistor Value&lt;br /&gt;
!Controls&lt;br /&gt;
!Location&lt;br /&gt;
!Notes&lt;br /&gt;
|- &lt;br /&gt;
|Time Line||MA-121||10||10||10||820K Ohm||Chaser lamps behind nuclear symbol on backglass||In backbox||&lt;br /&gt;
|- &lt;br /&gt;
|Mars:God of War||MA-210||10|| ||28||330K Ohm||Backglass perimeter chaser lamps||In backbox||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Mars:God of War||MA-138||5|| ||10 (LEDs)||330K Ohm||LEDs behind tube||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Volcano||MA-339||10|| ||20||560K Ohm||Upper backglass perimeter chaser lamps and volcano effect behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Black Hole||MA-234||10||10||28||270K Ohm||Backglass perimeter chaser lamps||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Haunted House||MA-234||10||7||21||270K Ohm||Behind backglass lightning effect lamps||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Rocky||MA-339||10||10||19||560K Ohm||Behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Spirit||MA-339||10||10||20||560K Ohm||Behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Tag Team Pinball||MA-121||10|| ||20||820K Ohm||Multiball insert illumination||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Rock||MA-789||10||10||18||680K Ohm||Extra ball insert path||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Rock Encore||MA-789||10||10||18||680K Ohm||Extra ball insert path||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Raven||MA-789||10||10||20||680K Ohm||Inserts leading to ramp||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Hollywood Heat||MA-789||10||10||20||680K Ohm||Ramp insert illumination||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Genesis||MA-866||10||10||10 (#67 Flashers)||680K Ohm||In top of backbox ||Under PF||Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Genesis||MA-866||10||10||10 (#67 Flashers)||680K Ohm||Around playfield window ||Under PF||Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings||MA-866||10||7||14 (#67 Flashers)||680K Ohm||Flashers in topper ||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings||MA-789||10||10||10||680K Ohm||Inserts leading to ramp ||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo||MA-789||10||5||5||680K Ohm||Behind $10,000,000 sign||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo||MA-866||10||10||30||680K Ohm||Lamps around perimeter of topper||Under PF||2 of 2 Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break||MA-789||10||10 ||30||680K Ohm||In topper||Under PF||1 of 2...installed only if topper is present&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break||MA-789||10||10 ||20||680K Ohm||Special shot and shooter loop||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Arena||MA-936||None|| ||10 (LEDs)||560K Ohm||LED strip under shooter lane wireform ||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Victory||MA-789||10||10||10 (#86 bulbs)||680K Ohm||Next to left ramp||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Victory||MA-789||10||10||10 (#86 bulbs)||680K Ohm||Next to right ramp||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Lady||MA-789||10|| ||5||680K Ohm||Loop right of the ramp||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War||MA-866||10||10||20||680K Ohm||Inserts in lower portion of playfield ||Lower cabinet||(1 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War||MA-866||10||10||10 ||680K Ohm||Under playfield glass stop||Lower cabinet||(2 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls||MA-789||10||5||5||680K Ohm||Drop target illumination ||Lower cabinet||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls||MA-1169||10||10||10 ||10M Ohm||Under playfield glass stop||Lower cabinet||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters||MA-789||10|| ||12||680K Ohm||Playfield inserts ||Under PF||(1 of 2) Uses NSD-U45&lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters||MA-866||10|| ||20 (#67 flashers)||680K Ohm||Backbox lamp insert||In backbox||(2 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound Boards===&lt;br /&gt;
&lt;br /&gt;
Gottlieb® uses different sound boards throughout the course of all System 80 platforms.  Several of the sound boards cross platforms too.  Out of all of the sound boards used, there is really only about three base units total with variations made to each one.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sounds Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound.JPG|300px|thumb|left|Gottlieb® System 80 Sound Board MA-55 (Sounds only)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The first System 80 sound board is capable of sound only.  Based on the 6503 CPU architecture, this sound board is very similar to the System 1 Multi-Mode sound board.  However, there are a couple of differences between the two boards.  First, the +12VDC is no longer rectifed on the sound board.  The +12VDC power comes from the power supply.  Secondly, the +5VDC is no longer regulated on the sound board. The System 80 sound receives +5VDC from the power supply also.  Finally, the pin outs for the System 1 sound board and the System 80 sound board are completely different.  Even though either board will plug into either platform,  &#039;&#039;&#039;DO NOT PLUG A SYSTEM 1 SOUND BOARD INTO A SYSTEM 80 GAME AND VICE VERSA!!!&#039;&#039;&#039;  If this is done, bad stuff will happen.  &lt;br /&gt;
&lt;br /&gt;
Unfortunately, there are two chips on this style of board which are very difficult to source. This sound board uses a 6503 CPU and 6530 RIOT chip with special embedded code. 6530 chips marked with R3016-11 are for this System 80 sound board. 6530 chips marked with a R3014-12 or R3014-13 are for the earlier System 1 sound board. The two chips are not cross-compatible since they each have different code embedded in them for each game system.&lt;br /&gt;
&lt;br /&gt;
In addition to being used in early System 80 games, this sounds-only board was also used in the export versions of Black Hole, Volcano, and Devil&#039;s Dare.&lt;br /&gt;
&lt;br /&gt;
If the sound board is missing or cannot be repaired, there are daughter boards and aftermarket boards available.  A daughter board called the &amp;quot;[https://coinop.mally.eu/produkt.php?bestellnr=101647&amp;amp;details=1 MIOT adapter]&amp;quot; ([[media:Coinop.mally.eu_MOIT_adapter_manual_german.pdf|German manual here]]) is a replacement for the 6530 chip for both System 1 and System 80 sounds boards, produced in Germany however the webstore has been closed since at least [https://web.archive.org/web/20201218021701/http://coinop.mally.eu/ December 2020]. Pascal Janin in France has made a replacement sound board for both the original 2nd generation sound boards, and combination System 1 2nd gen boards / System 80/80A sound boards. These boards can purchased directly from Pascal - [http://www.flippp.fr/pifx1.php 2nd gen sound] &amp;amp; [http://www.flippp.fr/pifx.php combination Sys1 / Sys80/80A sound] . Although Pascal does not have US distributors, [http://www.bigdaddy-enterprises.com/ProductPages/flippp.html Big Daddy Enterprises], sometimes has these sound boards available too. There is an FPGA (TDA7267) based replacement board by LISY called the [https://www.lisy.dev/gosof.html GOSOF] which emulates System 1, 80, 80A, and early 80B.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Prototype Sounds Only Board as found in System 80 Hulk&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Images below capture a factory original Sounds only board prototype, complete with cuts (on component side) and jumpers (on solder side). Note the sound ROM marking of &amp;quot;500&amp;quot;, the game number assigned to the System 80 Hulk prototype (10 units built). Also note the &amp;quot;extra&amp;quot; 24 pin IC labeled 7681-5 in the center of the board. This IC is not present on production versions of this board. Just a guess, but since this board has a 6532 installed vs the production 6530 (40 pin IC), the 7681 appears to be ROM space to drive the sound program.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=450px heights=250px perrow=2 caption=&amp;quot;System 80 Hulk Prototype Sound Only Board&amp;quot;&amp;gt;&lt;br /&gt;
File:System80HulkSoundsOnlyBoardFront.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Component side. Note &amp;quot;cut&amp;quot; at pin 21 of the center 24 pin IC.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80HulkSoundsOnlyBoardBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Solder side. Note factory green jumpers.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound &amp;amp; Speech Board====&lt;br /&gt;
[[Image:Gtb sys80&amp;amp;a s&amp;amp;s.JPG|300px|thumb|left|Gottlieb® System 80 / 80A B-20887-2 Sound &amp;amp; Speech Board]]&lt;br /&gt;
[[File:GTB SS B-20887-3 Front.JPG|300px|thumb|right|Gottlieb® System 80 / 80A B-20887-3 Sound &amp;amp; Speech Board]]&lt;br /&gt;
Starting with Mars God of War, the second System 80 sound board has the capability of speech.  Ironically, this board is commonly referred to as the &amp;quot;sound and speech board&amp;quot;, and was brought over from the Gottlieb® video game division at the time.  Fortunately, Gottlieb® chose the 6502 CPU architecture just like the CPU board.  There is a 6532 RIOT used also.  The downside to this board is the now rare LM379S amp and SC-01 phoneme speech chip are both difficult to acquire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are approximately three renditions of this board.  Each will be marked with [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Different_Revisions_of_the_Sound_and_Speech_Boards B-20887-X].  The &amp;quot;X&amp;quot; denotes a suffix of 1, 2, or 3.  If the board has [http://en.wikipedia.org/wiki/Wire_wrap wire wrap] or resistors added to the solder side of the board, do not assume that it is some sort of diabolical, weird hack.  These were recommended upgrades either done by the factory or out in the field.  With each higher revision number, less wire wrap and resistors are present on the solder side of the board.  However, each board revision typically has some degree of wire wrap added to it.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Schematics corresponding to the -1 revision of the board can be found in the Mars, God of War and Volcano manuals. Schematics corresponding to the -3 revision of the board can be found in the Black Hole and Haunted House manuals.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound MA483 pig.JPG|300px|thumb|left|Gottlieb® System 80 / 80A Sound Board w/ MA-483 Piggyback Board (replaces LM379S amp)]]&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback.JPG|300px|thumb|right|Gottlieb® MA-483 Piggyback Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
To reduce costs, Gottlieb® abandoned the speech option, and went a step backwards with a board generating sounds only.  In doing so, they used the same B-20887-3 base board as the most current sound and speech board.  The SC-01 speech chip socket in addition to the 74xx TTL chips, one of the LM741 op amps, and discrete components associated with the speech circuit were not installed on the board.  By the time this board was first used, the LM379S amp was too costly and difficult to source.  The solution was to add a single-side, piggyback board (as shown in the picture) with a TDA2002 amplifier and other necessary components.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this board is used as a replacement in a game which uses a sound &amp;amp; speech power supply, (Haunted House for example), modifications to the sound and speech board power supply must be made.  This is due to the higher voltages necessary to operate the LM379S amp versus the TDA2002. If this board is installed in a game where the sound and speech board power supply has not been modified, destruction of the TDA2002 amp is inevitable.&lt;br /&gt;
&lt;br /&gt;
The procedure to modify the speech board power supply can be found [[#Using_the_MA-483_Sound_Amp_Board_on_a_Sound_and_Speech_Board|here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:GottliebSystem80SoundMA483WithPigAndDip.jpg ‎|300px|thumb|left|Gottlieb® System 80 / 80A Sound Board w/ MA-483 Piggyback Board and DIP switch bank]]&amp;lt;br&amp;gt;&lt;br /&gt;
A slightly different variant of this board was used in Royal Flush Deluxe. This revision of the board included the 8 position DIP switch bank.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Only Board with Piggyback====&lt;br /&gt;
[[File:GottliebSystem80ABSoundsOnlyWithPiggyback.jpg ‎|300px|thumb|left|Gottlieb® System 80A/80B Sound Board MA-490 w/MA-488 Piggyback Board (Sounds only)]]&lt;br /&gt;
[[File:Gtb piggyback sound factory trace wire.JPG|300px|thumb|right|Gottlieb® System 80A/80B Sound Board w/Factory Trace Wire]]&lt;br /&gt;
[[File:GottliebSoundsOnlyCut.jpg ‎|300px|thumb|left|Gottlieb® System 80A/80B Sound Board w/Factory &amp;quot;cut&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
To reduce costs even more, Gottlieb® started using a modified sound only board originally released with Spiderman in 1980. This &amp;quot;new&amp;quot; sound board was used during the production of Amazon Hunt, and continued until Tag Team Pinball. The main modification of the board was the addition of a piggyback board. The piggyback board was used to increase the size of the sound ROM by using a 2716 EPROM. The original game ROM location was neither socketed or stuffed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two other noteworthy modifications are an added factory trace wire on the solder side of the board, and a cut trace between pin 8 of U7 (7404) and a header pin on the component side of the board. The added trace wire runs from pin 3 of U1 (6503 CPU) to pin 18 of U2 (piggyback header pins). Both of these modifications should remain intact for the board to function properly.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This modification connects pin 18 of the daughter card, which is used by the 6530 and the 74LS112 at U10 on the daughter card to send an interrupt to the 6503. It also removes the spare connection from the 7404 at U7 on the base card to pin 18 of the piggyback card.&lt;br /&gt;
&lt;br /&gt;
It is also worth mentioning that this is one of the few instances where Gottlieb® used a double-sided piggyback board.  The benefit of using a double-sided board is the decreased chance of cracked header pins, where the header pins attach to the underside of the piggyback board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (two button)====&lt;br /&gt;
[[Image:GTB Sys80B Sound.JPG|300px|thumb|left|Gottlieb® System 80B MA-766 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
And now for something completely different.  Well, not really.  The MA-766 sound board hit the scene with Rock, but a similar design was already used prior by the Gottlieb® video game division (Mylstar) when it existed.  It is based on the 6502 CPU architecture, but uses two 6502s instead of one.&lt;br /&gt;
&lt;br /&gt;
Two momentary push button switches are present on the board - SW1 and SW2.  Upon pushing SW1, the sound board should output a single blip (tone).  SW2 is used to manually reset the CPU on the sound board.  A bank of 4 dipswitches is located adjacent to SW1.  Dipswitches 1-3 should always be off, while dipswitch 4 should remain on for proper function.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (one button)====&lt;br /&gt;
[[Image:Gtb sys80b MA886 sound.JPG|300px|thumb|left|Gottlieb® System 80B MA-886 Sound Board]]&lt;br /&gt;
[[Image:GTBMA886SoundDepop.jpg|300px|thumb|right|Gottlieb® System 80B MA-886 Sound Board, only partially populated (found in Big House, Bad Girls, etc.]]&lt;br /&gt;
The MA-886 board is essentially the same as the previous sound board, except it uses 2 separate .156&amp;quot; header pin connections instead of edge connectors for inputs / outputs. Some other obvious changes are the omission of momentary test button SW1, the omission of the 4-bank dipswitch, the omission of YROM2 socket. In addition, a socket is sometimes populated at position S4 and neither AY-3-8913 orator chip is populated.  Momentary test button SW2 is still preset, and is still used to manually reset the board&#039;s processor.  The lack of YROM2 is because the MA-886 board allows for the use of larger EPROMs.  The S4 socket has been added on some boards, and is used to transfer data via a ribbon cable to an auxiliary sound board (MA-1033 or MA-1294). These boards also stuff R58 with a 10K 1/4W resistor and may have JP8 cut or not stuffed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Bone Busters Sound Board=====&lt;br /&gt;
[[Image:MA766-719A.jpg ‎|300px|thumb|left|Gottlieb® System 80B MA-886-719A Sound Board]]&lt;br /&gt;
The MA-886-719A sound board (also noted as MA-1299-719 in the manual) is an additional sound board found only in Bone Busters. It is based on the MA-886 sound board, but it is a stripped down version with much fewer populated components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Amazon Hunt II Sound Board=====&lt;br /&gt;
[[Image:placeholder.jpg|300px|thumb|left|Gottlieb® System 80B MA-982 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-982 sound board is used only in the conversion game: Amazon II. It is based on the MA-886 sound board, but it is a stripped down version with much fewer populated components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Auxiliary Sound Board====&lt;br /&gt;
There are two versions of the auxiliary sound board.&lt;br /&gt;
&lt;br /&gt;
[[Image:MA1033AuxSound.jpg|300px|thumb|left|Gottlieb® System 80B MA-1033 Auxiliary Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-1033 auxiliary sound board was used in System 80B games including: Bad Girls, Big House, and Hot Shots, as well as one System 3 game: Lights, Camera, Action.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys3 sound MA-1294.JPG|300px|thumb|left|Gottlieb® System 80B MA-1294 Auxiliary Sound Board]]&lt;br /&gt;
The MA-1294 auxiliary sound board was only used in one System 80B game, Bone Busters, as well as System 3 games including: Hoops, Bell Ringer, Silver Slugger, Car Hop, Deadly Weapon, Title Fight, and Vegas.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Speakers===&lt;br /&gt;
[[File:Panthera Head Speaker.jpg|thumb|left|300px|Typical speaker located in the head of a System 80 game (Panthera)]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80 games use a dual speaker system.  In most cases, (where there is a grill above the backglass), there is a 6-1/2&amp;quot;, 8 ohm, low wattage speaker in the lower cabinet, and a second one in the head, behind the grill in the backbox.  Some games, like Haunted House, have two speakers in the lower cabinet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB-80a-the-games-speaker.jpg|thumb|left|300px|Single speaker from an 80A game (The Games)]]&amp;lt;br&amp;gt;System 80A games may have two speakers or just one. Again, these are 6-1/2&amp;quot;, 4 ohm, low wattage speakers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Tag Team Speaker.jpg|thumb|left|300px|Single speaker from an early 80B game (Tag Team)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Early System 80B games, Chicago Cubs, Tag Team, and Bounty Hunter, all use a single 6-1/2&amp;quot; 4 ohm speaker in the lower cabinet.&lt;br /&gt;
&lt;br /&gt;
Starting with Rock, 80Bs use a 6-1/4&amp;quot; in the cabinet and a small speaker on the left of the display panel.  The last few 80B games, where the speaker panel is located above the translite, use three speakers total (2 above the translite and 1 in the lower cabinet).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Displays===&lt;br /&gt;
====System 80====&lt;br /&gt;
[[Image:GottliebSixDigitDisplay.jpg|300px|thumb|left|Gottlieb® 6 Digit Display]]&lt;br /&gt;
[[Image:GTB 6 digit display back.JPG|300px|thumb|right|Gottlieb® 6 Digit Display (Back)]]&lt;br /&gt;
&lt;br /&gt;
[[Image:GTB status display.JPG|300px|thumb|left|Gottlieb® 4 Digit Display]]&lt;br /&gt;
[[Image:GTB status display back.JPG|300px|thumb|right|Gottlieb® 4 Digit Display (Back)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80=====&lt;br /&gt;
Display test is step number 19 System 80 games. Each display, including the credit/match display participates in &amp;quot;walking&amp;quot; each digit (0 through 9 beginning with 0) across each display. The &amp;quot;walking&amp;quot; begins at the match side of the credit/match display, then moves to players 1 and 3, then to players 2 and 4. After a &amp;quot;9&amp;quot; is walked through all displays, the cycle starts again with &amp;quot;0&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A====&lt;br /&gt;
[[Image:GTB 7 digit display.JPG|300px|thumb|left|Gottlieb® System 80A 7 Digit Display]]&lt;br /&gt;
[[Image:GTB 7 digit display back.JPG|300px|thumb|right|Gottlieb® System 80A 7 Digit Display (Back)]]&lt;br /&gt;
[[Image:GTB status display.JPG|300px|thumb|left|Gottlieb® 4 Digit Display]]&lt;br /&gt;
[[Image:GTB status display back.JPG|300px|thumb|right|Gottlieb® 4 Digit Display (Back)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80A=====&lt;br /&gt;
Display test is step number 19 System 80A games. Each display lights every position, and advances through all of the numbers starting with &amp;quot;0&amp;quot; and ending with &amp;quot;9&amp;quot;.  Once &amp;quot;9&amp;quot; is reached, the process starts over at &amp;quot;0&amp;quot; again.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B====&lt;br /&gt;
[[File:System80BDisplayFront.jpg‎|300px|thumb|left|Gottlieb® System 80B MA-644 Display Component Side]]&lt;br /&gt;
[[File:System80BDisplayBack.jpg‎|300px|thumb|right|Gottlieb® System 80B MA-644 Display Solder Side]]&lt;br /&gt;
System 80B games introduced the 20 alphanumeric character dual line display module. These displays evolved over time. The one pictured here was used in games Chicago Cubs Triple Play until Excalibur. The two large ICs found on this board (Rockwell 10941 segment driver and Rockwell 10939 digit driver) are long obsolete and very hard to obtain. Other components on the board are readily available.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board rectifies 32VAC via diodes CR1-CR4 to produce -45VDC and -15VDC for use by the segment and digit drivers. Should one or more of these diodes fail, the foil trace on the board sometimes acts like a fuse, and burns itself up. The picture at right shows a board that experienced this failure, along with a jumper to repair the damaged trace.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If an MA-644 or MA-999 display exhibits ghosting or partially-dimmed characters, one possible cause is failure of the VR1 zener diode. VR1 is used as a regulator to provide a DC offset to the AC filament voltage via the center tap (VCO) of the filament transformer output. In normal operation, the AC filament voltage oscillates entirely above the reference voltage such that the trough of the wave is approximately at the reference. If VR1 fails as a short, the DC offset drops and causes the AC filament voltage to center itself around the reference voltage rather than completely above it. Replacing VR1 should correct the issue without damaging the display. VR1 on an MA-644 is a 1N4737A (7.5V, 1W) zener; it normally passes about 10-12mA of current and dissipates approximately 50mW of power. The MA-999 variant of the display uses a 1N4739A (9.1V, 1W) zener.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[FILE:GTB_80B_Large_AlphN_Display.JPG|300px|thumb|left|Gottlieb System 80B MA-999 Alpha-Numeric Display Board with header pin connections. (Bad Girls)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The last System 80B games (Hot Shots, Big House, Bad Girls, and Bone Busters) all used a larger alphanumeric vacuum fluorescent display assembly.  This type of display used two sets of .156&amp;quot; header pins instead of the more familiar edge connection.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80B=====&lt;br /&gt;
[[File:Gtb alphanum display test.gif|thumb|left|300px|Simulation of System 80B display test]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Display test is test number 20 for System 80B.  All 40 of the alpha-numeric &amp;quot;digits&amp;quot; (both the top and bottom displays) will light starting with a &amp;quot;0&amp;quot;, next a &amp;quot;+&amp;quot;, then an &amp;quot;X&amp;quot;, and finally a &amp;quot;,&amp;quot;.  In doing this, all possible segments of all the display digits are lit at one point during display test.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Reset Board===&lt;br /&gt;
[[File:Gtb sys80 reset.JPG|thumb|left|300px|Gottlieb® System 80 / 80B MA-980 Reset Board]]&lt;br /&gt;
[[File:GTB Sys80B Newer Reset Board.jpg|thumb|right|300px|Gottlieb® System 80B MA-1143 Reset/Anti-Static Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Devil&#039;s Dare, the first System 80A game, the reset board became a staple of the Gottlieb® design to automatically reset the CPU board should the CPU lock up.  Apparently games locking up on location was an issue with System 80 games.  The reset board was created to resolve this issue, should the game lock up, and no one is present to manually reset the game by shutting it off and turning it back on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The MA-980 reset board is a small footprint PCB with the board designation of A24, and is located adjacent to the TC1 connector of the CPU board.  The connection on the reset board is A24P1, while the connection for TC1 of the CPU board is A24P2.  As long as someone can turn the game off, should it lock up, there is no need to keep the reset board connected.  In most cases, the aged reset boards are more troublesome if allowed to remain connected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTBResetBoardConnector.jpg|thumb|left|300px|Connection at TC1 to the reset board.]]&lt;br /&gt;
[[File:GTB_RW_3K_Pullup.JPG|thumb|right|300px|A 3.0Kohm resistor, added between pins 7 and 11 of TC1.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Along with adding the reset board, Gottlieb® added a 3.0Kohm resistor across pins 7 and 11 of the reset board connection at MPU connector TC1. If not using the reset board, it&#039;s advised to add this resistor to the back of the board, as shown at right. This resistor pulls the R/W (read/write) line high when not pulled down by the 6502.&lt;br /&gt;
&lt;br /&gt;
If using connector A24-P2, do not add the 3.0Kohm resistor.  Doing so will change the effective resistance to 1.5Kohms (value of resistors in parallel).&lt;br /&gt;
&lt;br /&gt;
The reset board connector also has a 1N270 diode soldered to it. There is no need to add this diode to the MPU since it&#039;s part of the reset board function.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;More Regarding the 3Kohm Pullup Resistor&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most MPU boards will work without the reset board but some MPU boards do refuse to work without the Read/Write pullup resistor.&lt;br /&gt;
&lt;br /&gt;
The 3K resistor was added for two reasons:&lt;br /&gt;
&lt;br /&gt;
#It provides a stable Read/Write signal at power-up. There is a tiny fraction of time at power up where data can be written into Z5 but due to gate Z36A, this data write is prevented. The resistor does provide a proper biasing to the Read/Write line at time of powerup.&lt;br /&gt;
#More importantly - A Rockwell 6502 has a minimum VOH of 2.4volts, a 4069 requires a minimum VIH of 4 volts.&lt;br /&gt;
&lt;br /&gt;
In other words:&amp;lt;br&amp;gt;&lt;br /&gt;
*The Read/Write output from U1 (pin 34) guarantees the output will be 2.4 volts or higher for a logic 1.&amp;lt;br&amp;gt;&lt;br /&gt;
*The 4069 located at Z36D (pin 9 input of Z36) requires the input to be 4 volts or higher for a logic 1.&amp;lt;br&amp;gt;&lt;br /&gt;
*The 3K pullup resistor pulls the Z36D input closer to the required voltage range.&lt;br /&gt;
&lt;br /&gt;
Do realize that even though this problem exists on all System 80/80A/80B boards but only a very small fraction of these Gottlieb boards exhibit any symptoms. The chances that you have one if these that exhibit symptoms is quite slim.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game ROMs===&lt;br /&gt;
====ROM Checksums====&lt;br /&gt;
A partial listing of ROM checksums can be found [https://flippers.com/catalog_oc/gottlieb-game-or-sound-prom-eprom-gals-gott-prom &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]. Thanks to &amp;lt;i&amp;gt;John Robertson&amp;lt;/i&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B ROM Text Message Modifications====&lt;br /&gt;
&lt;br /&gt;
[[File:Rambo.jpg|300px|thumb|left|&amp;quot;RAMBO&amp;quot; replacement text (shown on a LISY 80B display panel). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Text messages on the dual 20 alphanumeric displays of System 80B games can be modified in the ROM image. One popular mod is to change &amp;quot;RAVEN&amp;quot; to &amp;quot;RAMBO&amp;quot;, which is displayed at the start of a game on Raven.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video describing how to do this can be found [https://www.youtube.com/shorts/SvHguKodqhs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aftermarket Boards===&lt;br /&gt;
====Power Supply Boards====&lt;br /&gt;
=====Rottendog GPS081=====&lt;br /&gt;
[[File:GPS081-1.png|thumb|left|300px|Rottendog GPS081 Power Supply Board]]&lt;br /&gt;
[[File:RottendogGPS081schematic.png|thumb|right|300px|Rottendog GPS081 Power Supply Board Schematic Diagram]]&amp;lt;br&amp;gt;&lt;br /&gt;
This is a direct replacement for the original MA831. It uses a switching voltage regulator to derive the 5V DC supply from 12V DC, &lt;br /&gt;
instead of a linear voltage regulator, as in the original board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
===Initial Troubleshooting===&lt;br /&gt;
When attempting to troubleshoot a malfunctioning or non-booting game, there are a few initial steps to perform before diving into more serious troubleshooting.&lt;br /&gt;
&lt;br /&gt;
# If the MPU has damage from a leaky battery, the corrosion will need to be addressed.&lt;br /&gt;
# Clean all the edge connector contacts using a pink rubber eraser. This will remove any tarnish or grime that has built up over the years. Sandpaper or fiberglass scratchers can be used but do so sparingly. Avoid removing the actual copper traces. &lt;br /&gt;
# Check all fuses using a multimeter set to continuity test. Do not rely on a visual inspection. Sometimes a fuse will appear to be intact but actually may be blown. Fuses are located near the transformer and on the underside of the playfield.&lt;br /&gt;
# Check voltages on the fuses near the transformer to make sure they are as expected.&lt;br /&gt;
# Check the power supply voltages and make sure that they are as expected. The 5V trim POT can be adjusted to 5.10v to overcome voltage loss across connectors if necessary. As you &amp;lt;b&amp;gt;slowly&amp;lt;/b&amp;gt; adjust the voltage trim POT, continuously measure DC voltage across the filter cap adjacent to J1 on the MPU board. This 100uf capacitor filters the incoming 5VDC. Adjust the voltage slowly, cautiously. Do not adjust the voltage above 5.1VDC&lt;br /&gt;
# It is sometimes helpful to [[#Adding_Ground_and_5V_Connections_to_Interconnect_Harness|install the two jumper wires in the interconnect harness]] between the driver board and MPU. This overcomes interboard connector loss of 5VDC and Ground.&lt;br /&gt;
&lt;br /&gt;
These steps may help address a number of common issues before proceeding to some of the more specific problems that can occur with system 80 games.&lt;br /&gt;
&lt;br /&gt;
===Connectors, Connectors, Connectors===&lt;br /&gt;
Connectors, connectors, connectors!!!  Since the Gottlieb® System 80/80A/80B boardset primarily relies on Molex connectors to pass data and voltages from board to board, the connectors should be addressed first.  Before even attempting to turn a Gottlieb® System 80/80A/80B game on for the first time, worn or corroded edge connector contacts must be replaced.  Cleaning or burnishing connector contacts is not a viable option to ensure a game&#039;s reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Poor connector contacts are the number one reason why System 80/80A/80B games do not function properly.  Poor or missing connector contacts have a cascading effect too.  The end results of bad connector contacts can be, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
*voltages which mysteriously disappear and reappear&lt;br /&gt;
*increased resistance &lt;br /&gt;
*specific switches not functioning&lt;br /&gt;
*lamps locking on&lt;br /&gt;
*lamps not turning on&lt;br /&gt;
*displays not properly functioning&lt;br /&gt;
*coils not turning on&lt;br /&gt;
*coils locking on&lt;br /&gt;
*CPU boards not booting, booting sporadically, or randomly resetting&lt;br /&gt;
*driver boards not functioning or functioning sporadically&lt;br /&gt;
&lt;br /&gt;
So, it is very important that the connector contacts are shiny, have proper spring tension, and are properly crimped for the over all reliability of the game.  Random, flaky issues which happen either sporadically or all the time are attributed to poor connector contacts in nearly every case.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=450px heights=100px perrow=2 caption=&amp;quot;System 80 Connector (J6), The Good, The Bad, and The Ugly&amp;quot;&amp;gt;&lt;br /&gt;
File:System80ConnectorBadPins.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;An example of pins in desperate need of rehab.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80ConnectorGoodPins.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Ahhh...Much nicer after repinning.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SandedGottliebEdgeConnector.jpg|300px|thumb|left|Sanded (or possibly bare from the factory) card edge contacts will corrode and degrade the electrical connection.]]&lt;br /&gt;
[[File: GottliebEdgeConnectorRehab.jpg|300px|thumb|right|The two connector pads on the left have been lightly scratched with the fiberglass pencil. Even the small bit of oxidation or corrosion shown on the remaining pins is enough to prevent a connection.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A common (poor) practice is to sand the card edge contacts to the bare copper as shown at left. While this may alleviate issues in the short term, longer term the copper will oxidize and cause more problems. All copper oxidizes. Copper is beautiful on building rooftops when first installed but oxidizes to a light green patina over time. Card edge contacts will do the same thing. &lt;br /&gt;
&lt;br /&gt;
If the card edge contacts aren&#039;t bright and shiny, they can be cleaned off with a pink rubber eraser or lightly scratched with a fiberglass pencil. This will remove oxidation and grime without harming or thinning the finger contacts. If the contacts are corroded (due to battery damage) or have divots in them, lightly sand them, then re-tin them with a thin coat of solder. Either suck the excess solder off with a solder sucker or when heated, wipe the solder off with a rag. Avoid heating the card edge contacts too much as they will detach from the PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Replacing (Repinning) System 80 Connectors====&lt;br /&gt;
Replacing connectors in a pinball machine somehow adopted the term repinning. Repinning a System 80 connector housing isn&#039;t too bad overall.  On a difficulty scale of 1 to 10 (1 being the easiest to do) compared to all other makes and platforms made, System 80 connector replacement is about a 3.  One benefit regarding the System 80 IDC housings is that they are reusable.  Below are the steps to remove the connector from its housing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*First, grasp the housing in one hand. .&lt;br /&gt;
*Next, use the Molex tool pictured below by sliding it behind the pin to release the &amp;quot;barb&amp;quot; holding the pin in.&lt;br /&gt;
*Finally, pull gently but firmly on the wire.&lt;br /&gt;
&lt;br /&gt;
Conversely, a small &amp;quot;pocket&amp;quot; flat blade screwdriver can be used to remove the Molex connector.  After pushing the connector tab down, pull the wire out and downward a bit.&lt;br /&gt;
&lt;br /&gt;
Sometimes the connector comes out, and sometimes the wire pops out of the connector.  If the latter, use a small jeweler&#039;s screwdriver to gently pry the very end of the connector against the rectangular opening in the connector housing. You&#039;re trying to get the IDC &amp;quot;ears&amp;quot; of the connector to clear the housing. Sometimes the connector will easily come right out. If it doesn&#039;t, use small needle nose pliers with serrated jaws, to grab the &amp;quot;ear&amp;quot; of the connector, and pull it out.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Molex11-03-0016.jpg|300px|thumb|left|A Molex Contact Extraction Tool, Molex part number 11-03-0016]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some system 80 connector housings are &amp;quot;double sided&amp;quot; edge connectors. All of the connector housings that are double sided are black from the factory (blue colored housings are typically Jamma connectors used as replacements, and do not apply to this section of this guide).  To remove pins from these connector housings, you need a pricey yet effective tool called a Molex contact extraction tool, (commonly referred to as a Molex extractor). The Molex part number for the extractor is 11-03-0016, and can be purchased from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=11-03-0016&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= Great Plains Electronics] or other electronics vendors.  Slide the extractor behind the pin to release the &amp;quot;tang&amp;quot; that holds the pin in. Firmly grip the wire and pull the pin out of the connector.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of the repinning process can be found [https://www.youtube.com/watch?v=hErTlsFOMw4&amp;amp;t=5s here].&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] Another YouTube video of the repinning process, along with a &amp;quot;home made&amp;quot; tool, can be found [https://youtu.be/T_uj5F1fBgU here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Alternate Method of Replacing (Repinning) System 80 Connectors====&lt;br /&gt;
[[File:AlternateRepin1.jpg|300px|thumb|left|The repinning on a single sided connector]]&lt;br /&gt;
[[File:AlternateRepin2.jpg|300px|thumb|right|The repinning on a double sided connector]]&lt;br /&gt;
Some System 80 (and most System 1) connectors do not have the slot for depressing the pin ear. Most guides (as in the previous section) recommend purchasing a somewhat pricey tool to insert into the connector and depress the ear. This procedure is tedious and takes a bit of practice. If you have a decently equipped shop which includes a drill press, repinning these connectors using the following steps might be easier for you. Using this procedure, you can expect to replace each pin in less then a minute. I repinned an entire A1-J4 / A3-J1 harness in about 40 mins.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The procedure is to drill out the depression ear and pull out the pin:&lt;br /&gt;
&lt;br /&gt;
* Install a 1/16&amp;quot; bit in your drill.&lt;br /&gt;
* Set up a jig by clamping a straight edge to your drill press table. Set the jig so the hole will be 1/4&amp;quot; from the edge of the connector.&lt;br /&gt;
* Drill through the plastic housing on the back/bottom side.&lt;br /&gt;
* When you feel resistance from the metal pin, gently continue to drill until you feel and hear it destroy the pin ear.&lt;br /&gt;
* Repeat for the remaining pins.&lt;br /&gt;
* Gently pull wire by hand and it will come out very easily. Pliers shouldn&#039;t be required.&lt;br /&gt;
&lt;br /&gt;
The newly installed pins ears will correctly lock in place regardless of the holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The CPU / Driver Board Interconnect Harness===&lt;br /&gt;
[[File:Gtb sys80 harn2.JPG|300px|thumb|left|The A1-J4 / A3-J1 Interconnect Harness]]&lt;br /&gt;
[[File:Gtb sys80 harn1.JPG|300px|thumb|right|The A1-J4 / A3-J1 Interconnect Harness]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are 33 discrete signals which pass from the CPU board to the driver board via this connection.  Two of the connectors pass ground and +5v logic to the driver board [http://pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Adding_Ground_and_5V_Connections_to_Interconnect_Harness (two more can be added)].  The remaining signals are for lamp, solenoid, relay and sound control.  It is &#039;&#039;&#039;extremely important&#039;&#039;&#039; to have solid connectors installed in the CPU / driver board interconnect harness.  Without decent connections, lamps, coils, relays, and sound can either lock on or not turn on at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Adding Ground and 5V Connections to Interconnect Harness====&lt;br /&gt;
Yet one more power/ground update to make is to &amp;quot;double up&amp;quot; the 5VDC and ground connections between the MPU and the driver board. The OEM harness contains only one connection between the MPU and driver board for 5VDC and one connection for logic ground. This is an easy upgrade since spare connection positions are available in the connectors that lead to the correct edge contacts on each board.  Approximately 8 inches of wire and four bifurcated crimp on pins (bifurcated style, Molex 4366 series, Product Family KK, product ID: 08-03-0304 at [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=4366&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= Great Plains Electronics]) are needed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Crimp a pin to each end of each wire. The connectors at each end should face opposite directions. Doing this will avoid twisting the wire as you insert the pins into the connector housing. In the picture below, the red wire carries 5VDC, blue wire carries logic ground. These colors were chosen for illustrative purposes only. Any color wire will do, of course.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=3 caption=&amp;quot;MPU-to-Driver Board Harness Upgrade&amp;quot;&amp;gt;&lt;br /&gt;
File:S80HarnessUpgradeWires.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pins crimped to extra wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80HarnessSlots.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Spare pin positions in harness.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80HarnessUpgraded.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5VDC and ground upgraded.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ground updates===&lt;br /&gt;
&lt;br /&gt;
==== Recommended Ground Improvements for System 80/80A/80B Boards ====&lt;br /&gt;
&lt;br /&gt;
When the Gottlieb® System 80 board set was designed, for whatever reason, the designers did not physically attach each board to a common ground plane via a conductive back panel, standoffs and screws as Bally and Williams did. Instead, Gottlieb® relied on connectors and wires between each board to create a common ground. A poor connection due to dirty/damaged/fatigued connector pins will sever or introduce resistance into the ground between system components resulting in all sorts of odd behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To address this problem, it is important to examine each connector to ensure each pin is clean, and making solid contact (zero electrical resistance, 0 ohms) with the card edge conductor. The ultimate (and recommended) insurance is to add an additional wire from each board&#039;s ground to a common ground point. Historically, the recommended location to join separate board grounds is at the power supply. That ground is then connected to the ground strip (System 80/80A) or transformer assembly (System 80B) in the cabinet bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These ground upgrades were initially recommended and published on the Internet by [http://flippers.com/gottlieb_ground_cures.html#System80 John Robertson of John&#039;s Jukes].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=4 caption=&amp;quot;Recommended Board Ground Wire Locations&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB_Sys80_PSU_Ground.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80/80A Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80bPowerSupplyGroundMod.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B 5V Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80BAuxiliaryPowerSupplyCardEdge.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Auxiliary Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80a cpu brd grd.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;MPU Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80ab drvr brd grd.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Driver Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80 sound added ground.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80 Sound Only Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sound Speech ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Sound and Speech Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sound Speech power sup ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Sound and Speech Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb piggyback sound ground add.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80A/80B Sound Only Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GottliebSoundBoardGroundMod.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Sound Board (edge connector)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80SoundBoardHeaderGrounds.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Sound Board (header connector)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Aux Board Ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Chaser Lamp Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another design decision was to provide separate ground wires for groups of lamps and coils on the driver board. There are several variations used to tie the driver board lamp and solenoid discrete ground wires to the ground plane.  The most common method Gottlieb® used was passing the ground wires through a large, inline Molex connector. If a group of lamps and/or coils are not working, there is a significant probability that a ground is missing.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80GroundsTiedTogether.jpg|left|thumb|300px|Tying all board ground together at a single point, on a System 80 or 80A game.]]&lt;br /&gt;
[[File:Sys80B_BoardGrounds_Added.jpg|right|thumb|300px|Using the 5VDC power supply heatsink as a tie point to add ground mods to a &amp;quot;non-foil&amp;quot; back panel game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Once all of the board grounds have been installed, tie them all together to a single point, as shown at left on a Gottlieb System 80 or 80A game. Here, one of the screws on the power supply is a handy attach point. Note that the coating on the cold plate at that screw point should be sanded bare, as discussed in step 9 of this [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Recommended_Updates_and_Repairs_for_the_System_80.2F80A_Power_Supply_Board procedure].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For 80B games with &amp;quot;non-foil&amp;quot; back panels, one method is to use the +5V power supply heatsink as a tie point. Run a lead from the heatsink to the lower right bolt in the backbox. This bolt will have the factory ground straps secured to it. Make sure to sand or use a Dremel to remove the anodized coating from the heatsink where the grounds will be connected. This implementation eases subsequent board removal as fewer &amp;quot;eyelets&amp;quot; are involved to remove a specific board.&lt;br /&gt;
&lt;br /&gt;
The other method, and a good alternative for 80B games with the &amp;quot;foil&amp;quot; back panel where the heat sink is isolated from the back panel with nylon dual sided washers, is to use wires long enough to tie each board to the lower right bolt in the backbox.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80GroundTiedToCabinetGround.jpg|left|thumb|300px|Connecting all the grounds to cabinet ground (green/yellow wire).]]&amp;lt;br&amp;gt;&lt;br /&gt;
With the grounds all tied together at the power supply, tie that ground to the ground strip in the cabinet bottom. In the picture at left, the wire joined to all other grounds at the power supply is tied to a cabinet ground point (in this case the speaker housing). Cabinet ground points generally have a green wire with yellow tracer attached.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80GroundStrap.jpg|left|thumb|300px|System 80 Cabinet Bottom Ground Strip]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bottom board ground strap is where all grounds should come together for System 80 games.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Grounds Improvements for System 80A at Transformer Panel=====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|System 80A Grounds Cabinet Bottom Ground Strip]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Grounds Alien Star After.jpg|300px|thumb|left|Grounds at Transformer Panel (Alien Star)]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® did secure the grounds correctly on one particular game.  As seen in the adjacent pic, the grounds on Alien Star were attached discretely on the transformer panel.  These ground lines did not pass through a Molex connector like games before or games after.  Why Gottlieb® did not continue this practice is unknown.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Recommended Ground Improvements for System 80B====&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80A / 80B at the Transformer Panel - &amp;quot;The Games&amp;quot; to &amp;quot;Chicago Cubs Triple Play&amp;quot;=====&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*The Games&lt;br /&gt;
*El Dorado City of Gold&lt;br /&gt;
*Touchdown&lt;br /&gt;
*Ice Fever&lt;br /&gt;
*Bounty Hunter&lt;br /&gt;
*Chicago Cubs Triple Play&lt;br /&gt;
&lt;br /&gt;
After Alien Star, Gottlieb® either soldered wire leads directly to the male spade connector board on the transformer panel (games like Chicago Cubs), or used female spade connectors (games like The Games, Touchdown, and Ice Fever), and used square, inline 9-pin Molex connectors to connect to the wiring harness. These connections, if the pins in the connectors are in good shape, are solid and do not require upgrade or modification.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px&amp;gt;&lt;br /&gt;
File:Gottlieb-touchdown-transformer-panel.jpg|Grounds at Transformer Panel (Touchdown)&lt;br /&gt;
File:GTB Grounds Cubs.jpg|Grounds at Transformer Panel (Chicago Cubs Triple Play)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80B at the Transformer Panel - &amp;quot;Tag Team Pinball&amp;quot; to &amp;quot;Spring Break&amp;quot;=====&lt;br /&gt;
&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*Tag-Team Pinball&lt;br /&gt;
*Rock&lt;br /&gt;
*Raven&lt;br /&gt;
*Rock Encore&lt;br /&gt;
*Hollywood Heat&lt;br /&gt;
*Genesis&lt;br /&gt;
*Gold Wings&lt;br /&gt;
*Monte Carlo&lt;br /&gt;
*Spring Break&lt;br /&gt;
&lt;br /&gt;
Ground connections used on System 80B games from Rock to Spring Break are the most unreliable style of ground connections Gottlieb® ever used.  These connections consist of two (sometimes three) small boards each with two gangs of 9-pin male connections. The boards are fastened to the left side of the transformer panel&#039;s metal chassis.  One problem with this is that the 9-pin female connection becomes loose, and in turn, ground connections become intermittent.  Another problem is the male pins on the boards suffer from cracked solder connections.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One common symptom of poor ground connections is multiple solenoids not functioning.  If removing the 9-pin Molex plug from the ground board, rotating it 90 degrees, and reconnecting it causes non-working solenoids to function, the ground connections are bad. Whether or not this test proves that the ground connections are bad, it is highly recommended to improve the ground connections for future reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The purpose of these changes is to remove one potentially failed connection out of the equation.  The grounds will then be secured directly to the transformer chassis via solderless eyelet crimp connectors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These ground upgrades were initially recommended and published on the Internet by [http://www.flippers.com/gottlieb_ground_cures.html#System3 John Robertson of John&#039;s Jukes].  Below are the steps to properly upgrade the grounds.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=100px perrow=3 caption=&amp;quot;Gottlieb® System 80B Ground Upgrades (Tag Team Pinball to Spring Break)&amp;quot;&amp;gt;&lt;br /&gt;
File:Gtb_sys80b_trans_ground_01.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The stock ground connections plugged into the ground connection boards on the left side of the transformer panel.  This pic is a view from the left side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 02.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Remove all connections from the transformer panel.  Then, unscrew the four 5/16&amp;quot; hex head screws which secure the transformer panel from the bottom of the cabinet.  Turn the transformer panel on its side.  This will allow better access to secure the ring terminals to the side of the chassis.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 03.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut all of the ground wires as close as possible to the 9-pin connection.  Remove the two boards with the 9-pin male wafer connections.  As can be seen in the pic, Gottlieb® did actually secure the discrete transformer panel grounds to the panel&#039;s chassis with a single, soldered eyelet connector.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 04.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All the ground wires are to have their insulation stripped back longer than usual - approximately 3/4&amp;quot;.  Solderless ring terminals are crimped onto the ground wires.  The connections used in this particular application are Motormite #85443.  Motormite brand does not have to be used.  This particular brand and part number are mentioned due to the difficulty in finding the correct connectors to use. Most common ring terminals have a #10 or larger screw eyelet, which will not work effectively, if the eyelets are fastened to the side of the transformer panel chassis.  The ring terminals shown here are made for #12-#10 gauge wire with an eyelet for a #8 screw.  &amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 02.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The ground Molex plugs and connection boards which were formerly fastened to the transformer panel&#039;s metal chassis. The four ground connector plugs (some games only use three total) were cut off from the incoming ground wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 06.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Keep wires which were common to one connector together (driver board ground wires, playfield ground wires, and backbox ground wires).  In doing this, future disassembly will be possible, should any of the individual wiring harnesses need attention or the playfield removed from the game.  The ground wires are then twisted together and crimped.  From experience, a maximum of 4 larger gauge wires can be crimped in one connection.  Lighter gauge wires can be paired with or without heavier gauge wires.  When doing this, the maximum effective grouping of wires increases slightly.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 01.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The screws which were removed from the ground bus board should be reused to secure the eyelets to the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 03.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The transformer is fastened to the bottom of the cabinet with the ground upgrades in place.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground last.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pay close attention when securing the transformer panel to the cabinet.  All four mounting screws typically have flat ground straps with an eyelet.  These eyelet connections *must* be secured to the transformer panel.  Otherwise, the earth grounds will not all be tied together anymore.  Two of these ground connections are circled in the pic.  There are two more located on the backside of the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although somewhat equally difficult to locate, an alternate to the Motormite # 85443 connectors are Tyco / AMP 408-2049-4 connectors. Again, any brand can be used, but make certain the eyelet hole is for a #8 screw (not a #10 or larger), and the crimp connector can accommodate #10 / #12 gauge wires (typically yellow insulation on crimp).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80B at the Transformer Panel - &amp;quot;Arena&amp;quot; to &amp;quot;Amazon Hunt III&amp;quot; =====&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*Arena&lt;br /&gt;
*Victory&lt;br /&gt;
*Diamond Lady&lt;br /&gt;
*TX-Sector&lt;br /&gt;
*Robo-War&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Excalibur&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bone Busters Inc.&lt;br /&gt;
*Night Moves&lt;br /&gt;
*Amazon Hunt III&lt;br /&gt;
&lt;br /&gt;
Ground connections used on System 80B games from Arena to Amazon Hunt III are the not as bad as the previous design, however, they are still unreliable at times.  These connections consist of two small boards with three 10-pin .156&amp;quot; inline male header connections. The boards are fastened to the left side (or back side on newer games like Hot Shots) of the transformer panel&#039;s metal chassis.  One problem with this is that the header pins get cracked solder joints, and in turn, ground connections become intermittent. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One common symptom of poor ground connections is multiple solenoids not functioning.  If removing the 10-pin Molex plug from the ground board, and reconnecting it at a different header causes non-working solenoids to function, the ground connections are bad. Whether or not this test proves that the ground connections are bad, it is highly recommended to improve the ground connections for future reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The purpose of these changes is to remove one potentially failed connection out of the equation.  The grounds will then be secured directly to the transformer chassis via solderless eyelet crimp connectors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like the previous section, these ground upgrades were initially recommended and published on the Internet by [http://www.flippers.com/gottlieb_ground_cures.html#System3 John Robertson of John&#039;s Jukes].  Below are the steps to properly upgrade the grounds.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=100px perrow=3 caption=&amp;quot;Gottlieb® System 80B Ground Upgrades (Arena to Bone Busters)&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB 80B Victory Grounds 01.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The stock ground connections plugged into the ground connection boards on the left side of the transformer panel.  This pic is a view from the left side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 02.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Remove all connections from the transformer panel.  Then, unscrew the four 5/16&amp;quot; hex head screws which secure the transformer panel from the bottom of the cabinet.  Turn the transformer panel on its side.  This will allow better access to secure the ring terminals to the side of the chassis.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 03.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut all of the ground wires as close as possible to the 10-pin housing.  Remove the two boards with the three .156&amp;quot; 10-pin male header connections.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 04.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All of the ground wires are to have their insulation stripped back longer than usual - approximately 3/4&amp;quot;.  Solderless ring terminals are crimped onto the ground wires.  The connections used in this particular application are Motormite #85443.  Motormite brand does not have to be used.  This particular brand and part number are mentioned due to the difficulty in finding the correct connectors to use. Most common ring terminals have a #10 or larger screw eyelet, which will not work effectively, if the eyelets are fastened to the side of the transformer panel chassis.  The ring terminals shown here are made for #12-#10 gauge wire with an eyelet for a #8 screw.  &amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 05.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The ground Molex plugs and connection boards which were formerly fastened to the transformer panel&#039;s metal chassis. The five ground connector plugs were cut off from the incoming ground wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 06.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Keep wires which were common to one connector together (driver board ground wires, playfield ground wires, and backbox ground wires).  In doing this, future disassembly will be possible, should any of the individual wiring harnesses need attention or the playfield removed from the game.  The ground wires are then twisted together and crimped.  From experience, a maximum of 4 larger gauge wires can be crimped in one connection.  Lighter gauge wires can be paired with or without heavier gauge wires.  When doing this, the maximum effective grouping of wires increases slightly.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 07.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The screws which were removed from the ground bus board should be reused to secure the eyelets to the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 08.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The transformer is fastened to the bottom of the cabinet with the ground upgrades in place.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 09.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pay close attention when securing the transformer panel to the cabinet.  The four mounting screws may have flat ground straps with an eyelet.  These eyelet connections *must* be secured to the transformer panel.  Otherwise, the earth grounds will not all be tied together anymore.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although somewhat equally difficult to locate, an alternate to the Motormite # 85443 connectors are Tyco / AMP 408-2049-4 connectors. Again, any brand can be used, but make certain the eyelet hole is for a #8 screw (not a #10 or larger), and the crimp connector can accommodate #10 / #12 gauge wires (typically yellow insulation on crimp).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Problems===&lt;br /&gt;
====Replacing the Orange Filtering Capacitor====&lt;br /&gt;
[[File:AgedOrangeCap.jpg|300px|thumb|left|A worn out original 6800uf/25V Gottlieb® filter capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
If your System 80 or early System 80A game still has the original, orange 12VDC filtering capacitor in the cabinet bottom, it should be replaced. It&#039;s 30+ years old, has served the game well for a long time, and deserves a rest. Replace it with a new capacitor, valued from 6800uf to 12,000uf and at least 25V. Don&#039;t forget to acquire the right sized bracket to secure the cap to the bottom board.&lt;br /&gt;
&lt;br /&gt;
A very nice replacement for this capacitor, specified at 12,000uf, can be found [https://www.bigdaddy-enterprises.com/repairkits/gottlieb_kits.htm#g-80filters here] or [https://www.marcospecialties.com/pinball-parts/C12KM40VR here].&lt;br /&gt;
&lt;br /&gt;
This capacitor filters the rectified 12VDC which is supplied to the power supply board for regulation down to 5VDC which is used by every board in the game, including the MPU. Solid 5VDC power is critical for the game to operate properly, hence the need for a properly working cap.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sporadic / Inconsistent / Missing Voltages====&lt;br /&gt;
[[File:GTB Sys80 PS Cold Joints.jpg|300px|thumb|left|This header pin was removed from the board by wiggling it loose!]]&amp;lt;br&amp;gt;&lt;br /&gt;
One problem with the System 80 power supply sporadic, inconsistent, or missing voltages.  The game may be fine one minute, while the next minute, it loses voltage(s) completely.  One of the main culprits for this is cracked header joints.  Between vibration and the heat dissipated by the heat sink, header joints have a fairly high failure rate on System 80 power supplies.  The fix is to disassemble the power supply (as seen in the next section), and replace the stock round header pins with square headers. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Low 60v and All Displays Dim or at Half Brightness===&lt;br /&gt;
See the display section: [[#All Displays Dim or at Half Brightness|All Displays Dim or at Half Brightness]]&lt;br /&gt;
&lt;br /&gt;
====Recommended Updates and Repairs for the System 80/80A Power Supply Board====&lt;br /&gt;
[[File:GottliebSystem80PSBurnedCR7.jpg|300px|thumb|right|If CR7 on the Gottlieb power supply looks like this, the board should be rehabbed immediately.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 Power Supply board is a pretty tough bugger. Still, after years of steady operation, they do fail, and they require refurbishment / rebuild.&amp;lt;br&amp;gt;&lt;br /&gt;
The test point values are silk screened on the System 80 power supply board. They are +5VDC, +8VDC, +42VDC, and +60VDC. Ground, or &amp;quot;common&amp;quot; is also labeled.&amp;lt;br&amp;gt;&lt;br /&gt;
Given that the parts to refurbish the power supply are cheap and readily available, and that taking the power supply apart is a bit of a pain, a good strategy is to replace all failure prone parts, whether the parts have failed or not, to avoid disassembling the power supply more than once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mandatory parts list:&amp;lt;/b&amp;gt;&lt;br /&gt;
#.156 male header pins without friction lock, 9-pin, 7-pin, 6-pin, or break to size.&lt;br /&gt;
#500 ohm resistor cermet trimmer potentiometer. A quality sealed one like the one pictured is advised.&lt;br /&gt;
#3 inches of 18 gauge wire&lt;br /&gt;
#680 ohm 1/2 watt resistor (470, 510, 560, or 620 works also) replacement for R10, originally a 30 ohm 2W resistor and &amp;lt;b&amp;gt;must be replaced&amp;lt;/b&amp;gt; if CR7 is replaced with a 1N4738 (below)&lt;br /&gt;
#1N4738 8.2V 1 watt zener diode (CR7, originally a 1N3445 8.2V 2W zener)&lt;br /&gt;
#12K ohm, 1/2 watt resistor (R3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Optional parts list:&amp;lt;/b&amp;gt;&lt;br /&gt;
#1N4746 18V 1 watt zener diode (CR6, optional)&lt;br /&gt;
#47uf, 100V axial capacitor (C2, optional)&lt;br /&gt;
#LM723 voltage regulator and 14-pin socket (IC1, optional if the 5V section is operational)&lt;br /&gt;
#2N6057, 2N6059, or 2N6284 Darlington transistor (Q3, optional if the 5V section is operational)&lt;br /&gt;
#heat sink compound (optional as required)&lt;br /&gt;
#TO-3 mica insulator or heat sink gasket (optional as required)&lt;br /&gt;
#TO-3 transistor spacer (optional as required) Keystone 4616 or Mouser Electronics 534-4616&lt;br /&gt;
#2N5550 or 2N5551 transistor (Q2, optional)&lt;br /&gt;
#470uf/100V axial capacitor (C1, optional if the 42v/60v section is operational, this cap is often the cause of the 1/4A HV fuse blowing)&lt;br /&gt;
#TIP31C TO-220 NPN transistor (Q1, optional if the 42v/60v section is operational)&lt;br /&gt;
#TO-220 mica insulator (optional as required)&lt;br /&gt;
#TO-220 Passive Heatsink - Aavid Thermalloy 563002B00000G (only necessary if the existing heatsink is damaged or missing the PCB mounting tabs)&lt;br /&gt;
#TO-220 Nylon Bushing Insulator (only necessary if missing or damaged)&lt;br /&gt;
#Green LEDs (optional...use to identify that the board has been rebuilt)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&lt;br /&gt;
#Remove the 4 screws that fasten the PCB to the cold plate (heat sink).&lt;br /&gt;
#Remove the 2 screws that fasten the back mounted transistor Q3 to the PCB and cold plate.&lt;br /&gt;
#Use a solder removal tool to remove the solder from the legs of Q3 that extend through the PCB. This is the toughest part of the job. If the board had been really hacked, two irons and a friend may be needed to accomplish this.&lt;br /&gt;
#Once the cold plate and Q3 have been removed, set those parts to the side.&lt;br /&gt;
#Replace parts on the PCB as recommended and advised by the particular failure.&lt;br /&gt;
#On the solder side of the PCB, solder a 3&amp;quot; wire from the ground trace to the screw mount, as shown in the picture below.&lt;br /&gt;
#When replacing the original round header pins with new square header pins, the through holes may require slight enlargement using a pick as shown in the picture below. Alternatively, the holes can be drilled with a small bit from the solder side of the board. Pressing the pins into the through holes without enlarging them might cause the solder pad to pop off the board. Key pins must be removed prior to installation as the PCB has no holes at the key pin position.&lt;br /&gt;
#Recheck all of the work performed.&lt;br /&gt;
#Sand the black insulating coating from the top/right screw hole on the front of the cold plate, as shown in the picture below. The insulating coating is very tough. A drum sander attachment on a Dremel works very well for this.  To ensure enough has been sanded, use a meter to &amp;quot;buzz&amp;quot; between screw holes. The screw hole will be used later to tie the ground from each PCB together.&lt;br /&gt;
#Install Q3 (note that it will only install one way) onto the cold plate using the transistor spacer, mica insulator, and heat sink compound.&lt;br /&gt;
#Mate the two halves of the power supply together and reinstall the two screws which secure Q3.&lt;br /&gt;
#Solder the leads of Q3 to it&#039;s through-holes.&lt;br /&gt;
#To ensure continuity at each leg&#039;s solder joint, &amp;quot;buzz&amp;quot; the connection between the left leg of Q3 and the top leg of R9.&lt;br /&gt;
#Also &amp;quot;buzz&amp;quot; the connection between the right leg of Q3 and the bottom leg of R11.&lt;br /&gt;
#Install the remaining 4 screws around the perimeter of the power supply board. &lt;br /&gt;
#Lastly, ensure there is NO continuity between Q3 and the cold plate, as shown in the picture below. This is an essential step to ensure proper operation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=170px heights=100px perrow=3 caption=&amp;quot;System 80/80A Power Supply Repair&amp;quot;&amp;gt;&lt;br /&gt;
File:Parts.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Required&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsRemoved.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front Side, Parts Removed and Board Cleaned Up&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsRemovedBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Back Side, Parts Removed&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:EnlargingHoles.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Enlarging Header Pin Holes&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsReplaced.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Replaced, Front Side&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsReplacedBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Replaced and Ground Updated, Back Side&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:R10ThermalStrainRelief.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Strain Relief for R10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Sys80PSAllDone.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All Done&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Transistor-to-ColdPlateContinuityTest.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Ensuring no continuity between Q3 and the cold plate&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once fully assembled, reinstall the power supply into the game. Connect ONLY J1 (the lower 9-pin connector) at this time. Power the game on, looking for the two LEDs to light. If they do not light, there will be rework to perform. Assuming that they do light, test each of the voltages that the power supply creates to ensure the correct power is being generated/regulated. Since the power is not &amp;quot;under load&amp;quot;, each of the voltages may read 10% or so high. While measuring the 5V test point, adjust the 5V trim pot to about 5.1VDC.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
That&#039;s it! Done.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: once the other boards are connected to the power supply, the 5V may sag some. Measure the 5V across the electrolytic cap just to the right of the MPU power connector. Using the 5V trim pot, adjust the 5V power to between 5.0 and 5.1VDC.&lt;br /&gt;
&lt;br /&gt;
====Recommended Repairs for the System 80B Power Supply Board====&lt;br /&gt;
[[File:Gtb sys80b psu.JPG|300px|thumb|left|System 80B +5 VDC Power Supply. The adjustment POT is at the top of the PCB.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Step one to improving power supply reliability is to replace the original 500 ohm 1 watt adjustment pot.  This procedure can be done easily without removing the large heat sink.  A replacement sealed pot is recommended, but not completely necessary.&lt;br /&gt;
&lt;br /&gt;
Next, remove all the old solder from the all of the .156&amp;quot; header pins, and reflow new solder onto the joints. The top header pins (J2) supply +5VDC to the majority of the associated circuit boards in the back box.  Provided that the power supply is delivering acceptable voltages in the +5VDC range, these two relatively simple repairs are the only things needed for this board.&lt;br /&gt;
&lt;br /&gt;
However, if you&#039;ve adjusted the pot as much as possible in the appropriate direction, and the power supply is still delivering voltages higher or lower than around +5VDC, it&#039;s probably time to look at replacing the LM338K voltage regulator.  While not a frequent occurrence, the voltage regulator will sometimes fail. &lt;br /&gt;
&lt;br /&gt;
If the voltages measured are less than 1VDC, the grounds for the power supply (located at the transformer panel) will more than likely need attention.  Once the grounds at the transformer panel are better secured, recheck the voltage at the power supply.&lt;br /&gt;
&lt;br /&gt;
Note: When measuring the +5VDC provided by the power supply, first disconnect J2 on the power supply. Measure power at the J2 male headers first. Once within an acceptable range, turn power off and reconnect J2. Measure power across C1, the 100uf/10V capacitor that is next to J1 (power connector) on the MPU. The MPU may drag the +5VDC supply down a bit. If you find this to be the case, adjust the trim pot on the power supply until a steady +5VDC is seen at the MPU. Poor connections between the +5VDC power supply and the MPU board may also reduce the voltage measured at the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Optional Bling...Adding Power Indicating LED&#039;s to Boards====&lt;br /&gt;
=====CPU Board LED=====&lt;br /&gt;
How to add a &amp;quot;+5 volt&amp;quot; indicator for the Gottlieb System 80 Generation 1 CPU board (the D102 board). This will light up when + 5 volts are present on the CPU board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; diameter holes spaced about 3mm apart in the spot indicated just below power connector J1. This area has no traces to interfere with drilling.&lt;br /&gt;
#Install LED into board with flat side facing toward the power connector J1.&lt;br /&gt;
#Bend the flat side&#039;s lead to the negative (ground) point shown in the picture and solder it.&lt;br /&gt;
#The other lead of the LED will connect to one side of the 330 ohm resistor. The other end of the resistor will be soldered to the positive trace shown in the picture. You&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is powered on, this LED will indicate that the CPU board is receiving +5 volts from the power supply.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDholesfront.JPG|300px|thumb|left|Holes drilled on front of board]]&lt;br /&gt;
[[File:Sys80CPULEDholesrear.JPG|300px|thumb|right|Holes drilled on rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Circled areas are where to drill the two holes for the LED. Any color of LED can be used, but red or green are preferred.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDwiring.JPG|300px|thumb|left|Wiring on solder side of board]]&lt;br /&gt;
[[File:Sys80CPULEDfront.JPG|300px|thumb|right|LED installed on board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED. Note the location of the flat side of the LED.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDlitup.JPG|300px|thumb|left|Finished installation of LED]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Completed installation with LED lit up indicating the +5 volts is present on the CPU board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Driver Board LED=====&lt;br /&gt;
Adding a &amp;quot;+5 volt&amp;quot; indicator to the System 80 Driver Board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohm quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; holes spaced about 3mm apart in the board at the location shown in the pictures to the left of the electrolytic capacitor near chip Z1. There should be no traces at that area.&lt;br /&gt;
#Install the red LED with the flat side facing the trace going to the negative side of the electrolytic capacitor. Bend the LED&#039;s flat side lead down to that trace and scrape away some of the green paint at the point you will be soldering it. Now solder that lead to the trace.&lt;br /&gt;
#Solder one end of the 330 ohm resistor to the other lead of the LED.&lt;br /&gt;
#The other end of the resistor will now get soldered to the trace that goes to the positive side of the electrolytic capacitor. Again, be sure to scrape some of the green paint off of the trace where the resistor lead will be soldered. You are done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is on, the LED will be lit indicating that the driver board is receiving +5 volts from the CPU board.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LED_holesfront.JPG|300px|thumb|left|Drilled holes on front of board]]&lt;br /&gt;
[[File:Sys80LEDholesrear.JPG|300px|thumb|right|Drilled holes on the rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Views of the holes drilled for the LED looking from the front and rear of the System 80 driver board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LEDrear.JPG|300px|thumb|left|Wiring of the LED and resistor]]&lt;br /&gt;
[[File:Sys80LEDflat.JPG|300px|thumb|right|Finished installation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED. Notice the location of the flat side of the LED. Any color of LED can be used, but red or green is prefered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LEDlitup.JPG|300px|thumb|left|Finished installation with LED lit]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Completed installation showing the LED lit up indicating +5v power is present on the driver board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pop Bumper Driver Board LED=====&lt;br /&gt;
How to add a &amp;quot;+5 volt&amp;quot; indicator for the Gottlieb System 80 Pop Bumper Driver Board. This will light up when + 5 volts are present on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#From the solder side, mark and drill four 1/16&amp;quot; diameter holes spaced as shown in the spot indicated. &lt;br /&gt;
#Install LED into board with flat side facing toward the power connector J1.&lt;br /&gt;
#Bend the flat side&#039;s lead to the negative (ground) point shown in the picture and solder it.&lt;br /&gt;
#The other lead of the LED will connect to one side of the 330 ohm resistor.&lt;br /&gt;
#The other end of the resistor will be soldered to the positive trace shown in the picture.&lt;br /&gt;
#You&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is powered on, this LED will indicate that the CPU board is receiving +5 volts from the power supply.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px perrow=3&amp;gt;&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-supplies.jpg|Supplies needed.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-1.jpg|Mark holes on solder side as shown.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-2.jpg|Drill holes.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-3.jpg|Stuff parts shown. Note the polarity of the LED.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-4.jpg|Bend component legs as shown.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-5.jpg|Solder all 3 connections as shown.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Repeat for each Pop Bumper Driver Board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary Lamp Driver Board LED=====&lt;br /&gt;
Adding a &amp;quot;+5 volt&amp;quot; LED indicator for the auxiliary lamp driver board used to create &amp;quot;chase lamps&amp;quot; in many System 80/80A/80B games.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red or green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, 1/4 watt&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; diameter holes about 3mm apart in the locations indicated in the pictures.&lt;br /&gt;
#Mount LED with the flat side toward the edge of the board.&lt;br /&gt;
#The lead from the LED&#039;s flat side will be soldered to pin 2 (ground) of connector A11P1. Be sure to slide a piece of heat shrink tubing over this lead so it does not accidently short to the other connector pins.&lt;br /&gt;
#The other lead of the LED will be soldered to one end of the 330 ohm resistor.&lt;br /&gt;
#The other end of the resistor will be soldered to pin 4 (+5 volts) of connector A11P1.&lt;br /&gt;
&lt;br /&gt;
Whenever the machine is on, the LED should be lit, indicating the auxiliary lamp driver board is receiving power. &lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDfrontholes.JPG|300px|thumb|left|Drilled holes on front of board]]&lt;br /&gt;
[[File:ALDLEDrearholes.JPG|300px|thumb|right|Drilled holes on rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
View of the holes drilled for the LED as viewed from the front and rear of the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDfront.JPG|300px|thumb|left|LED installed on board]]&lt;br /&gt;
[[File:ALDLEDrear.JPG|300px|thumb|right|Resistor and LED wiring]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED on the rear of the board. Notice the location of the flat side of the LED.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDlitup.JPG|300px|thumb|left|LED is lit up]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Finished installation with LED lit up indicating presence of +5 volts power on the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound/Speech Power Supply Board LED&#039;s=====&lt;br /&gt;
The Sound/Speech power supply board will get a total of four LED&#039;s! These are to indicate the presence of -12 volts, +12 volts, and +30 volts going out to the actual sound/speech board and also to indicate +24 volts coming in to the power supply board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*4 Red or green LED&#039;s&lt;br /&gt;
*2 Resistors, 1 k, 1/4 watt&lt;br /&gt;
*1 Resistor, 2.2k, 1/4 watt&lt;br /&gt;
*1 Resistor, 3.0 k, 1/4 watt&lt;br /&gt;
&lt;br /&gt;
#Drill a total of eight 1/16&amp;quot; holes at the points shown in the pictures near connector A7P1. Lead spacing per LED is about 3mm. Be sure the LED&#039;s are not too close to each other to interfere with sitting flat against the board. The +12 and +30 volt LED&#039;s will mount with the flat side facing diagonally (7 o&#039;clock) toward the lower left board mounting hole.&lt;br /&gt;
#The -12 volt LED will have the lead of the round side (anode) soldered to the heavy ground trace of the board. You&#039;ll need to scrape some of the green paint off the trace first. The other lead of this LED will be soldered to one end of a 1k resistor. The other end of this resistor will be soldered to the junction point of resistor R2 and the anode of zener diode CR2.&lt;br /&gt;
#The +24 volt LED will have the lead from the flat side (cathode) of the LED soldered to the heavy ground trace on the board. You&#039;ll need to scrape a bit of the green paint off the trace first. The other lead of the LED will be soldered to one end of a 2.2k resistor. The other end of the resistor will be soldered to the trace going to connector A7P1 pin 6 (+24 volts). Again, you&#039;ll need to scrape some of the green paint from the trace first.&lt;br /&gt;
#The +12 volt LED will have the lead from the flat side (cathode) of the LED soldered to the heavy ground trace. You will need to scrape some of the green paint off the trace first. The other lead of the LED will be soldered to one end of a 1k resistor. The other end of this resistor will be soldered to to the trace going to connector A7P1 pin 1 (+12 volts). You will need to scrape some of the green paint off of the trace first.&lt;br /&gt;
#The +30 volt LED will have the lead of the flat side (cathode) soldered to the heavy ground trace. You will need to scrape off some of the green paint from the trace first. The other lead of the LED will be soldered to one end of a 3 k resistor. The other end of this resistor will be soldered to the trace going to connector A7P1 pin 2 (+30 volts). You will need to scrape some of the green paint from the trace first.&lt;br /&gt;
#These LED&#039;s above are all optional. The board never originally came with anything to indicate presence of voltages. If you only want to install one, that&#039;s fine. I chose to install all four so I can see at a glance that all four voltages are present. You don&#039;t have to install all four if you don&#039;t want to.&lt;br /&gt;
&lt;br /&gt;
In the picture of the finished front of the board the LED&#039;s from top to bottom are:&lt;br /&gt;
&lt;br /&gt;
*-12v&lt;br /&gt;
*+24v&lt;br /&gt;
*+12v&lt;br /&gt;
*+30v&lt;br /&gt;
&lt;br /&gt;
In the picture of the wiring on the back (foil) side of the board, the resistors top to bottom are:&lt;br /&gt;
&lt;br /&gt;
*1K&lt;br /&gt;
*2.2K&lt;br /&gt;
*1K&lt;br /&gt;
*3K &lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDfrontholes.JPG|300px|thumb|left|Drilled holes for the LED&#039;s on the front of board]]&lt;br /&gt;
[[File:SSPSLEDrearholes.JPG|300px|thumb|right|Drilled holes for the LED&#039;s on the rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Views of the drilled holes for the LED&#039;s looking from the front and rear of the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDlower.JPG|300px|thumb|left|+12 and +30 LED&#039;s installed on front]]&lt;br /&gt;
[[File:SSPSLEDupper.JPG|300px|thumb|right|-12 and +24 LED&#039;s installed on front]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All four LED&#039;s installed on the front of the board. Notice the location of the flat sides of all the LED&#039;s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLED_wiring.JPG|300px|thumb|left|Wiring of the resistors on the rear of board]]&lt;br /&gt;
[[File:SSPSLEDfinished.JPG|300px|thumb|right|All four LED&#039;s installed on front of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistors and LED&#039;s on the rear of the board. All four LED&#039;s installed on front of board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDlitup.JPG|300px|thumb|left|Finished and all LED&#039;s lit]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All four LED&#039;s installed and lit up indicating the presence of the four different voltages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80/80A Power Supply Board LED=====&lt;br /&gt;
The System 80 and System 80A power supply board already has LED&#039;s installed to indicate the +5 volts and +12 volts. This project will add an LED to indicate the presence of the +60 volts which is used to operate the score displays. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 LED, any color&lt;br /&gt;
*1 Resistor, 10k, 2 watts&lt;br /&gt;
&lt;br /&gt;
#Drill a total of four 1/16&amp;quot; diameter holes at the points indicated between the foil traces in the pictures. Try to keep the holes in a straight line.The LED installs in the top two holes and with the flat (cathode) side facing downward toward the bottom end of the board. The resistor will install in the other remaining two holes which are the also the farthest spaced. Be sure to scrape the paint off of the foil traces at the points shown in the pictures.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_holes_front.JPG|300px|thumb|left|Holes drilled viewed from front of board]]&lt;br /&gt;
[[File:SYS80PS_holes_rear.JPG|300px|thumb|right|Holes drilled as viewed from rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wiring it all up:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The flat (cathode) side of the LED will be soldered to the top end of the 10k 2 watt resistor. Be sure to keep all component leads pressed down as close to the foil traces as possible to prevent shorting to the metal frame when the board is re-assembled to the metal frame. There is very little clearance between the board and the metal frame when everything is re-assembled. The lower end of the resistor will be soldered to the foil trace that goes to connector J3, pins 4 and 5 (ground). The round (anode) side of the LED will be soldered to the foil trace that goes to connector J3 pin 1 (the +60 volts). Put a short piece of heat shrink tubing or sleeving over that lead to prevent it from shorting to the trace it crosses over. Now carefully bend that lead of the LED down onto the correct foil trace as shown in the pictures and solder it. Be sure to label the new LED on the parts side of the board as &amp;quot;+60V&amp;quot;. This completes the wiring.&lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_parts.JPG|300px|thumb|left|Resistor and LED mounted on board]]&lt;br /&gt;
[[File:SYS80PS_soldered.JPG|300px|thumb|right|Parts soldered to foil traces]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new LED should be lit at all times the machine is turned on. It indicates that +60 volts DC is present to operate the score displays. The other display voltage, +42 volts, is derived from the +60 volts. &lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_finished.JPG|300px|thumb|left|Finished installation with +60v marking]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80 First Generation &amp;quot;Sounds Only&amp;quot; Sound Board LED&#039;s=====&lt;br /&gt;
This board was used in early System 80 games such as Panthera. It operates on three power sources, -12 volts, +12 volts, and +5 volts. The +12 volts is obtained from the bottom panel in the machine. The +5 volts is obtained from the game&#039;s power supply board. The -12 volts is generated on this sounds only board by receiving ac power input on J1 pins 3 and 4. You can measure the -12 volts by connecting your volt meter across zener diode CR5 (1N4742A).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MATERIALS NEEDED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*2 LED&#039;s, any color&lt;br /&gt;
*1 Resistor, 1k @ 1/4 watt&lt;br /&gt;
*1 Resistor, 330 ohm @ 1/4 watt&lt;br /&gt;
*1 Short piece of small diameter heat shrink tubing&lt;br /&gt;
&lt;br /&gt;
#Drill two pairs of holes 1/16&amp;quot; diameter and about 3mm apart at the locations as shown in the pictures. Be sure not to drill through any foil traces.&lt;br /&gt;
#The +12 volt LED will have the flat side (cathode) of the LED soldered to the ground trace coming from pin 6 of connector J1. You&#039;ll need to scrape a bit of green paint off of the trace first in order to solder it. The other lead of the LED will be soldered to one end of a 1k @ 1/4 watt resistor. The other end of the resistor will be soldered to pin 1 of connector J1 (the +12 volt source). Be sure to slide a short piece of heat shrink tubing over this end of the resistor before soldering since this lead will pass over a couple of traces. This will prevent the resistor lead from shorting to those traces and causing damage.&lt;br /&gt;
#The +5 volt LED will have the flat side (cathode) of the LED soldered to the ground trace coming from pin 6 of connector J1. You&#039;ll need to scrape a bit of the green paint off of the trace first in order to solder it. The other end of the LED will be soldered to one end of a 330 ohm @ 1/4 watt resistor. The other end of the resistor will be soldered to pin 5 of connector J1 (the +5 volt source).&lt;br /&gt;
#When finished, be sure to note that the flat sides of both LED&#039;s will be facing each other on the front side of the board. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80so_holes_front.JPG|300px|thumb|left|Holes drilled in front of board]]&lt;br /&gt;
[[File:Sys80so_holes_rear.JPG|300px|thumb|right|Holes drill in rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80so_LEDS.JPG|300px|thumb|left|LED&#039;s installed on board with flat sides facing each other]]&lt;br /&gt;
[[File:Sys80so_resistors.JPG|300px|thumb|right|Wiring on solder side of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====F2 Fuse Blows At Power Up on 80A games====&lt;br /&gt;
If the F2 fuse blows at power up, there is one overlooked problem that is good to check. This could also apply to 80B games, but a different fuse may blow.&lt;br /&gt;
&lt;br /&gt;
On the transformer panel, there is a pair of cement resistors are soldered to a solder tab, which is screwed down to a small square plastic post. Check to make sure that this has not been moved to another screw hole in the metal of the transformer panel. Screwing this line to the metal of the transformer panel ties one of the AC lines to ground. Since this line is shorted/tied to ground, it also has the side effect of making the bridge rectifier test bad, since there is a tab tied to ground when there shouldn&#039;t be one. It is likely that the bridge rectifier will test good as soon as the solder tab is moved to the correct place.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300&amp;gt;&lt;br /&gt;
File:sys80-f2-fuse-blows-issue-2.jpg|Correct place to screw the solder tab (on the square plastic post)&lt;br /&gt;
File:sys80-f2-fuse-blows-issue-1.jpg|Incorrect place to screw the solder tab. This causes a short.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MPU boot issues===&lt;br /&gt;
&lt;br /&gt;
There are a large and varied number of reasons that a System 80 MPU will fail to boot. Unfortunately, as has been said before, &amp;quot;this is not a Bally world&amp;quot;. That is, unlike &amp;quot;classic&amp;quot; Bally and Stern MPUs the System 80 MPU provides absolutely no indication as to why it may have failed to boot.&lt;br /&gt;
&lt;br /&gt;
Debugging a non-booting MPU is somewhat of an art. A few basic steps are listed below.&lt;br /&gt;
&lt;br /&gt;
#Ensure the power supply is providing a solid 5VDC power source&lt;br /&gt;
#Replace the orange electrolytic cap in the cabinet bottom if still original&lt;br /&gt;
#Take the board to the bench&lt;br /&gt;
#Examine the board for alkaline damage. Abate all alkaline corrosion.&lt;br /&gt;
#Ensure the reset section of the board is working. Pin 40 of the 6502 should begin &amp;quot;low&amp;quot;, then after about 1/2 second, transition to &amp;quot;high&amp;quot;. Note that the reset transition will be slightly longer if using a modern reset generator (ala DS1811) as outlined in subsequent sections&lt;br /&gt;
#Check the clock signals at the 6502. A logic probe will show a rhythmic pulse. An Oscilloscope should show the 3.58Mhz pulse. If the clock signal is not pulsing, work backwards through the 74xx logic all the way to the crystal if necessary&lt;br /&gt;
#Check the IRQ signal at the 6502. Ensure it isn&#039;t &amp;quot;stuck&amp;quot;. Only the 6532 RIOTs can pull the IRQ signal low. Once the 6502 software processes the IRQ, the 6502 will release the IRQ signal&lt;br /&gt;
#Check the R/W (read/write) signal at the 6502. Again, ensure it isn&#039;t stuck&lt;br /&gt;
#Check the address and data lines to ensure that they are pulsing&lt;br /&gt;
#Feel each of the masked ROM chips at U2 and U3 as well as the 6532 RIOT chips at U4, U5, and U6. If the IC is too hot to touch, it has probably failed and should be replaced. Note that the 6532 RIOTs run hot normally. If one is noticeably hotter than the other, that may be an indication of failure.&lt;br /&gt;
#Test each of the 74XX chips in the switch matrix (Z11 - Z15) using this [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit procedure].&lt;br /&gt;
#If the board has the original masked game ROM(s), replacement of those ROM(s) is advised. System 80 and 80A games used a 2716 originally at the PROM1 position (early games used dual 2708s at PROM1 and PROM2). System 80B games used a 2764 for the game ROM (which also replaces U2 and U3) and generally a 2716 at the PROM1 position. Of course, the ROM image can be doubled or even quadrupled so that it fits snugly into a larger capacitor ROM as long as that ROM footprint matches the OEM ROM footprint (number of pins)&lt;br /&gt;
#System 80B MPUs employ a &amp;quot;daughter card&amp;quot;. Fractured solder joints where the &amp;quot;riser pins&amp;quot; connect to the daughter card are often an issue. These joints can&#039;t be examined without removing the daughter card. And removing the daughter card is not trivial. If flexing the daughter card causes the board to boot or to crash, fractured solder joints are a solid suspect.&lt;br /&gt;
&lt;br /&gt;
====Power on &amp;quot;Thunk&amp;quot;====&lt;br /&gt;
Some System 80 games exhibit a &amp;quot;thunk&amp;quot; upon power up. The manifestation of this is the unpredictable lighting of lamps, running of motors, and actuation of coils / relays.  The symptom is unpredictable in that swapping either the driver or the MPU board might change the behavior. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;thunk&amp;quot; can be suppressed via a process detailed [http://www.flippers.com/gott-system80.html#thunk here] by John Robertson.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80 Driver Reset Front.JPG|thumb|left|300px|The addition of an MCP130-460HI/TO reset generator on the driver board.]]&lt;br /&gt;
[[File:Sys80 Driver Reset Back.JPG|thumb|right|300px|The addition of an MCP130-460HI/TO reset generator on the driver board w/ traces cut and jumpers run.]]&amp;lt;br&amp;gt;&lt;br /&gt;
As an alternative to John&#039;s approach, another method has been developed. The method employs the use of a reset generator tied to the &#039;&#039;&#039;CLR&#039;&#039;&#039; leg (pin 1) of the appropriate 74175 flip-flops (those that control devices that &amp;quot;thunk&amp;quot;). The reset generator is added to the front of the driver board in the upper right hand corner. There is a &amp;quot;star via&amp;quot; in this location. Solder should be removed from the star via exposing a through hole. Next, two very small holes should be drilled into the board on either side of the via. Make certain not to drill through traces on the solder side of the board, and that neither hole touches the &amp;quot;star via&amp;quot;. Next, scrape the solder mask from the two thick traces on the solder side which pass closest to the star via. These traces terminate at capacitor C1 on the driver board.  The closest trace is ground and the other trace is +5v. Next, place a MCP130-460HI/TO reset generator through the driver board. The center leg (&#039;&#039;&#039;RESET&#039;&#039;&#039;) will pass through the star via, while the outer legs will go through the newly drilled holes. The flat side of the reset generator should be facing the components on the driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
Next, bend the GND and 5V legs of the reset generator onto the appropriate traces where the masking was scraped.  Next, the traces on Z3, Z4, and Z5 should be cut between pin 1 and pin 16. This is the wide trace at the very top of the chip. Additionally, there is a thick trace to the right of pin 1 on Z4 which must be severed. After cutting this trace, pin 16 and the isolated trace must be tied together with a jumper.  This connects 5VDC to pin 16 of Z4. Now that pin 1 is isolated from 5VDC on chips Z3, Z4, and Z5, trace wire must be routed from the center leg (&#039;&#039;&#039;RESET&#039;&#039;&#039;) of the reset generator to pin 1 of each of these chips. Once this modification is completed, the coils associated with these chips will no longer be pulsed when the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Like the modification which John Robertson lays out, it may not be necessary to isolate pin 1 of Z3, Z4, and Z5 for every game. However, isolating these 3 chips accommodates most System 80/A/B games that use lamp transistors to pre-drive coils / relays. The game over and tilt relays will still pulse briefly upon turning the game on but that behavior is generally acceptable. Isolating pin 1 of Z1 and tying pin 1 to the reset line of the reset generator will resolve this residual behavior.&lt;br /&gt;
&lt;br /&gt;
Note that the trace wire shown in the pic on the right could have been routed more elegantly.  This was in part due to an afterthought in having Z3 tied to the reset generator.&lt;br /&gt;
&lt;br /&gt;
Since the &amp;quot;thunk&amp;quot; is really just a minor irritation, most owners do not think that the resolution is worth the effort. However, on some games, the thunk can be very annoying by pulsing the ball release coil under the lower apron. The result is a ball being served into the shooter lane, before the MPU board even boots up. Most System 80B Genesis games run the &amp;quot;Reveal Motor&amp;quot; as a result of the &amp;quot;thunk&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ResetGeneratorPinExplanation.jpg|thumb|left|300px|Part number explanation and pin configuration for various reset generators.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Other reset generators may be used as long as the pinout of the legs is observed. Shown at left is a snippet of the datasheet that explains reset generator part numbers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AlternateDethunkFront.jpg|thumb|left|300px|Using an MCP130-460DI/TO reset generator. Take care to drill the holes so that only one reset generator leg touches the star.]]&lt;br /&gt;
[[File:DethunkAlternateBack.jpg|thumb|right|300px|Jumpers are still connected to the &amp;quot;star via&amp;quot; but the new holes are drilled in different locations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One alternate reset generator to use is the MCP130-460DI/TO which is also used in the section that discusses System 80 MPU alkaline corrosion abatement. The installation is a bit different as is shown in the adjacent pictures. The (&#039;&#039;&#039;RESET&#039;&#039;&#039;) signal is on the left leg of the reset generator while Vdd (5VDC) is in the center and Vss (Ground) is on the right leg.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Erratic Boot Issues with Later 80B Games (Hot Shots, Bad Girls, and Big House)====&lt;br /&gt;
Some erratic boot issues have been observed with the following games: Hot Shots, Bad Girls, Big House, and Excalibur, however, the list of games may be more extensive.  The issues included are a locked on display with garbage characters shown, no display illuminating at all, sound board not booting (LED stuck on), locked on lamps, no controlled lamps, locked on coils, etc.  The source of the problem seems to stem from the fluorescent tube starter located in the backbox.  It is unknown why exactly this anomaly occurs.  Removal of the starter should resolve the booting issues.  Worst case scenario, remove the 110v panel fuse on the transformer panel use for the fluorescent light circuit.  Unfortunately, this is the only resolution known at this time.&lt;br /&gt;
&lt;br /&gt;
====Battery Leakage and Corrosion====&lt;br /&gt;
Like most any other pinball machine manufactured, Gottlieb® uses batteries to supply power to the non-volatile RAM memory.  Certain game settings, high score thresholds (including high score to date), audit information, and bookkeeping information are all options which are saved when the game is powered off.  And unless some kind soul, who worked on your machine before, either removed the battery and mounted it remotely away from circuit boards, or just plain removed the battery, there will be some variety of a 3.6v Nickel Cadmium (NiCad) rechargeable battery soldered onto your CPU board.  &lt;br /&gt;
&lt;br /&gt;
So, what&#039;s so bad about having a battery on the CPU board?  Well, nothing really, unless it&#039;s forgotten, and in most cases, it is.  While you let your pinball machine sit unplayed for weeks, months, or even years at a time, the battery remains perched on the circuit board like a ticking time bomb.  I&#039;m not saying the battery is going to blow up, although some replacement non-rechargeable batteries could overheat and / or explode if not correctly installed.  The battery is like a ticking time bomb, because it is a threat to the overall health of the electronic components, traces, and connectors attached to your CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now that I have your attention regarding the whole battery thing, let&#039;s talk about the battery, and what happens. . .&#039;&#039;&#039;WHEN GOOD BATTERIES GO BAD&#039;&#039;&#039;.  It&#039;s not that some batteries were born on the wrong side of the tracks or anything. Any good battery can go bad without much warning.  It takes time, but eventually you will find that your battery has crossed over to the &amp;quot;dark side&amp;quot;.  That particular time is typically when you turn your game on, the lights come on, and that&#039;s it.  The displays don&#039;t light up. The start up sounds don&#039;t resonant. And, the silver ball stays in its comfy little home.  Nada...nothing...no signs of anything resembling a fun game of pinball.  &#039;&#039;&#039;UH-OH!&#039;&#039;&#039; So what happened?  The pinball machine worked fine the last time you played it.  &lt;br /&gt;
&lt;br /&gt;
Well, while you were out having a good time and enjoying life, the poor, aged, neglected battery decided to wreak havoc all over the reset section, clock section, or possibly more regions on your CPU board.  The CPU battery spewing its guts all over the place is akin to the batteries in the flashlight you haven&#039;t turned on since the last power outage a year or two ago.  You go to turn on the flashlight when you need it most, and find out there&#039;s something wrong.  So being the curious type, you open the flashlight&#039;s battery compartment only to find some kind of blue-green funk leaking all over, or the batteries now look like they need a shave.  The resolution to the flashlight scenario is pretty simple. Throw it away, and buy a new one. Your CPU board problem can be resolved the same way, except it will be a lot more costly, and is not recommended to just pitch it in the trash. If the battery damage to the CPU board is not overly extensive, attempt to repair it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80A bat damage01.JPG|300px|thumb|left|Typical Battery Found on a System 80 CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s unfortunate, but every battery has a life expectancy.  The only silver lining is that some of the Ni-Cad batteries installed on Gottlieb® CPU boards can last longer than others.  Probably the worst culprit of board destruction is the &#039;&#039;&#039;Data Sentry&#039;&#039;&#039; pack, and its associated knock-offs.  This battery comes in a black rectangular plastic package.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB sys80A battery.jpg|300px|thumb|left|Typical Battery Found on a System 80A / 80B CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another battery pack style which looks very similar to the NiCad battery packs found in &amp;quot;old school&amp;quot; cordless phones.  It is actually three small NiCad cells wrapped separately in an orange poly material, which is wrapped in a outer white poly material.  These don&#039;t leak nearly as badly, but they still have the potential to fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Replacement nicad.jpg|300px|thumb|left|Typical NiCad Battery Which was Replaced]]&amp;lt;br&amp;gt;&lt;br /&gt;
The final common battery style is a what looks like an AA battery on steroids.  This style is a fraction longer and fatter than an AA battery&#039;s physical form, and has two soldered leads on either end.  If you find one of these, it means the battery was previously replaced.  The good news is that this battery is newer than the original. However, the same results of battery seepage can occur.  The only benefit of this type of battery is that it can be carefully cut (in most cases) from the board without removing the board from your game.  This is a plus if no battery damage has occurred.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80A bat damage03.JPG|300px|thumb|left|NiCad Battery Damage to a System 80A CPU Board&amp;lt;br&amp;gt;(Note:  This is considered very mild damage!)]]&lt;br /&gt;
[[File:Gtb sys80A bat damage04.JPG|300px|thumb|right|Damage from the battery may also occur on the back side of the board, especially on the edge connection fingers]]&amp;lt;br&amp;gt;&lt;br /&gt;
So what happens if you don&#039;t heed the above warnings, and the battery is allowed to remain on the board?  Plain and simple - &#039;&#039;&#039;THE BATTERY WILL LEAK!&#039;&#039;&#039;  It&#039;s only a matter of time.  Equally, the path of destruction is uncertain.  Batteries don&#039;t just leak - they release caustic, alkaline fumes.  These fumes attack wherever there is copper, even tinned or soldered copper.  The end results are:&lt;br /&gt;
&lt;br /&gt;
*solder joints which become green or gray and crusty as opposed to a shiny silver&lt;br /&gt;
*connectors which are also now green / gray or potentially broken&lt;br /&gt;
*solder mask, the green covering the electronic traces, on the circuit board has either flaked off or is partially delaminating (lifting)&lt;br /&gt;
*insulated wire becomes less flexible and brittle&lt;br /&gt;
*sometimes the alkaline &amp;quot;cloud&amp;quot; in the game&#039;s backbox causes every board in the head to be affected.&lt;br /&gt;
&lt;br /&gt;
Electronic components, related solder joints, circuit board traces, connectors, and even insulated wire will become unreliable and/or fail.  In all cases, the affected components are less conductive.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If battery damage has occurred, the related parts must now be replaced.  Attempting to remove soldered through components on the circuit board is now even more of a task.  The green / gray dull solder does not transfer heat well.  Battery damaged solder does not flow like clean solder.  Also, crimped connectors are more difficult to remove from their housings, and have a tendency to break before they can be successfully pulled out.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After all the effected electronic components are removed, the board must be treated.  This process starts by sanding the traces and solder pads until shiny copper is exposed.  It is worth mentioning that a battery damaged board can be treated by bead blasting instead of sanding, however, most people do not have access to such a machine.  After the copper areas of the board have been either sanded or bead blasted, an acidic bath of 50% vinegar and 50% (preferably distilled) water is applied to the board.  A small brush like a toothbrush can be used to scrub the board&#039;s area. The purpose of introducing an acid to the effected area is to neutralize what the battery has left behind.   The liquid and fumes from the battery are actually a base, not an acid.  Next, rinse the area of the board with water.  Once the board is clean, isopropyl alcohol (the higher the alcohol percentage the better) is applied to the same area to rinse away the acid bath, and hopefully dissipate any remaining water.  Finally, the board is either blown dry or air dried.  This may be a given, but &#039;&#039;&#039;DO NOT ATTEMPT TO APPLY POWER TO THE BOARD IF IT IS STILL WET!&#039;&#039;&#039;  Most liquids are conductive to some extent. After the previous steps are performed, the task of installing the new components begins.  If any traces or solder pads were damaged, see the [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 Repairing Traces] portion of this Wiki guide on to to fix them.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The point I&#039;m trying to ultimately make is this...regardless of age, shape, or form, &#039;&#039;&#039;remove the battery from the CPU board&#039;&#039;&#039;, as soon as it realized that there is a battery on the board.  If not, the board can be damaged, nonfunctional, and become more difficult or even impossible to repair.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
The first thing that should be done to any System 80 MPU is remove the rechargeable NiCad battery from the MPU board. All batteries leak. They are like ticking bombs. It is merely a matter of when they will leak and possibly damage (sometimes irreplaceable) boards.  &lt;br /&gt;
&lt;br /&gt;
There are at least &amp;lt;b&amp;gt;five&amp;lt;/b&amp;gt; methods of relocating and/or replacing the battery on a System 80/80A/80B MPU.&lt;br /&gt;
&lt;br /&gt;
*Remove the battery completely without replacing it. The 5101 memory will not store information from power-on to power-on and therefore, high scores, replay levels, and credits will be lost.&lt;br /&gt;
[[File:System80battery.jpg‎|300px|thumb|right|Remote Battery]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Mount a remote battery pack that uses standard AA batteries (x3) to protect your board.  A blocking diode must be installed (1N4004, although a 1N4001 will work just as well) to prevent the game circuitry from attempting to charge the batteries. Install the blocking diode in series with the positive lead of the battery pack, with the band oriented toward the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:MemorySuperCap.jpg‎|300px|thumb|right|Here a 5.5V, 1F Super Cap is used to retain 5101 memory for up to 30 days]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the battery with a 1F 5.5V &amp;quot;SuperCap&amp;quot;. The capacitor will never leak, will charge during power-on cycles, and will retain 5101 memory for about 30 days. If you&#039;ve sanded traces as was done in the picture, use a non-conductive material to cover the trace under the cap to ensure that the negative side of the cap doesn&#039;t short a trace (such as clear nail polish, green overcoat pen, electrical tape, or fishpaper). Cut the tape in a circular shape and poke the capacitor leads through it so it can&#039;t fall off in the future. (Electric tape is notorious for slipping.)  An alternate solution would be get a piece of fishpaper insulator, cut that into a circle and poke holes in it for the capacitor leads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:GTB Sys80 H Mem Cap.JPG|300px|left|thumb|Alternate method for installing a memory cap]]&lt;br /&gt;
[[File:GTB Sys80 H Mem Cap Back.JPG|300px|right|thumb|Tying the negative lead of the memory cap to the negative pad on the MPU board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The memory cap can also be installed in the two leftmost holes, where the Ni-Cad battery formerly resided.  The negative lead of the memory cap will then have to be tied to the negative (ground) through hole of the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Remotely mount a replacement NiCad battery in a location that, should it leak, won&#039;t damage valuable circuit boards.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:GottliebCR2032.jpg‎|300px|thumb|left|a CR2032 Lithium &amp;quot;Button Cell&amp;quot; Battery Installed]]&lt;br /&gt;
[[File:GottliebBlockingDiode.jpg‎|300px|thumb|right|A 1N4004 Blocking Diode Installed &amp;quot;inline&amp;quot; with the Positive Connection]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the original NiCad battery with a Lithium button cell CR2032 battery and holder. The holes for the original battery can be repurposed to connect the button cell holder and to add the &amp;lt;b&amp;gt;necessary&amp;lt;/b&amp;gt; blocking diode in the positive side of the circuit.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Using a Reset Generator for the CPU Reset Section ====&lt;br /&gt;
If you find that the battery has leaked, alkaline damage can be cleaned up, traces repaired, and new components installed with kits available from several sources, including Great Plains Electronics.&lt;br /&gt;
&lt;br /&gt;
An alternative to replacing a great many of the components is to use the Dallis/Maxim DS1811 reset generator. The DS1811-10 has a typical trip point of 4.35VDC. You may also use the Microchip Technology equivalent, part number [http://www.greatplainselectronics.com/proddetail.asp?prod=MCP130-460DI%2FTO MCP130-460DI/TO], available from Great Plains Electronics. Remove all reset section components, clean up residual alkaline damage, add four jumpers, and install the reset generator as pictured below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After jumpers and the reset generator are added, make certain there is continuity between the three legs of the reset generator and the appropriate locations on the circuit board.  Below is a list of the reset generator legs and the board locations.  Pin 1 of the reset generator is the left leg, when the flat side of the unit is facing towards the user.&lt;br /&gt;
&lt;br /&gt;
*Pin 1 of reset generator to pin 2 of Z4&lt;br /&gt;
*Pin 2 of reset generator to +5VDC line (lower leg of C2)&lt;br /&gt;
*Pin 3 of reset generator to ground (upper leg of C2)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=500px heights=500px perrow=2 caption=&amp;quot;Using the Dallas Maxim 1811 Reset Generator&amp;quot;&amp;gt;&lt;br /&gt;
File:Dallas_Maxim_Reset_scaled.JPG|A System 80 MPU with alkaline damage repaired/cleaned. Reset circuitry replaced with the much simpler Dallas Maxim 1811&lt;br /&gt;
File:Gtb sys80 reset gen jumpers updated.png|Illustrated picture of components to remove, keep, and jumpers to add.&lt;br /&gt;
File:Dallas_Maxim_Reset_scaled_with_markup.JPG|The same image, but with indications of jumper locations (yellow dots) and where to install the Dallas Maxim 1811, flat side facing the bottom of the board. &amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Note: View at full resolution&amp;lt;/b&amp;gt;&lt;br /&gt;
File:S80ResetCircuitDS1811Mine.png | Schematic, updated to reflect DS1811 implementation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80 Corrosion Area Parts Identification&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:System80CorrosionAreaPartsIdentification.jpg|1000px|center|System 80 Corrosion Area Parts Identification]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys80 MCP120 Reset Gen.JPG|300px|left|thumb|MCP120 reset generator installed with 4.7K pullup resistor]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a reset generator with an internal pullup resistor (MCP130 series) is not available, an MCP120 reset generator can be installed.  However, an external resistor must be installed between the reset and +5v.  The easiest location to install the resistor is between the through hole where the top leg of Q4 was, and through hole where the bottom leg of Q2 was.  In the adjacent image, an MCP120-460DI/TO is installed with the 4.7K 1/4 watt external pullup resistor highlighted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When installing this type of reset generator, remove all of the components, and add all of the jumpers related to the installation of an MCP130-460DI/TO reset generator.  Adding the external pullup resistor is the only additional step.  Failure to add the pullup resistor will result in the reset signal not going high, and the board will not boot.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TC1 Test Connector Connectivity Table====&lt;br /&gt;
[[File:TC1ContinuityTestChart.png|300px|thumb|left|TC1 Connectivity Table. Click for slightly larger image.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The table at left indicates connections between the 6502 microprocessor and the TC1 test connector. This may be useful when debugging corroded MPU boards.&lt;br /&gt;
&lt;br /&gt;
The signal at each TC1 pin is also shown.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slam Switch Modification ====&lt;br /&gt;
In order to test the CPU board on the test bench, a modification must be made to the CPU board to make the CPU think that the slam switch is closed. If the CPU thinks that the slam switch is not closed, the CPU will not complete the boot process, instead booting into a mode where the displays flicker all zeros at a very rapid rate (System 80 and 80A). See the image [[Gottlieb_System_80#Open_Slam_Switch | here]] for a depiction of what you&#039;ll see.  When the slam switch is open on a System 80B game, (the appropriate games where the slam switch is supposed to be closed), an &amp;quot;OPEN SLAM SWITCH&amp;quot; message will be shown on the display.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gottlieb® designed the slam switch as a normally closed switch. That is, the switch must be closed for the machine to operate normally. When a brute kicks the machine, the slam switch will open from the inertial force on the weight attached to the switch, and the slam switch will open. Since the CPU is on the bench, we need a way to have this switch closed at all times to properly test the board.&lt;br /&gt;
&lt;br /&gt;
Additionally, slam switches themselves fail. It&#039;s a good idea to implement this change as a preemptive fix for slam switch failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Slammod.png|300px|thumb|left|Slam Switch Mod]]&amp;lt;br&amp;gt;&lt;br /&gt;
The slam switch can effectively be permanently closed by making a small solder bridge across two traces to the right of Z26 (which is on the lower right side of the CPU board). To permanently close the switch, remove the solder mask by scraping with a sharp knife or screwdriver. Create the solder bridge between the two now bare traces. This change will connect pin 13 of Z26 to ground, permanently closing the switch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DefeatSlamSwitch.jpg|300px|thumb|left|Alternative Slam Switch Mod]]&lt;br /&gt;
[[File:Z26RemovedSlamSwitch.jpg|300px|thumb|right|Z26 removed. One can easily see that the two methods of defeating the Slam switch are equivalent.]]&amp;lt;br&amp;gt;&lt;br /&gt;
An alternate method of achieving the same results is to solder a clipped resistor leg across the bottom of capacitor (C30) and resistor (R20), both immediately to the left of Z26.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Ni-WumpfSlamMod.jpeg|300px|thumb|left|Slam Switch Mod for Ni-Wumpf CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
To permanently close the slam switch on a Ni-Wumpf CPU board, you need to connect pin A1J5-10 to ground on the board.  This picture shows how to do this from the back of the board by soldering a jumper wire.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the last 4 Gottlieb® System 80B games were released with normally open slam switches.  Do not perform the slam switch modification on these games.  This includes the following games:&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bonebusters, Inc.&lt;br /&gt;
*Night Moves (made by International Concepts using the 80B board set)&lt;br /&gt;
&lt;br /&gt;
Regardless of what platform the game is based on, there is only one slam switch used in a System 80/80A/80B game.  It is the weighted switch located on the coin door.  There is some confusion that the ball roll tilt and weighted tilt switch on the playfield are slam switches.  They are not.  These switches along with the pendulum tilt are all tilt switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== System 80B Daughter Board Solder Joints ====&lt;br /&gt;
[[File:GTB sys80B CPU.JPG|300px|thumb|left|A typical System 80B MPU Board, showing the location of the &amp;quot;daughter board&amp;quot;.]]&lt;br /&gt;
[[File:System80BFracturedJointsDaughterCard.jpg|thumb|right|300px|A closeup of Gottlieb® System 80B Daughter Board Male Header Pins with fractured solder joints. This board was cleanly removed from the CPU with great care.]]&lt;br /&gt;
Games with System 80B MPUs feature a &amp;quot;daughter board&amp;quot; to accommodate the 2764 game ROM as shown in the picture on the left. The daughter board connects to the MPU board at the location occupied by U3 in System 80/80A MPUs, via a 24-pin male header. That connection is a two-sided solder joint that can fail. As can be seen in the picture at right, these same header pins connect to the daughter board via a single sided solder joint. Since the daughter board is cantilevered over both the former location of U2 and U3, pressing on this board over time commonly results in fractured solder joints (as seen, right) at the single sided joint and sometimes at the two-sided joint.&lt;br /&gt;
&lt;br /&gt;
Typical symptoms of fractured solder joints at this location are failure to boot, random resets, and random lockups. Sometimes pressing on the daughter board will &amp;quot;fix&amp;quot; the issue temporarily. This is a sure indication of cracked solder joints.&lt;br /&gt;
&lt;br /&gt;
Correction of this issue is easier said than done. And, if you do not possess the tools, skills, and experience to desolder the daughter board, this task is best left to a professional pinball circuit board repair technician. Desoldering the 24 male header pins from the delicate solder pads without damaging the pads or pulling traces is non-trivial.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Continuity Chart of Pinouts for Damaged U2 / U3 Area=====&lt;br /&gt;
It is far too easy for inexperienced technicians to tear up the traces or eyelets at positions U2 and U3 when attempting to remove the daughter board from the System 80B MPU.  If the traces or through holes are damaged, clearly they must be repaired.  Nearly all of the signals which pass from U2 and U3 continue on to the 3 RIOTs at U4, U5, and U6 and also to the PROM 1 position. Below is a handy chart which can be used to ensure continuity between critical parts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U2 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U3 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U4, U5 &amp;amp; U6 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U1&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Signal&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A7&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A6&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A5&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A4&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A3&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A2&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A1&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A0&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D0&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;32&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;32&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D1&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;31&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;31&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D2&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1,21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;GND&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D3&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D4&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;28&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;28&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D5&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;27&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;27&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D6&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;26&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;26&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D7&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;19&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;19&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z12 Pin 10&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 12&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;/BAB12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z7 Pin 10&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;22&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;22&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A9&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;23&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;23&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A8&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;24&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;24&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;+5V&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====System 80B Daughter Board Replacement Options=====&lt;br /&gt;
[[File:U2U3AdapterGPE.jpg|300px|thumb|left|Replacement daughter board engineered by Great Plains Electronics. &#039;&#039;Image used with permission from Great Plains Electronics.&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Great Plains Electronics produced a better replacement daughter board. This board is designed to be installed in both the U2 and U3 sockets, eliminating the problem of board flex and cracked solder joints with the daughter board. Unfortunately, it is no longer available. If it needs to be installed on an MPU (especially where the U2/U3 chips are not socketed for easy removal), it is recommended to desolder the chips, fit the replacement board into quality machine pin sockets, then fit the entire assembly into the MPU board for soldering. The board is also designed with redundant traces for all but a few of the signals, as almost all signals are present at both the U2 and the U3 sockets.&lt;br /&gt;
&lt;br /&gt;
Pinitech has another replacement option called [https://www.pinitech.com/products/gottlieb_piggydeux.php Piggy Deux], but at the time of writing, it is not currently available. This module fits into the TC1 test socket near top of the MPU, which saves a lot of trouble by not requiring removal or repair of the original daughter board. The 2764 EPROM chip simply needs to be removed from the original daughter board and installed into the Piggy Deux module.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====An Alternate to the Daughter Board on System 80B MPU Boards=====&lt;br /&gt;
[[File:GTB Sys80B Alt D-Board.jpg|thumb|left|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 (Genesis)]]&lt;br /&gt;
[[File:GTB Sys80B Raven No D-Board jecourie.jpg|thumb|right|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 (Raven)]]&lt;br /&gt;
[[File:GTB Sys80B Alt D-Board_Back.jpg|thumb|left|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 - Back Side (Genesis)]]&lt;br /&gt;
[[File:GTB Sys80B Raven No D-Board back jecourie.jpg|thumb|right|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 - Back Side (Raven)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:GTB_Sys80B_Alt_D-Board_Cut_Trace.jpg|thumb|left|300px|Trace cut on an 80B MPU Board with an MCM68766 PROM installed at U3 (Genesis)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Connecting a logic probe to the MPU ====&lt;br /&gt;
A great place to source power for your logic probe while diagnosing the board is across the filter capacitor in the vicinity of connector J1. Connect the black lead of your logic probe to the negative lead of the capacitor for ground. Connect the red lead of your logic probe to the positive lead of the capacitor for 5V. The red lead can also connect to E1, the vertically-aligned 5V jumper wire, below the 6502 chip. Take care to ensure that the clips don&#039;t short to adjacent components.&lt;br /&gt;
&lt;br /&gt;
==== Using a PC Power Supply For Bench Testing ====&lt;br /&gt;
The MPU board is much easier to work on if it is removed from the backbox and placed on the test bench. An AT-style PC power supply can be used to power the MPU board on the bench. &lt;br /&gt;
&lt;br /&gt;
Obtain an old PC power supply. If you don&#039;t have an old computer laying around, head on off to the thrift store and pick one up. Remove the power supply from the case by unscrewing the appropriate screws. Be careful not to unscrew the power supply case itself.&lt;br /&gt;
&lt;br /&gt;
[[File:PowerSupply.png|300px|thumb|left|Power Supply]] &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Clip one of the connectors from the power supply wire bundle and clearly mark on the power supply box the value of each of the colored wires from the power supply. Typically, the yellow wire is 12V, red is 5V, and the black is ground. Strip insulation from the end of the red wire and the black wire as the System 80 MPU requires only 5V and ground to boot. Use alligator clips to connect 5v and ground to the appropriate J1 connection. I use larger alligator clips to make the connection easier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:MPUPower.png|300px|thumb|left|J1 Connector]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mark connector J1 where the positive and negative (common) connection is for the five volts from the computer power supply. The ground connection is on the top of the connector, the 5V connection is on the bottom. The image shows A1J1 with the markings. I took the picture with the board still mounted in the machine. Connect the 5v supply with alligator clips to the positive connector on J1 and the black wire (ground) to the negative connector of J1.&lt;br /&gt;
That&#039;s it! you&#039;re good to go!&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====List of Acceptable TTL Chip Substitutes on a System 80 CPU Board====&lt;br /&gt;
Several years ago, Ed from GPE replied to a System 80 chip substitution question on rec.games.pinball [http://groups.google.com/group/rec.games.pinball/msg/86f37cb479ece4c4 here] and later on Pinside [https://pinside.com/pinball/forum/topic/gottlieb-system-80-chip-replacement#post-4139713 here]. The info from those responses are summarized below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Most of the parts can be freely substituted.  But many cannot.  The clock oscillator circuit (Z3) is one example of a part that cannot be subbed.  Also, some IC&#039;s have hefty loads and cannot be subbed (some of the 7404&#039;s and a 7432).  The 7474 in question on this board can be freely subbed with a 74LS74 or a 74HCT74.  I went through all the standard logic devices on the Gottlieb System 80 MPU.  Based on loading and output characteristics, this is what I get as valid subs for the System 80 MPU.  Of course, substituting some of the parts will ripple through and allow others to be substituted as well - but this can get quite convoluted.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Chip Designation&lt;br /&gt;
!Part #&lt;br /&gt;
!Substitute (Y/N)&lt;br /&gt;
!Acceptable Substitutes&lt;br /&gt;
|-&lt;br /&gt;
|Z1 || 4528 || N ||&lt;br /&gt;
|-&lt;br /&gt;
|Z2 || 7474 || Y || 74LS74 and 74HCT74&lt;br /&gt;
|-&lt;br /&gt;
|Z3&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; || 7404 || ? || Possibly 74LS04 and/or 74F04; See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z4 || 4081 || N ||&lt;br /&gt;
|-&lt;br /&gt;
|Z7 || 74LS04 || Y || 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
|Z8 || 7402 || Y || 74LS02 and 74HCT02&lt;br /&gt;
|-&lt;br /&gt;
|Z9 || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z10&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt;  || 74LS05 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z11&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z12&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z13&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z14&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z15 || 7432 || Y || 74F32 and 74S32&lt;br /&gt;
|-&lt;br /&gt;
|Z16&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt;  || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
||Z17 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z18 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z19 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z20 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z21 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z22 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z23 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z24 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z25 || 74154 || Y ||74LS154 and 74HCT154&lt;br /&gt;
|-&lt;br /&gt;
||Z26 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z27 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z28 || 74LS139 || Y ||74HCT139&lt;br /&gt;
|-&lt;br /&gt;
||Z29 || 7416 || Y ||7406&lt;br /&gt;
|-&lt;br /&gt;
||Z30 || 7416 || Y ||7406&lt;br /&gt;
|-&lt;br /&gt;
||Z31&amp;lt;sup&amp;gt;(6)&amp;lt;/sup&amp;gt; || 7408 || Y ||74LS08&lt;br /&gt;
|-&lt;br /&gt;
||Z32 || 7417 || Y ||7407&lt;br /&gt;
|-&lt;br /&gt;
||Z33 || 74154 || Y ||74LS154 and 74HCT154&lt;br /&gt;
|-&lt;br /&gt;
||Z34&amp;lt;sup&amp;gt;(7)(8)&amp;lt;/sup&amp;gt;  || 7404 || Y ||74LS04, see note below&lt;br /&gt;
|-&lt;br /&gt;
||Z35&amp;lt;sup&amp;gt;(7)&amp;lt;/sup&amp;gt;  || 7404 || Y ||74LS04&lt;br /&gt;
|-&lt;br /&gt;
||Z36 || 4069 || N ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Note: Z3 cannot use a 74HC04 or 74HCT04, since these have &amp;quot;high impedance inputs&amp;quot; and won&#039;t work properly in an oscillator circuit. A 74LS04 should work, and possibly 74F04, but the better candidate would be a 74LS04. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; Note: Untested, but it may be possible to use an 74LS00 or 74HCT00 at Z10 in place of 7405. However, this will defeat the ability to test the MPU using the [https://www.greatplainselectronics.com/proddetail.asp?prod=120-102 QuickScan80 tester].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; Note: Z11 &amp;amp; Z12 only have to sink ~2mA, so they might be able to be replaced with 74LS04, but this might result in noisy switching.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; Note: Z13 &amp;amp; Z14 are in the switch matrix. 74LS00 might a possible substitute, but substitutions can result in noisy switching, and isn&#039;t recommended here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt; Note: If Z18, 20, and 22 are 74175, do not substitute.  If Z18, 20, and 22 are 74LS175 or 74HCT175, acceptable subs are 74LS04 and 74HCT04.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(6)&amp;lt;/sup&amp;gt; Note: Z31 can use 74LS08. 74HCT08 can be used as well, but 74HCT08 is not a good board-to-board driver, and isn&#039;t the best option here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(7)&amp;lt;/sup&amp;gt; Note: 74HCT04 can be used at Z34 &amp;amp; Z35 as well as 74LS04, but 74HCT04 is not a good board-to-board driver, and isn&#039;t the best option here. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(8)&amp;lt;/sup&amp;gt; Note: Had issues with a 74LS04 installed at Z34 in a Haunted House. The side effects were the lower playfield VUK would fire and partially lock on when the lower playfield 5-bank drop target would reset.  Also, the 5-bank drop target would continuously tried to reset when the lower playfield VUK switch was closed. The issue acted as if there was a switch matrix issue, but there wasn&#039;t.&lt;br /&gt;
&lt;br /&gt;
====Replacing the quartz crystal with a TTL Oscillator====&lt;br /&gt;
&lt;br /&gt;
Alkaline corrosion may damage the board in such a way that it&#039;s advantageous to replace the original quartz crystal oscillator with a TTL oscillator.&lt;br /&gt;
&lt;br /&gt;
[[Image:Clock_logic_sys80.jpg|300px|thumb|left|Clock section of the system 80 MPU]]&lt;br /&gt;
[[Image:oscillator.jpg|300px|thumb|right|The original crystal, Z3, and a few resistors may be replaced with a 900 kHz TTL Oscillator that is packaged like this 16Mhz version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 clock signal is produced by a 3.57Mhz crystal, a few resistors, and Z3 (a 7404). Z2 divides the clock by 4, resulting in a clock signal of approximately 900 KHz, which is provided at pin 9 of Z2.&lt;br /&gt;
&lt;br /&gt;
[[Image:CrystalGuts.jpg ‎|300px|thumb|left|The &amp;quot;guts&amp;quot; of an original S80 crystal. The quartz crystal is the round &amp;quot;disk&amp;quot; like part. It is sandwiched between two electrodes]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a 900 KHz TTL oscillator can&#039;t be obtained, a 1MHz oscillator works perfectly fine and gives your pin a 10% speed bump. Game play shouldn&#039;t be impacted, as long as the game doesn&#039;t have a timer related feature that was implemented via software timing, like Timeline. Even games like Timeline are minimally impacted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Clock_system80_vorher.jpg|300px|thumb|left|The original clock section as found on every System 80, 80A and 80B MPU]]&lt;br /&gt;
[[Image:Clock_system80_nachher.jpg|300px|thumb|right|The clock section after installing a TTL oscillator. Note that pin 1 of the oscillator is upper left in this image.]]&amp;lt;br&amp;gt;&lt;br /&gt;
To accomplish this mod, remove the following parts&lt;br /&gt;
*Y1 (Crystal)&lt;br /&gt;
*Z2 (TTL 7474)&lt;br /&gt;
*R3, R4 and R5 (the three resistors above Z2). &lt;br /&gt;
&lt;br /&gt;
Z3 is still required for other functions. Leave it in place. Install the DIP-14 oscillator (4-pins) into position Z2, with the ‘dot’ (pin 1) in the upper left corner. Since the clock signal previously emanated from Z2 pin 9, install a jumper (or solder bridge) between pin 8 and pin 9 of the original Z2 position. This connects the oscillator output to pin 9.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Using a WDC 65C02 in a System 80/80A/80B MPU====&lt;br /&gt;
[[File:65C02.png ‎|300px|thumb|left|Gottlieb® System 80 MPU using a WDC 65C02, requiring a 3K resistor between pin 36 and 5V. In this case, 5V is picked up from pin 8 of the 65C02]]&amp;lt;br&amp;gt;&lt;br /&gt;
Western Design Center (WDC) has reproduced the 6502 in a CMOS version designated 65C02. It works perfectly in all System 80 MPUs with one modification. Pin 36 of the 65C02 must be pulled up to Vcc (5VDC) via a 3K (or 3.3K) pull-up resistor. Pin 36 (BE) is the &amp;quot;bus enable&amp;quot; input which allows external control of the 65C02 busses. Pin 36 is unused by original 6502s and not connected to anything on System 80 MPU boards. Simply tack soldering a 3 - 3.3K resistor between pin 36 and a 5VDC trace will do the trick. An easy place to pick up 5VDC is pin 8 of the 65C02, as pictured at left&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Aftermarket Test Devices====&lt;br /&gt;
=====Great Plains Electronics (GPE) QuikScan80=====&lt;br /&gt;
[[File:QS80.jpg|300px|thumb|left|The Great Plains Electronics QuickScan 80 (no longer available)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video demonstrating both the GPE QS80 tester (NLS) and the Marco Test ROM in a PiniTech Test Device can be found [https://youtu.be/M58CB1xar6s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
The venerable QuickScan80, developed by Ed Kryzicki of Great Plains Electronics many years ago, is an excellent tool for testing every aspect of System 80/80A/80B MPU system operation. Unfortunately, this test device is no longer being manufactured with little prospect of ever being produced again.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Marco&#039;s Test ROM=====&lt;br /&gt;
[[File:PiggyDeux.jpg|400px|thumb|right|The Pinitech &amp;quot;PiggyDeux&amp;quot;]]&lt;br /&gt;
The Marco test ROM was developed by Marco Albus. It is easily paired with a chip carrier called [https://www.pinitech.com/products/gottlieb-piggydeux.php the &amp;quot;PiggyDeux&amp;quot; (developed by Pinitech)], but is not often available.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marco test ROM blink indications:&#039;&#039;&#039;&lt;br /&gt;
* May barely blink once at power on. This is just an artifact.&lt;br /&gt;
* Blink one time to indicate software is running.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by one blink indicating 5101 CMOS memory tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by two blinks indicating U4 6532 RIOT tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by three blinks indicating U5 6532 RIOT tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by four blinks indicating U6 6532 RIOT tested good.&lt;br /&gt;
* LED will continue to blink at about 1Hz as long as power is applied.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Marco&#039;s Test ROM Download&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:Download.png|link=File:MarcoSystem80MPUTestROMv33.zip]] Marco&#039;s test ROM can be found [[Media:MarcoSystem80MPUTestROMv33.zip|&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]].&amp;lt;br&amp;gt;&lt;br /&gt;
Many thanks to Marco for making this test ROM available.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====GoRaT80 Test Device=====&lt;br /&gt;
[[File:GoRaT80.jpg|300px|thumb|left|The LISY Project&#039;s GoRaT80 Test Device and Daughter Card Substitute]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another recent (May, 2025) addition to the System 80 test arsenal is the GoRaT80 (Gottlieb ROM and Test for System 80) designed by the [https://lisy.dev/gorat80.html LISY project].&lt;br /&gt;
&lt;br /&gt;
This handy board can carry Leon&#039;s Test ROM or Marco&#039;s Test ROM as well as replace original game ROMs in the same manner as the (no longer available) Pinitech &amp;quot;PiggyDeux&amp;quot;. The ROM image to execute is selected via DIP switches 3 and 4 on the device.&lt;br /&gt;
&lt;br /&gt;
Documentation in the manual indicates that DIPSW 4 ON maps test ROM software into the address space.&amp;lt;br&amp;gt;&lt;br /&gt;
Turning DIPSW 3 and 4 on maps game ROM software into the address space.&lt;br /&gt;
&lt;br /&gt;
This method is quite flexible as any two 64K images can be mapped into the normal address space occupied by U2/U3 (System 80/80A) or the daughter card (System 80B).&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating Marco&#039;s TEST ROM as well as TX Sector game ROMs in the GoRaT80 Test Device can be found [https://youtu.be/01MrEt6DLq8 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Resets===&lt;br /&gt;
System 80 games sometimes exhibit &amp;quot;resets&amp;quot;, especially when high power coils fire. Assuming you&#039;ve updated the power supply grounds and reflowed or replaced the header pins on the Power Supply, there are a few typical causes for System 80 resets.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 bad caps.JPG|300px|thumb|right|Gottlieb® System 80A Filtering Capacitors]]&amp;lt;br&amp;gt;&lt;br /&gt;
#The 12VDC filter capacitor in the cabinet bottom which, if still original, should always be replaced. Originally, this was a 6800uf/25V capacitor. Replace with a 6800uf to 12,000uf/25V cap such as [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=RCT123M025V3550B&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat=| this one] from Great Plains Electronics. The filtered 12VDC is regulated down to 5VDC on the power supply board.  Note that some games have two of these capacitors (as shown). Note: purchase a [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=VR3A&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= VR3A capacitor clamp] from Great Plains Electronics when replacing the large capacitor for a clean looking job.&lt;br /&gt;
#The bridge rectifier that originates the 12VDC&lt;br /&gt;
#Missing, broken, or failed coil diodes&lt;br /&gt;
#Poor 5VDC power connections between the power supply and the MPU. The female connector on the MPU connects 5VDC to the MPU via molex crimp-on pins and a &amp;quot;double-wide&amp;quot; edge connector pad. Ground is connected in the same way. But you&#039;ve done the ground mods, right?&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A / 80B Resets====&lt;br /&gt;
A failed or failing reset board can &#039;&#039;cause&#039;&#039; resets.  The reset board may cause problems all of the time, or just when the game is under stress, like multiball.&lt;br /&gt;
&lt;br /&gt;
To see if the reset board is the problem, disconnect it.  If disconnecting the reset board resolves the issue, there are two fixes:&lt;br /&gt;
&lt;br /&gt;
* Replace the large caps (C3 and C4).  These have dried out over the years and screw up the timing of these boards.&lt;br /&gt;
* Leave the reset board disconnected&amp;amp;mdash;if someone will always be in the general vicinity of the game to turn it off should the CPU lock up.&lt;br /&gt;
&lt;br /&gt;
When first trying to get a System 80A or System 80B game to boot properly, it is best to disconnect the reset board until the game is working.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Electrolytic capacitors C3 and C4 are both 470 uf @ 16 volts. C1 is a 47 uf @ 16 volts. Be careful when unsoldering these capacitors as the foil traces are very delicate. The connector pins also develop bad solder joints so it is wise to resolder it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Updating a dual game PROM MPU (1st generation) to a single game PROM configuration (2nd generation)===&lt;br /&gt;
&lt;br /&gt;
As noted earlier, the first five system 80 games used both sockets at PROM1 and PROM2, populating them with 512 byte masked ROMs. Should one of these ROMs fail, replacements might be obtainable, but they are becoming more pricey, more difficult to find, and are still prone to failure as they age.&lt;br /&gt;
&lt;br /&gt;
A more flexible solution would be to update the MPU to use a single 2716 UVEPROM at the PROM1 socket. &lt;br /&gt;
&lt;br /&gt;
Modifications must be made to both the solder side and the component side of the board. See the pictures below.&lt;br /&gt;
&lt;br /&gt;
Component side modification:&lt;br /&gt;
#Cut the trace that extends from the left of Z10 between pins 6 and 7. A Dremel with a &amp;quot;ball shaped&amp;quot; cutter bit works beautifully for this. In the second picture below, the cut has already been made. I&#039;ve filled the cut hole with black Sharpie! to better show the location of the cut.&lt;br /&gt;
&lt;br /&gt;
Solder side modifications:&lt;br /&gt;
#Cut the traces leading to PROM1 socket, pins 19 and 21. Again, the cuts have been highlighted with black Sharpie!&lt;br /&gt;
#Jumper from the PROM1 socket, pin 19, to the PROM2 socket, pin 21 (connects A10)&lt;br /&gt;
#Jumper from the PROM1 socket, pin 21, to the PROM1 socket, pin 24 (connects +5V to Vpp)&lt;br /&gt;
#Jumper from the PROM1 socket, pin 22, to the PROM2 socket, pin 18 (connects A9)&lt;br /&gt;
#Jumper from Z10, pin 13 to the via just below and to the right of Z9 (when viewing the back of the board)&lt;br /&gt;
&lt;br /&gt;
The MPU board is now configured for any System 80 game. All that remains is to acquire a 2716 EPROM containing the game&#039;s code. When using the original ROM images, which are 512 bytes, the DOS command to combine them is shown below. Note that in addition to combining the ROM images, this command also &amp;quot;doubles&amp;quot; the image so that it fills the 2716 EPROM. Modify as appropriate to match the file names.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;&lt;br /&gt;
copy /b prom1.bin + prom2.bin prom1.bin + prom2.bin combined.716&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This should result in a 2K image as shown by the computer&#039;s file manager&lt;br /&gt;
&lt;br /&gt;
A 2732 EPROM may also be used, even if the game doesn&#039;t require a 2732. This is possible because a 2732 has the same number of pins as a 2716. Build the EPROM image for a 2732 in much the same way, by doubling the 2716 image.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;&lt;br /&gt;
copy /b combined.716 + combined.716 combined.732&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This should result in a 4K image as shown by the computer&#039;s file manager&lt;br /&gt;
&lt;br /&gt;
The MPU may also be used in a System 80A game if U2/U3 are updated, and in a System 80B game if considerably more mods are made which frankly, just aren&#039;t worth it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px perrow=2 caption=&amp;quot;System 80 1st Generation to 2nd Generation Board Updates&amp;quot;&amp;gt;&lt;br /&gt;
File:DremelBallCutter.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Dremel Tool with &amp;quot;Ball Cutter&amp;quot;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Z10TraceCut.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut in trace extending Left from Z10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PROM2-to-PROM1JumpersAndTraceCuts.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;PROM2-to-PROM1 Socket Cuts and Jumpers&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Z10-Pin13-to-ViaJumper.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper connecting Z10, pin 13 to a &amp;quot;via&amp;quot;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Using a 2732 at the PROM2 position in a System 80B MPU===&lt;br /&gt;
====...in games that &amp;quot;normally&amp;quot; use a 2716====&lt;br /&gt;
It is easy to use a 2732 at position PROM2 with an MPU jumpered to use a 2732 for a game that normally populates that position with a 2716. Simply &amp;quot;double-up&amp;quot; the 2716 ROM image, and burn it into a 2732.&lt;br /&gt;
&lt;br /&gt;
The DOS command to accomplish this is ... &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;copy /b image.2716 + image.2716 image.2732&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====...using an MA-1133 or MA-774 MPU in games that REQUIRE a 2732====&lt;br /&gt;
Some System 80B games require 4K of code space at PROM 2, which dictates a 2732 EPROM. An MPU built to use a 2716 EPROM at PROM2 can be modified to work, as is discussed below. &lt;br /&gt;
&lt;br /&gt;
The CPU schematics of game manuals, such as &amp;quot;Bad Girls&amp;quot; and &amp;quot;Big House&amp;quot;, state that E3 is directly connected to AB15 (address bus 15).  However, there is no mention of the factory modification (outlined below) performed on CPU boards stamped MA-1133.  Equally, should the user have an MA-774 CPU board, (used in games starting with Chicago Cubs Triple Play and ending with Robo-War), this modification can be performed to use the board in the following games.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Excalibur&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bone Busters, Inc.&lt;br /&gt;
*Night Moves (made by International Concepts using the 80B board set)&lt;br /&gt;
&lt;br /&gt;
PROM2 is actually located at the socket marked &amp;quot;PROM 1&amp;quot; on the PCB. The area on the board marked &amp;quot;PROM 2&amp;quot;, which has solder pads but no socket, is a legacy carried over from the first generation System 80 CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following information was taken from a service bulletin located in the back of the 1992 Gottlieb® parts catalog.  This modification makes AB15 available to PROM 2, allowing the use of a 2732 EPROM at this position. &lt;br /&gt;
&lt;br /&gt;
This procedure can be used in reverse if you have an MA-1133 board and you need to use a 2716 at position PROM2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Procedure:&lt;br /&gt;
#If jumper E4 is installed, remove it. You will find the top of the E4 jumper located immediately to the right of the socket marked &amp;quot;PROM 1&amp;quot;.&lt;br /&gt;
#Install a jumper at E3. This connects the pad marked E3 to the dual pad marked E4.&lt;br /&gt;
#On the solder side of the board, follow the trace from the pad marked E3 Southeast 1/8 inch, then South about 1/2 inch to a via. &lt;br /&gt;
#Find this via on the component side of the board. It will extend to the left to another via.&lt;br /&gt;
#Cut the trace between the two vias.&lt;br /&gt;
#On the solder side of the board, install a jumper from TC1, pin 35 to the right solder pad of the via which was just cut.&lt;br /&gt;
#All other jumpers should remain installed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px perrow=2 caption=&amp;quot;System 80B PROM 2 2732 Update&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB_sysS80b_2732_prom2_front.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;E4 removed, E3 installed, and trace cut below E3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB sysS80b 2732 prom2 back.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper from TC1 pin 35 to E3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Alternate Method&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an easier and cleaner method that allows the use of a 2732 ROM at the PROM2 position. This method is also easier to revert back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&lt;br /&gt;
#Remove jumpers E3 and E4 which are located to the right of the socket marked &amp;quot;PROM1&amp;quot;. &lt;br /&gt;
#On the solder side of the board, install a jumper wire from TC1, pin 35, to either the upper pad marked E3 or the lower pad marked E4. These two pads are connected together on the component side of the board.&lt;br /&gt;
#All other jumpers should remain installed.&lt;br /&gt;
#Leave all traces intact. No cuts!&lt;br /&gt;
#That&#039;s it! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px perrow=2 caption=&amp;quot;System 80B PROM 2 2732 Update (Alternate Method)&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB Sys80B Alt Jump2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Both jumpers E3 and E4 are removed.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sys80B Alt Jump.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper from TC1 pin 35 to either upper E3 pad or lower E4 pad.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid problems===&lt;br /&gt;
&lt;br /&gt;
====The Driver Board====&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 drvr pw.png|300px|thumb|left|The System 80A / 80B Driver Board]]&lt;br /&gt;
The System 80 Driver board is responsible for all controlled lamps, relays, and &amp;lt;b&amp;gt;all solenoids&amp;lt;/b&amp;gt; in the game. The CPU controls the driver board operation via a simple interface between A1J4 on the CPU and A3J1 on the driver board.  Although the driver board went through some minor changes over the years, the same board can be adapted for all of the System 80 platforms.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
To control the games&#039; total of 52 &#039;&#039;&#039;lamp circuits&#039;&#039;&#039;, the interface provides &amp;quot;device select&amp;quot; signals for each of the 74175s (Quad-D Flip-Flops) on the driver board, and 4 &amp;quot;bits&amp;quot; of data that is loaded (or &amp;quot;clocked&amp;quot;) into a particular 74175 via the aforementioned device selects. Each lamp is driven discretely by a particular output of a particular 74175, which in turn drives an MPS-A13 or MPS-U45 transistor, (NDS-U45 transistors were used in place of MPS-U45s in some cases). &amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It is noteworthy that there are some dedicated transistors, which control specific game relay coils across the System 80 / 80A platforms.  Relays such as the game over, tilt, and coin lockout relays are controlled by Q1, Q2, and Q3 respectively.  The tilt and game over relays use the same designation for the System 80B platform, however, the use of a coin lockout relay was abandoned by this time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_drvr_board_coin_ctrs.JPG|300px|thumb|left|Driver Board with Coin Counter Transistors Highlighted ]]&amp;lt;br&amp;gt;&lt;br /&gt;
To control the games&#039; &#039;&#039;&#039;solenoids circuits&#039;&#039;&#039;, the driver board uses signals directly from the CPU to enable transistors on the driver board which turn on up to 9 solenoids.  For solenoid control, the driver board uses MPS-U45, 2N3055, and 2N6043 transistors.  Starting and ending with the System 80 platform, (games from Spiderman to Haunted House), three transistors were reserved to drive optional mechanical coin counters. These mechanical coin counter solenoids and associated transistors are: solenoid 3 (Q54), 4 (Q55), and 7 (Q56). Starting with the System 80A platform, (Devil&#039;s Dare), these transistors were no longer reserved for coin counters, and were used for other functions. Equally, the 3 diodes associated with these 3 transistors were changed to 3 zero ohm jumpers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The games&#039; &#039;&#039;&#039;sound&#039;&#039;&#039; signals (S1, S2, S4, S8) also pass through the driver board at Z13, a 7404 Hex Inverter. See below for S16 and S32.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Repurposed Driver Board Circuits====&lt;br /&gt;
[[File:Gtb under pf transistor.JPG‎|300px|thumb|left| A Typical Remote Transistor Mounted Under the Playfield]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since quite a few System 80 games employ more than 9 solenoids, and since the original driver board design will drive a maximum of 9 solenoids, Gottlieb® repurposed some lamp outputs to drive &amp;quot;under-playfield transistors&amp;quot; which drive additional solenoids.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb ma1011 trans board.JPG‎|300px|thumb|left| A Typical Transistor Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once playfields became littered with numerous &amp;quot;under-playfield transistors&amp;quot;, Gottlieb® opted to merge some of these transistors into a transistor driver board.  The transistor driver board started to appear on Gottlieb® games nearly midway through the System 80B platform, with the game Victory.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sound S16 and S32 signals are also repurposed lamp outputs. For instance, Haunted House and Black Hole both repurpose L9 to S16. Robo-War repurposes lamp 4 to S16. Note that S16 is not consistently implemented across the System 80 family. Note also that references to the usage of S32 are difficult to find.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:Sys80 driver screws.JPG|300px|thumb|left|Nuts / Screws Which Secure the 2N3055s Collector to Drive Line]]&lt;br /&gt;
[[File:System80-2N3055.jpg ‎|300px|thumb|right|If the metal casing of the transistor is not &amp;quot;making&amp;quot; with the trace it is connected to, the solenoid will not fire.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Make certain to inspect and tighten the screws which secure the 2N3055 TO-3 transistors to the driver board.  Specifically, the screws / nuts as marked in the pic.  They tie the transistor cases (collector) to the respective solenoid drive lines.  If these cases are not secured, the transistors will not function as intended.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Remote Mounted Transistors==== &lt;br /&gt;
[[File:UnderPFTransistor.jpg|300px|thumb|left|Under Playfield Transistor, with Emitter, Base, and Collector Labeled]]System 80 games have nine dedicated solenoid circuits on the driver board. To overcome this limitation, Gottlieb® added remote, high current transistors, mounted to brackets under the playfield. A lamp drive transistor is generally used to &amp;quot;pre-drive&amp;quot; the larger solenoid drive transistor. However, there are instances where a solenoid drive transistor is used to pre-drive a remotely mounted transistor. In later games, Gottlieb® Premier began to add (up to) three transistors on PCBs. These PCBs were mounted behind the game&#039;s lamp insert panel or on the side wall of the lower cabinet. While other games, such as Monte Carlo, have a large metal bracket installed under the playfield with 6 transistors installed, and a common ground on the collector of the metal bracket.  With 80B games, the game&#039;s diagnostics will drive these transistors during solenoid test, otherwise, they are typically driven during lamp test.&lt;br /&gt;
&lt;br /&gt;
On System 80 games, under playfield transistors were originally 2N5875s or 2N5879s. The failure rate of the original transistors tends to be rather high. Thirty years is a long time for a transistor of that technology. Should one fail, it can be replaced with one of its beefier siblings, a &amp;lt;b&amp;gt;2N5880, 2N5883 or 2N5884. An MJ2955&amp;lt;/b&amp;gt; can also be used.&lt;br /&gt;
&lt;br /&gt;
System 80B games used a mix of 2N5879 transistors and MJ2955 transistors to drive flash lamps and coils.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:RemoteTransistors.jpg|300px|thumb|left|An image/schematic/explanation (click)]]&amp;lt;br&amp;gt;&lt;br /&gt;
A ground wire is always connected to the tip of the transistor (collector) and leads to ground. On System 80 games, this wire is green/yellow (Gottlieb® wire color code 54).  On 80B games, ground wires are plain white with no trace (Gottlieb® wire color code 9).&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;emitter&amp;quot; should be connected to the lug of the coil that has the non-banded side of the diode facing it (black-blue-blue in this picture).&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;base&amp;quot; should be connected to the drive wire from the driver board (brown-red-red in this picture).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; Solenoids which use a remote mounted transistor can be enabled by temporarily connecting the associated driver board pre-drive transistor&#039;s tab to ground. This test is typically performed to test the integrity of the wiring and edge connectors from the drive transistor to the remotely mounted transistor and to the solenoid. This test does not prove that the pre-drive transistor is good since grounding a transistor tab bypasses the transistor&#039;s internal switch.&amp;lt;br clear=all&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
[[File:GottliebUnderPFTransistors.jpg|500px|thumb|left|Another image/schematic/explanation (click). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another diagram detailing remote mounted transistor connections, etc.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Remote Mounted Transistor Update=====&lt;br /&gt;
[[File:Remote transistor circuitry.png|left|thumb|300px|Gottlieb® Remote Transistor Circuit]]&lt;br /&gt;
During the run of Black Hole, Gottlieb® released a service bulletin recommending that the existing 10Kohm pullup resistor be changed to a 4.7Kohm resistor when changing from a 2N5875 to a 2N5879 or equivalent.  Affected Black Hole games were marked serial number 6271 to 9160.  However, there were several games prior to and after Black Hole, where a pullup resistor was never installed.  And, don&#039;t always bank on the playfields installed in a game being original to the cabinet&#039;s serial number.  Case in point is a recently acquired Black Hole where the main playfield had a factory pull up resistor for the ball release coil transistor, but the 3 coils on the [http://www.pinwiki.com/wiki/index.php?title=Black_Hole#Pull_Up_Resistors_Added_to_Remote_Transistors_.28Centrally_Located.29_on_Lower_Playfield lower playfield which use remote transistors] did not have the pull resistors added.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Pullup circuitry.png|left|thumb|300px|Gottlieb® Remote Transistor Circuit w/ Pull Up Resistor Upgrade]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is highly recommended to add this resistor.  This upgrade will decrease the chances of particular solenoids, which use a remote mounted transistor, from locking on when the game is powered up. The 4.7K resistor is soldered to the base of the remote mounted transistor, and then tied to the 24vdc solenoid bus.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Power On &amp;quot;Thunk&amp;quot;====&lt;br /&gt;
Due to the driver board design, certain solenoids and / or relays can pulse briefly as soon as a game is turned on.  To rectify the issue, please refer to the [[#Power_on_.22Thunk.22|Power on Thunk]] section above.  This applies to potentially all System 80/80A/80B games, where the solenoid / relay signal passes through one of the 74175 chips on the driver board.  &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Correcting Solenoid Problems====&lt;br /&gt;
Gottlieb&#039;s implementation to control solenoids was, at a top level, identical to every other game manufacturer. Power is present at the coil, sometimes routed through the &amp;quot;Game Over&amp;quot; relay. A path to ground is switched on by a transistor which is enabled by upstream TTL logic. For the System 80 platform, this TTL logic is located on the MPU board. Signals are conveyed from the MPU to the driver board via the A1J4-to-A3J1 wire harness. These signals directly switch a path to ground on for one of the 9 designed-in solenoid circuits.&lt;br /&gt;
&lt;br /&gt;
As noted above, to accommodate game implementations needing more than 9 solenoids, Gottlieb repurposed some of the lamp driver circuits, driving 2N5875 (generally) transistors either screwed to the bottom of the playfield, or located on dedicated transistor boards. &lt;br /&gt;
&lt;br /&gt;
Solenoid problems can be divided into two simple categories, solenoids that do not engage and solenoids that are &amp;quot;locked on&amp;quot;. Correcting these two situations is discussed below.&lt;br /&gt;
&lt;br /&gt;
=====Solenoid Doesn&#039;t Turn On=====&lt;br /&gt;
&lt;br /&gt;
First, note that not all solenoids are always tested by the built in solenoid diagnostics. The first example of this is the coin counter solenoids (numbered 3, 4, and 7). To avoid artificially incrementing the coin drop counters, these coils are not pulsed. Other coils may be pulsed during lamp test. This is most often the case with System 80B games, using repurposed lamp driver circuits.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;b&amp;gt;Problem Determination Procedure&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
With the game turned on and a game started, use a DMM to measure for coil power at the coil lug (generally either 24 or 38VDC). Power should be present at both lugs of the coil. If present on the coil lug attached to the banded side of the diode and not present at the coil lug attached to the non-banded side of the diode, then the coil winding or it&#039;s attachment to one of the coil lugs is open.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Next, test paths to ground for the coil. Attach a wire with clip leads to game ground. Any green wire with yellow stripe will work fine. First, &amp;lt;b&amp;gt;BRIEFLY&amp;lt;/b&amp;gt; touch the other end of the wire to the &amp;lt;b&amp;gt;non-banded&amp;lt;/b&amp;gt; side of the coil lug. The coil should pull in. If it does not, then either the coil winding is open or the coil wire is not securely attached to the coil lug. Next, identify the driver board transistor that switches ground for the solenoid in question. &amp;lt;b&amp;gt;BRIEFLY&amp;lt;/b&amp;gt; touch the other end of the wire to the tab (MPS-U45 or 2N6043) or case (2N3055) of that transistor. The solenoid should pull in. If it does, this proves the path from the coil to the transistor, but doesn&#039;t prove anything about the transistor. If it doesn&#039;t pull in, then there is a break in continuity between the transistor and the coil. Likely suspects are the connector pins, the IDC connection of the wire to the connector, and the actual wire itself.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
At this point in the process, we know that the coil has power, and the path to ground via the transistor is valid. The next step is to test the actual transistor. &lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::Testing an MPS-U45 (or NDS-U45) or an MPS-A13 transistor&lt;br /&gt;
:::*Set the DMM to diode check&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for one of the flanking legs.&lt;br /&gt;
:::*A measurement between 1.2 and 1.4 should be displayed for the other flanking leg.&lt;br /&gt;
:::*Readings outside of these ranges (generally dead shorts, sometimes opens) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
:::Testing a 2N6043 transistor&lt;br /&gt;
:::*Set the DMM to diode check&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for each flanking leg&lt;br /&gt;
:::*Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
[[File:TO-3Case2N3055.jpg|300px|thumb|right|Emitter, Base, and Collector parts of a TO-3 form transistor, like the 2N3055. Note that the emitter and the base pins are closer to one end of the TO-3 case.]]&lt;br /&gt;
:::Testing a 2N3055 transistor&lt;br /&gt;
:::*Set the DMM to diode check.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the metal casing of the transistor.&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the legs in turn.&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for one of the legs.&lt;br /&gt;
:::*A measurement of &amp;quot;null&amp;quot; (no reading) should be displayed for the other leg.&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the &amp;quot;base&amp;quot; lead of the transistor.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the other lead of the transistor (the &amp;quot;emitter&amp;quot;).&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the case of the transistor (the &amp;quot;collector&amp;quot;).&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed.&lt;br /&gt;
:::*Readings outside of these ranges (generally dead shorts, sometimes opens) indicate the part has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video demonstrating each of these transistors being tested can be found [https://youtu.be/CcDe95uUVvo?si=ILbopV5R9Oct6POR &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;ol start =4&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Test the output signal from the MPU at the driver board. This test completes the test of the driver board circuitry. If this test doesn&#039;t identify a problem, then the problem must lie upstream with the inter-board harness or on the MPU board itself. With a logic probe, and the game in solenoid test, probe the following points for solenoids 1 through 9. 1 - non-banded side of CR6, 2 - R53, 3 - non-banded side of CR2, 4 - non-banded side of CR4, 5 - R56, 6 - R59, 7 - non-banded side of CR4, 8 non-banded side of CR1, 9 - non-banded side of CR5. With the game in Solenoid test, each solenoid should be pulsed in order, with the pulse easily detectable with a logic probe on the appropriate spot. Note that the coin counter solenoids will not be pulsed in test, and games that don&#039;t use every solenoid won&#039;t pulse unused solenoid circuits. Consult the manual for solenoid numbering for a particular game.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Test the output signal of the TTL circuitry on the MPU. Solenoids 1 through 9 are all enabled via signals from Z29 and Z30 on the MPU board. Both ICs are 7416s. Z29 pins 2, 4, 10, and 12 drive solenoids 1 through 4 respectively. Z30 pins 2, 4, 6, 10 and 12 drive solenoids 5, 6, 8, 9, and 7 respectively (note the order is not strictly ascending). If the output signal on the MPU is present, but the signal is not present on the driver board, then the problem is probably the inter-board connector.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Solenoid Locked On=====&lt;br /&gt;
&lt;br /&gt;
A solenoid (or flasher) that is &amp;quot;locked on&amp;quot; is caused by coil power having a continuous path to ground. Remember, coil power is always present at the coil when a game is started and the game over relay is powered (for System 80/80A/80B games). 99.9% of the time, this continuous path to ground is caused by a shorted drive transistor; either an under-playfield transistor, a transistor on a transistor board, or a transistor on the driver board itself.&lt;br /&gt;
&lt;br /&gt;
Generally, a locked on coil will heat up, burn through the insulation on the coil windings, and cause direct shorts between windings. This effectively reduces the length of the wire and hence, the resistance. Once the resistance is reduced to less than 2 ohms or so, the continuous current through the transistor and the coil cause both to be irreparably damaged. For this reason, if you find a transistor shorted, check the associated coil. Likewise, if you find a coil shorted, or with significantly reduced resistance (ohms), check the associated transistor.&lt;br /&gt;
&lt;br /&gt;
Some solenoid driver circuits, like solenoid 8 that uses a 2N3055, are &amp;quot;pre-driven&amp;quot; by an MPS-U45 (or NDS-U45). Be sure to test the associated pre-driver transistor too.&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
Lamp problems are common with most any pinball machine, and Gottlieb® System 80/A/B games are no exception.&lt;br /&gt;
&lt;br /&gt;
For controlled and GI lamps, Gottlieb® System 80/A/B games use either a #44 or #47 lamp.  The choice of which lamp to use is the preference of the game owner.&lt;br /&gt;
&lt;br /&gt;
For games with flash lamps, a #67 bulb is used.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended &#039;&#039;&#039;not&#039;&#039;&#039; to replace or remove lamps with the power to the game on.  There are primarily two reasons for this.&lt;br /&gt;
#Some lamp sockets must have their mounting brackets bent back to access the bulb for replacement.  In turn, the potential of inadvertently shorting one lamp socket to another is possible.&lt;br /&gt;
#Lamps are constructed of an equal balance of glass and conductive metal.  If a bulb slips out of one&#039;s grasp when trying to remove or install with the power on, there are many areas in the bottom of the cabinet, where the metal of the bulb can short across.  A short across other circuits could potentially lead to other unplanned or otherwise unnecessary repairs needed to perform.&amp;lt;br&amp;gt;&lt;br /&gt;
So in short, change or remove bulbs with the game&#039;s power off, just to be safe.&amp;lt;br&amp;gt;&lt;br /&gt;
All System 80 games have three separate lamp circuits, and some have a fourth.  The circuits are comprised of:&lt;br /&gt;
*General illumination for the backbox&lt;br /&gt;
*General illumination for the playfield&lt;br /&gt;
*Controlled lamps for primarily the playfield, although, there can be four controlled lamps located in the backbox (shoot again, high score game to date, tilt, and game over), depending on the era of the game.&lt;br /&gt;
*Auxiliary lamps used for effect, such as chaser lamps used around the backglass border of Mars God of War and Black Hole.  Auxiliary lamps are not used on all games.  Jump to the [[#Auxiliary_Lamp_Driver_Boards | Auxiliary Lamp Board section]] to see what games use auxiliary lamps.&lt;br /&gt;
&lt;br /&gt;
Below are several approaches used to determine the source of a lamp problem, and how it can be resolved.&amp;lt;br&amp;gt;  &lt;br /&gt;
      &lt;br /&gt;
====Bad Bulbs====&lt;br /&gt;
The first thing when troubleshooting lamp problems, and this may seem blatantly obvious, but determine whether the lamp is good or not.  The bulk of all lamp problems are simply burned out light bulbs.  Always try a known good bulb as the solution first. Don&#039;t rely on the bulb being brand new either.  The ratio of brand new, bad bulbs is slim, but there is that chance a new bulb is not good.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Dying battery.JPG|thumb|left|300px|Making certain an old 9v battery is putting out an acceptable lower voltage]]&lt;br /&gt;
[[File:Testing bulb.JPG|thumb|right|300px|Testing a 6v bulb with a dying 9v battery]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bulbs used in a System 80/A/B game are powered by ~6 volts, (the exception is the bulbs powered for the lower [[#Replacing_Black_Hole_Lower_Playfield_Illumination_Lamps_with_.2344_Lamps | playfield illumination on Black Hole and Haunted House]]).  A great way to quickly test a bulb is to use a dying 9v battery.  Don&#039;t use a fresh 9v battery, or you will shorten the life of the bulb.  Find a battery that is roughly putting out 7v - 8.25v.  An old battery from a smoke detector works pretty well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place the tip of the bulb on one of the battery terminals, and cock the outer metal casing of the bulb to touch the other terminal.  Orientation of the bulb with regards to the positive and negative terminals does not make a difference in this case.  Do not hold the bulb across the battery terminals for very long.  Just long enough to determine if the bulb&#039;s filament is lighting or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may also use a known working socket to test bulbs in...but that requires the game to be on while testing...which always presents some risk and is not recommended.  However, if there is no other option but to use a known good socket for testing bulbs, the preferred method is to use a socket located in the backbox lamp insert panel.  This unfortunately does not pertain to 65% of the System 80B games, because a fluorescent lamp was used for backbox illumination for them.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Games that have not been played in a long time develop a film of corrosion between the lamp &amp;quot;nipple&amp;quot; and the lamp socket which prevents conductivity. Simply removing the lamp and scratching the nipple with something abrasive (like rubbing it on the lockdown bar receiver) may fix many &amp;quot;lamp out&amp;quot; problems. In some cases, a light socket cleaning stick (available from the Pinball Resource [http://www.pbresource.com/tools.html here]) may be useful for cleaning the lamp socket. Gottlieb® lamp sockets are comparatively beefy and do not fail often.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Lamp Power Issues====&lt;br /&gt;
Next, make certain there is power at the lamp socket.  The game will have to be turned on for the following procedures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====General Illumination Lamp Power Issues=====&lt;br /&gt;
GI lamps are powered by ~6VAC.  When testing a GI lamp socket for power, each lead of the DMM (now set in AC mode) will be placed on the two leads of the lamp socket.  If there isn&#039;t power at the lamp socket, suspect a bad fuse first.  Keep in mind that the playfield GI and backbox GI for System 80, 80A, and a few 80B games (the first 3 80B games and the last 2), have two separate fuses located on the transformer board in the bottom of the cabinet.  These are typically higher amperage rated fast-blo fuses. The backbox GI on a System 80 game is always on when the game is turned on.  If the backbox GI fuse is good, and no backbox lights are lit, the inline connection which feeds the GI could possibly be bad.  Unfortunately, this connection is not standard from game to game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80TiltRelayAnnotated.jpg|thumb|left|300px|Gottlieb® System 80 Tilt Relay with GI Lamps/Tilt Lamp Make-Break Switch Highlighted. This tilt relay is from a Gottlieb® Spiderman]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The playfield GI is always powered on too, except when the game is in tilt mode.  If the game was not tilted and /or the tilt switches are not stuck closed, check the switch stack on the tilt relay.  These switches can sometimes get bent or misaligned.  If the playfield GI fuse is good and the tilt relay switches are good, the inline connections may be suspect.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the fuse to a particular GI circuit is bad, and continues to blow every time a new fuse is installed, a short is probably causing the issue. A shorted lamp GI circuit is probably the worst and most difficult lamp related issue to resolve.  In most cases, the GI power lines are uninsulated wiring, which make them susceptible to shorted circuits.  First, determine if the GI short originates on the backbox lamp insert or on the playfield.  GI shorts on the playfield are typically more common than backbox lamp insert shorts.  Pop bumper lamps are generally not CPU controlled, and are included in the playfield GI string (some System 80B games are the exception, [http://www.ipdb.org/machine.cgi?id=1975 RoboWar] being an example).  Also, depending on the game, star rollover lamps and kickout hole lamps are sometimes part of the playfield GI circuit.  Consult the game manual for these particulars.&lt;br /&gt;
&lt;br /&gt;
Although it can be a pain and time consuming, the best approach is to remove all of the bulbs in the associated shorted GI string.  In removing all of the bulbs, we are trying to isolate whether the problem is a bad, defective bulb, or one of the GI power lines is shorting.&lt;br /&gt;
&lt;br /&gt;
=====Controlled Lamp Power Issues===== &lt;br /&gt;
Controlled lamps are powered by ~6VDC.  When testing a controlled lamp socket, the red lead of the DMM (now set in DC mode) will be placed on the lamp socket mounting bracket.  The bare wire soldered to the lamp socket&#039;s mounting bracket is the power bus not the ground bus, so be careful.  The black lead of the DMM will be placed on ground. If working under the playfield, the ground plate in the bottom of the cabinet is a good place to connect to ground.  If working in the backbox, find where one of the green wires with a yellow trace is screwed to the metalwork, and place the lead on it.  Depending on the game, System 80 side rails, lockdown bar assemblies, and other associated trim metalwork, except the coin door, were not grounded from the factory like Bally, Williams, and Stern.  Therefore, using any of these as a ground reference is not recommended.  Gottlieb® did start grounding the metalwork at the start of the System 80A platform.&lt;br /&gt;
&lt;br /&gt;
If there isn&#039;t any power at the lamp socket, suspect a bad fuse first.  The controlled lamp circuit has a separate fuse on the transformer board, and is normally a 5 amp slo-blo fuse.  If the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_fuses fuse tests fine], there is a separate set of switch leaves on the tilt relay, which pass the controlled lamp power to the playfield lamps.  Inspect and adjust these switches if necessary. If the controlled lamp fuse and the switches on the tilt relay both test good, there may be an issue with the source power connection to the rectified DC circuit on the game transformer board. Unfortunately, System 80/80A/80B used different connector designations for controlled lamp source power for different games. Consult the game manual / schematics to find the source of 6VDC on the transformer board power supply.&lt;br /&gt;
&lt;br /&gt;
If the fuse for the controlled lamps is bad, and continues to blow after a new fuse is installed, suspect a bad controlled lamp bridge rectifier.  The lamp bridge rectifier is located on the transformer board.  Please see the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier Testing a Bridge Rectifier] portion of the PinWiki guides. Before testing the bridge rectifier, try to isolate it as much as possible.  By isolating it, this will minimize the possibly skewed readings caused by attached devices (lamps and the power transformer).  Two key things to do would be to remove the lines which connect the bridge to the playfield and backbox lights, and remove the controlled lamp fuse. Keep in mind that a bridge rectifier can fail in such a way where it may not blow the controlled lamp fuse.  Although, a failed bridge blowing a fuse is a tad more common than not.&lt;br /&gt;
&lt;br /&gt;
If all of the above tests good, there may be a short on the controlled lamp bus line.  This is not a very common occurrence, but it can happen.  Inspect the underside of the playfield for any wires or brackets touching the controlled lamp bus line, which shouldn&#039;t be touching.&lt;br /&gt;
&lt;br /&gt;
====Bad Lamp Sockets====&lt;br /&gt;
Third, determine if the lamp socket is good.  Some games have been through the wringer, and the sockets didn&#039;t hold up too well due to abuse, a damp environment, or other various reasons.  Start by turning the &#039;&#039;&#039;power to the game off&#039;&#039;&#039;.  If the socket has some corrosion, try using a lamp socket cleaning tool first.  If a lamp socket cleaning tool is not available, a small wire brush used for cleaning copper fittings, a rolled up piece of 220 grit sandpaper, or a Dremel tool with a small wire brush attachment can all be used.  After the socket has been cleaned, place the bulb in the socket for the following procedures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If testing a &#039;&#039;&#039;GI lamp&#039;&#039;&#039; socket, use the dying 9v battery trick again. Remove the fuse of the particular GI circuit which the lamp socket being tested is located.  Connect the terminals of the 9v battery to the bulb socket with alligator clip leads.  Be careful not to short the alligator clips to each other at the battery&#039;s terminals.  Equally be very careful not to short the clip leads to an adjacent switch on the pinball machine, or anything else for that matter.   One clip will connect to one side of the socket, and the other lead will go to the other side of the socket.  &#039;&#039;&#039;DO NOT ALLOW THE BATTERY TO STAY CONNECTED VERY LONG&#039;&#039;&#039;.  Since this is a GI lamp circuit, other lamps in the string will be powered by the battery.  If the battery is connected to the string for too long, the battery will start to get hot.  The battery does not have enough power to light a string of bulbs for very long.  The lamp may only glow dimly, but that is enough to determine if the socket is good or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If testing a &#039;&#039;&#039;controlled lamp&#039;&#039;&#039; socket, remove all of the connector housings from the bottom of the driver board first (A3-J2/J3/J4).  Then remove the fuse for the controlled lamp circuit.  Clip one lead of the battery to the lamp socket mounting bracket and the other to the solder tab.  The orientation of the negative and positive leads of the battery terminals makes no difference.  Again, keep the battery connected just long enough to see if the lamp lights to determine whether the lamp socket is good or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Issues====&lt;br /&gt;
=====Lamp(s) Will Not Turn On=====&lt;br /&gt;
So, the bulb is good; the socket is good; there&#039;s power at the socket; and the lamp still won&#039;t light.  Well, this occurrence can only really happen if there is a controlled lamp involved.  If all three of the above things apply, it can only mean one thing - the bulb is not getting properly grounded, and will not turn on.  The source of this problem may be due to several different issues.  But, it is best to start at the bulb socket, and work backward towards the CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Determine if the connector and wiring from the output of the driver board to the lamp socket is good.  While the wires are usually solid, the single sided edge connectors are a frequent cause for loss of conductivity. Simply &amp;quot;buzzing&amp;quot; the connection from the lamp socket back to and onto the driver board may uncover the issue.  With the power off, check the continuity between the solder tab of the lamp socket and the collector (right leg) of the associated lamp transistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is continuity, it’s time to test the transistor. Transistors fail &amp;quot;open&amp;quot; (lamp never lights) and &amp;quot;shorted&amp;quot; (lamp is constantly on). A simple comparison of &amp;quot;diode check&amp;quot; readings between &amp;quot;same type&amp;quot; transistors on the driver board can identify failed transistors. &lt;br /&gt;
&lt;br /&gt;
Testing an &#039;&#039;&#039;MPS-A13&#039;&#039;&#039; transistor.&lt;br /&gt;
#Set your DMM to diode test&lt;br /&gt;
#Place the &amp;lt;font color=Red&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/font&amp;gt; lead of your DMM on the center leg&lt;br /&gt;
#Place the &#039;&#039;&#039;black&#039;&#039;&#039; probe on left leg (viewing the component side of the board). That leg should read about 1.3&lt;br /&gt;
#Move the &#039;&#039;&#039;black&#039;&#039;&#039; probe to the right leg. That leg should read about .7&lt;br /&gt;
#Readings close to these, or even similar to adjacent like components, indicate a good component. Failure to obtain these readings means the component has failed.&lt;br /&gt;
&lt;br /&gt;
Testing an &#039;&#039;&#039;MPS-U45&#039;&#039;&#039; transistor (or &#039;&#039;&#039;NDS-U45&#039;&#039;&#039; or &#039;&#039;&#039;CEN-U45&#039;&#039;&#039; which are equivalents).&lt;br /&gt;
#Set your DMM to diode test&lt;br /&gt;
#Measure on the solder side of the board, with J5 and J6 oriented toward you&lt;br /&gt;
#Place the &amp;lt;font color=Red&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/font&amp;gt; lead of your DMM on the center leg&lt;br /&gt;
#Place the &#039;&#039;&#039;black&#039;&#039;&#039; probe on left leg. That leg should read about 1.3&lt;br /&gt;
#Move the &#039;&#039;&#039;black&#039;&#039;&#039; probe to the right leg. That leg should read about .7&lt;br /&gt;
#Readings close to these, or even similar to adjacent like components, indicate a good component. Failure to obtain these readings means the component has failed.&lt;br /&gt;
&lt;br /&gt;
[[File:ReplacingMPS-U45WithMPS-A13.jpg|300px|left|thumb|An NDS-U45 replaced by the less expensive MPS-A13. This replacement is advised ONLY if the transistor drives a single lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80/80A/80B architecture does not utilize a lamp matrix. Controlled lamps are driven by individual transistors on the driver board, exactly like Gottlieb® System 1 games and Bally/Stern 6800 games. Driver board operation is pretty simple. The CPU places a signal on Logical Device lines 1 through 4 (LD1...LD4) and &amp;quot;strobes&amp;quot; the appropriate 74175 device select pin to latch the LDx values into the 74175 Quad FlipFlop&#039;s outputs. These outputs then drive the associated transistor(s) on, providing a path to ground for the lamp. That&#039;s all there is to it.&lt;br /&gt;
&lt;br /&gt;
The transistors on the driver board are a mix of 2N6043s, MPS-U45s (or NDS-U45s), 2N3055s, and MPS-A13s. 2N6043s drive coils. Generally, the MPS-U45 transistors drive coils, pre-drive coils via remote mounted transistors and 2N3055s, or drive more than one lamp. The 2N3055s drive coils (in some cases, not all 3 of these are used in a game). The MPS-A13s generally drive a single lamp.&lt;br /&gt;
&lt;br /&gt;
MPS-A13 transistors are still widely available and cheap. MPS-U45s are obsolete but may be replaced with CEN-U45 transistors [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=cen-u45&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= available from Great Plains Electronics] and Mouser.  A much cheaper MPS-A13 may sometimes be substituted for the less common and more expensive MPS-U45, as shown in the pic at left for Q22. Although this will work, you must ensure that the transistor is driving only a single lamp. This obviously limits the &amp;quot;portability&amp;quot; of the driver board. If Q22 were used to switch anything other than a single lamp on, it will be destroyed. Substitute with caution. &lt;br /&gt;
&lt;br /&gt;
2N6043 transistors used on the driver board are still available but becoming pricey. 2N6043s can be replaced by a TIP-102.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A nice convention Gottlieb® used with System 80 games is that lamp &amp;quot;n&amp;quot; is driven by transistor &amp;quot;n+1&amp;quot; on the driver board. This is always true.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the transistor tests fine, a gate on the 74175 may be bad, which is rare but does happen. Use a logic probe on the input and output of the associated lamp gate to check definitively.  Again, comparing the signal between different drive pins can help identify a failed driver circuit. 74175s can easily and reliably be tested using the procedure in the &amp;quot;General for all games&amp;quot; section, [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit here].  &lt;br /&gt;
&lt;br /&gt;
If more than one controlled lamp is not lighting, check the game’s manual / schematics to see if the bulbs are related in some way. &lt;br /&gt;
*When four lamps are not lighting, it may appear that the 74175 which controls the lamp transistors is at fault. This can happen, but the more commonly related issue is that the device select signal for a particular 74175 is lost between the CPU and driver board.  This can be due to a bad connection at A1J4 or A3J1.  See the chart below for the lamp device select signal path. &lt;br /&gt;
*When a whole group of lamps fail to light, review the schematics to see if the lamp transistors share a common ground path. Again, poor connections at the driver board, or the path to ground (generally green with yellow tracer or solid white wire) on the bottom board ground strap may be the root cause.&lt;br /&gt;
&lt;br /&gt;
If the connections, associated 74175, and lamp transistors are all correct, the circuitry on the CPU board is probably at fault.  Again, using a logic probe to determine which component on the CPU board has failed is the best course of action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Device Select&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;CPU Connector&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Driver Input&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Driver Quad Flip-Flop (74175)&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Transistor #s&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Lamp #s&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS1 || &amp;lt;center&amp;gt;A1J4-C&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-C&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q1-Q4&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Game Over relay, Tilt relay, coin lockout, L3&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS2 || &amp;lt;center&amp;gt;A1J4-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q5-Q8&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L4-L7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS3 || &amp;lt;center&amp;gt;A1J4-E&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-E&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q9-Q12&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L8, sound 16, L10, L11&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS4 || &amp;lt;center&amp;gt;A1J4-D&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-D&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q13-Q16&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L12-L15&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS5 || &amp;lt;center&amp;gt;A1J4-H&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-H&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q17-Q20&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L16-L19&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS6 || &amp;lt;center&amp;gt;A1J4-F&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-F&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q21-Q24&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L20-L23&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS7 || &amp;lt;center&amp;gt;A1J4-K&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-K&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q33-Q36&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L24-L27&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS8 || &amp;lt;center&amp;gt;A1J4-J&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-J&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q37-Q40&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L28-L31&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS9 || &amp;lt;center&amp;gt;A1J4-M&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-M&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L32-L35&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS10 || &amp;lt;center&amp;gt;A1J4-L&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-L&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z10&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L36-L39&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS11 || &amp;lt;center&amp;gt;A1J4-N&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-N&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L40-L43&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS12 || &amp;lt;center&amp;gt;A1J4-P&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-P&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z12*&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&amp;amp;nbsp;Q45-Q48 &amp;amp; Q49-Q52&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L44-L47 &amp;amp; L48-L51 (inverse of L44-L47)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;*Z12 not only outputs four lamp signals like all the other 11 74175s, but it also outputs four inverted lamp signals.  These signals are typically used for lamps located on opposite sides of the playfield which alternate on / off between each other.&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Lamp(s) Will Not Turn Off=====&lt;br /&gt;
If a single lamp is involved, or only a handful of lamps with different lamp device select signals, suspect the lamps&#039; associated drive transistors.  If a group of four lamps will not turn off, and they are all controlled by the same 74175, suspect the associated 74175 or the device select for that 74175 (&amp;quot;DS&amp;quot; on the schematics). If numerous groups of four lamps will not turn off, suspect the associated 7404 on the CPU board.&lt;br /&gt;
*Z17 for DS1-DS5 device select signals or,&lt;br /&gt;
*Z24 for DS6-DS11 device select signals or,&lt;br /&gt;
*Z26 for DS12-DS16 device select signals.  &lt;br /&gt;
If the lamps involved originate from more than one group of device select signals, suspect the 74154 at Z25 or, backing up one more step, the 6532 RIOT at U5.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flash Lamps===&lt;br /&gt;
Flash lamps are #67 powered by the 24VDC solenoid bus.  They are controlled like any of the coils that have a under-playfield transistor.  To step down 24V to a more lamp-friendly 13V, the power is routed through a single 4 ohm 7 watt resistor for powering paired flash lamps wired in parallel.  An 8 ohm 5 watt resistor is used for powering single flash lamps. &lt;br /&gt;
&lt;br /&gt;
On early 80B games, the power resistors are mounted to a small bakelite board under the playfield (up to 4), and the transistors are mounted to a bracket (up to 6).  On later games, starting with Arena, new PCBs were introduced that had the transistor, power resistor, and 4.7K pullup resistor all on the same board (up to 3).&lt;br /&gt;
&lt;br /&gt;
If lamps are locked on, or won&#039;t work, the remote mounted transistors associated with them have failed.  Generally, the pre-drive transistor on the driver board has also failed.&lt;br /&gt;
&lt;br /&gt;
Under-playfield flash lamp transistors are 2N5879s or MJ2955s.&lt;br /&gt;
&lt;br /&gt;
===Auxiliary Lamp Problems===&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Aux Board Headers.JPG|thumb|left|300px|Reflowed Header Pins on Auxiliary Lamp Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
For issues with lamps controlled by the auxiliary lamp driver board, follow the troubleshooting section for controlled lamps [[Gottlieb_System_80#Controlled_Lamp_Issues | above]].  Additionally, make certain that +5vdc and ground are present on the auxiliary driver board.  If either are missing, the potential for cracked header connections is possible.  Remove the existing solder from the header connections, and resolder the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Unconventional Lamps====&lt;br /&gt;
System 80B games added quite a few special lighting effects.  Gottlieb® never used software when hardware would do.  This is probably harkens back to their electromechanical days.  So, there are usually some creative, different ways used to control lamps.  For instance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Monte Carlo and Spring Break have Auxiliary Lamp Driver boards where power to a bunch of #44 lamps is switched by a relay.&lt;br /&gt;
&amp;lt;li&amp;gt; Genesis drives #67 lamps with an auxiliary power board.  Power to this board is controlled via a relay that turns itself to activate the &amp;quot;reveal&amp;quot;; this relay is activated by a lamp driver, but the relay will keep itself on until one revolution of the reveal gimmick is done.&lt;br /&gt;
&amp;lt;li&amp;gt; Spring Break has eight #44 lamps controlled by one relay; the relay is controlled with a lamp driver.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Diagnosing these is generally the same as other lamps, but first, understand the peculiar arrangement for the game in question.&lt;br /&gt;
&lt;br /&gt;
===Switch problems===&lt;br /&gt;
&lt;br /&gt;
==== Switch Matrix Operation ====&lt;br /&gt;
&lt;br /&gt;
The Gottlieb System 80 switch matrix is implemented via the 6532 RIOT (RAM, I/O, Timer) at U4, strobe ICs at Z11 and Z12 (7404), return ICs at Z13 and Z14 (7400), and DIP switch &amp;quot;read enables&amp;quot; at Z15. The switch matrix simply provides a TTL &amp;quot;low&amp;quot; pulse on a single switch matrix column, then listens for a &amp;quot;low&amp;quot; return on the switch rows. Closed switches complete the circuit and enable a switch matrix return. Switch returns are processed then the next column is strobed. The game software &amp;quot;debounces&amp;quot; all switches to accommodate less than electrically and mechanically perfect switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Scoring&amp;quot; Switches for Pop Bumpers and Slingshots are not part of the switch matrix====&lt;br /&gt;
[[File:GottliebPopBumper.jpg ‎|400px|thumb|left|Typical Gottlieb System 80/80A/80B pop bumper hardware and switches. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GottliebSlingShot.jpg ‎|400px|thumb|right|Typical Gottlieb System 80/80A/80B slingshot hardware and switches. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb System 80 Pop Bumpers and Slingshots are designed with two switches on each device. One switch connects the associated coil to coil power (two switches for slingshots). Another switch, mechanically connected to the device, acts as a &amp;quot;scoring switch&amp;quot;. Only the scoring switch is part of the switch matrix. &lt;br /&gt;
&lt;br /&gt;
During switch test, the scoring switch will register only if the associated slingshot coil plunger is pulled in, or if the associated pop bumper &amp;quot;rod and ring&amp;quot; assembly is manually pushed down. Since pop bumper spoon switches and slingshot standup switches are not on the switch matrix, they will not be reported during switch test.&lt;br /&gt;
&lt;br /&gt;
Pictured left and right are representative pop bumper and slingshot switches, annotated to show the function of each switch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Common Switch Matrix Faults ====&lt;br /&gt;
&lt;br /&gt;
===== Isolating Switch Problems to the MPU or the Game Wiring =====&lt;br /&gt;
&lt;br /&gt;
Since Gottlieb uniquely used edge connectors instead of more common header pins, isolating switch matrix issues to either the MPU or to the game wiring is not quite as easy. However, &amp;quot;jumping&amp;quot; from a switch column to a switch row is possible using the same technique. &lt;br /&gt;
&lt;br /&gt;
*Place the game into switch test&lt;br /&gt;
*Using a short length of wire, short each column drive to each row return, one at a time&lt;br /&gt;
*A single switch closure should be shown as each connection is made.&lt;br /&gt;
&lt;br /&gt;
If a single switch closure is shown for each and every connection made, then the MPU circuitry is probably undamaged, and the playfield wiring, switches, and diodes should be examined. If a switch closure isn&#039;t registered, or more than one switch closure is reported, then the MPU circuitry is damaged.&lt;br /&gt;
&lt;br /&gt;
===== MPU Switch Matrix Issues =====&lt;br /&gt;
&lt;br /&gt;
====== Blown Switch Matrix ICs ======&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebStackedSwitch.jpg|thumb|left|300px|The thin strip of &amp;quot;fish paper&amp;quot; physically isolating the flipper EOS switch and the &amp;quot;lane change&amp;quot; switch is all that prevents certain destruction of switch matric chips. &amp;lt;i&amp;gt;Image courtesy of Russell McIntyre.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:System80SwitchMatrixICs.jpg|thumb|right|400px|Identifying the System 80 MPU switch matrix ICs. Z15 is just below Z11/Z12.]]&lt;br /&gt;
[[File:System80MPUBlownZ13.jpg|thumb|left|300px|Diode testing Z13 uncovers a shorted IC caused by shorting HV to the switch matrix wiring.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The most prevalent reason for switch matrix failures is shorting high voltage (i.e. coil voltage) to the switch matrix. As always, it&#039;s inadvisable to work on the game with the power on. Sometimes, &amp;quot;fish paper&amp;quot; designed to isolate switch blades from higher voltage conductors becomes displaced, shorting high voltage to the switch matrix, and damaging some/all of the switch matrix ICs. Examples of such a switch are the kicking target under the upper playfield in Haunted House and the &amp;quot;lane change&amp;quot; stacked switch on the right flipper of games like Mars God of War, Rock, Genesis, Gold Wings, and Spring Break.&lt;br /&gt;
&lt;br /&gt;
A quick check of Z11 through Z15 using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test] will reveal failed ICs easily. An example is pictured at right.&lt;br /&gt;
&lt;br /&gt;
Using this same diode test on U4, comparing the results to U5 and U6, may help to identify a failed RIOT.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Alkaline Damaged Connectors ======&lt;br /&gt;
&lt;br /&gt;
Playfield switch wiring is connected to MPU edge connector J6, which is sometimes directly below, but at the very least in close proximity, of the OEM NiCad battery. These batteries frequently leak their corrosive contents onto the board, affecting nearby connectors, including the switch matrix connectors at J6 (playfield) and J5 (cabinet). Close examination of the friction pins in the connector as well as the copper traces at the edge connector may reveal alkaline corrosion impacting proper switch matrix operation.&lt;br /&gt;
&lt;br /&gt;
===== Playfield Switch Matrix Issues =====&lt;br /&gt;
&lt;br /&gt;
Once the switch matrix issue has been isolated to the playfield, follow the tips listed in the [http://www.pinwiki.com/wiki/index.php?title=General#The_Switch_Matrix Switch Matrix Diagnosis] section.&lt;br /&gt;
&lt;br /&gt;
One additional item to note is that Gottlieb did not attach isolation diodes directly to switches. Instead, isolation diodes are collected on &amp;quot;diode boards&amp;quot; which are screwed to the playfield underside or the cabinet bottom.&lt;br /&gt;
&lt;br /&gt;
===Display Problems===&lt;br /&gt;
The blue Futaba display glasses used by Gottlieb® System 1 and 80 machines are a fairly reliable, long-lasting display.  Although, they can and do still fail.  It&#039;s just a matter of diagnosing the symptoms of a failed display.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Display problems can primarily be classified into the following categories:&amp;lt;br&amp;gt;&lt;br /&gt;
#Power problems&lt;br /&gt;
#Display glass failure&lt;br /&gt;
#Data problems&lt;br /&gt;
#Tired displays&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 displays.png‎|thumb|550px|left|Gottlieb® System 80 Display Diagram]]&lt;br /&gt;
[[File:Gtb sys80A displays.png‎|thumb|550px|left|Gottlieb® System 80A Display Diagram]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Display Power Problems====&lt;br /&gt;
&lt;br /&gt;
Before even attempting to work on System 80/80A/80B displays, there are two caveats to heed.  First and foremost, the displays function due to the necessity of several voltages, including high voltage.  &#039;&#039;&#039;IF YOU ARE UNCOMFORTABLE WORKING ON HIGH VOLTAGE CIRCUITS, THEN DO NOT WORK ON THESE DISPLAYS!&#039;&#039;&#039;  High voltage can hurt or even kill you.  If you don&#039;t feel comfortable working around this type of scenario, then hire a professional to do the work.  Secondly, any time a display connector needs to be disconnected, &#039;&#039;&#039;DO NOT REMOVE ANY DISPLAY RELATED CONNECTOR WITH THE POWER ON!&#039;&#039;&#039;  This goes for the connectors located directly at the display, connectors A1J2 and A1J3 on the CPU board, A2J3 on the power supply board, and A7J3 / A7P3 (early System 80 up to Mars God of War), A10J1 / A10P1 (when used), A12J4 / A12P4 (Black Hole and after), or A10J7 / A10P7 (when used) from the transformer.  Removing connectors with the power on can damage the display, the CPU board, and / or you.  Sorry to &amp;quot;yell&amp;quot;, but it is extremely important to stress the above two statements.  Now that this is out of the way, let&#039;s move on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As stated above, the displays need several sources of voltage to function properly. The display voltages used are broken down by the type of display: +60VDC and 5VAC with a positive 8VDC offset are used for the 6-digit displays; +42VDC, +5VDC logic (for the 7432 chip - Z1), and 3VAC with a positive 4VDC offset are used for the 4-digit status display. When using a 6 digit display with DI513 Dionics chips, +5VDC is necessary for RP1 and RP2, both 8.2K resistor networks. Likewise, 7 digit displays also have a 7432 chip on them, and +5VDC is needed for them too. If any of the above voltages are missing, the display will never light.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prior to plugging in and turning the game on for the very first time, it is a good practice to check all of the fuse values located on the transformer board first. There is a 1/4 amp slo-blo fuse used for the display voltage, which is located on the transformer board in the bottom of the cabinet.  With the game unplugged from the wall outlet, remove the fuse from its fuse holder.  When checking fuses, never &amp;quot;eyeball&amp;quot; a fuse.  Your eyes may tell you that the fuse is good, but your eyes can fool you.  Use a digital multi-meter (DMM) or a continuity tester to check fuses. Put each lead of DMM on opposite ends of the fuse.  A tone should be heard.  If not, the fuse is bad, and should be replaced with the same value.  Fuses are used to protect equipment, the surroundings, and you.  Installing fuse values with higher ratings is very dangerous. &#039;&#039;&#039;DO NOT USE A FUSE RATED AT A HIGHER RECOMMENDED VALUE!&#039;&#039;&#039;  If the existing fuse is blown, it may not necessarily mean there is a problem.  Fuses do get stressed, and sometimes just fail.  However, there is more than likely a problem somewhere in the display power train.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the game still unplugged, the next course of action is to place connector A2J1 on the power supply.  A2P1 is the bottom connection on the power supply, and receives all voltages directly from the transformers and a single ground from the ground strip.  Once A2J1 is connected, remove any other connections from the power supply (A2J2 and A2J3).  All voltages should be tested before any boards or displays are connected to them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_psu_A2J3_highli.JPG|left|thumb|300px|System 80 Power Supply with A2J3 highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
At this point, plug the game in, and turn it on.  Using a DMM or volt meter, check all of the voltages at A2P3.  For the +60VDC (A2P3-1) and +42VDC (A2P3-3), any ground connection can be used as a reference. The +42VDC is derived from the +60VDC.  If there is +60VDC, but not +42VDC, The 18v CR6 zener diode or the R5 resistor may have failed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the two high voltages test all right, it&#039;s time to check the offset voltages.  The offset voltages are +5VDC (A2P1-6) and +8VDC (A2P1-9).  Use any ground connection as a ground reference to test these voltages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If displays are not lighting, but either the +42VDC is present on the display (status display) or the +60VDC is present on the 6 digit or 7 digit displays, check for the presence of AC voltage used to power the display filament.  Do not use ground as a reference when measuring these voltages, as they are AC.  Measurements must be taken from the send and return lines.  If the AC voltage is missing, check the in-line connection at A7J3 / A7P3 (early System 80 up to Mars God of War) or A12J4 / A12P4 (Black Hole and after).  Also, some games have more connectors which pass the AC voltages.  These additional connectors are A10J7 / A10P7 or A10J1 / A10P1. Check the voltages on the input and output of the connector to see if fatigued connectors are the source of the voltage loss.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
If all the display voltages are satisfactory, it is time to move onto the next step of visually inspecting the display boards for obvious defects.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====What is the DC Offset Voltage?=====&lt;br /&gt;
[[File:ACSineWave.jpg|left|thumb|300px|Representation of AC voltage with and without a DC offset component. Note the red sine wave is shifted &amp;quot;up&amp;quot; by the DC component.]]&lt;br /&gt;
[[File:DCOffsetClip.jpg|right|thumb|300px|A snippet from a typical System 80 schematic showing &amp;quot;DC offset&amp;quot; voltages connected to the center tap of the transformer secondary where AC filament voltages originate.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Futaba displays as used in Gottlieb System 1 and System 80 games require AC power that is &amp;quot;offset&amp;quot; by a specific DC voltage; 8VDC for the 6/7 digit displays, 5VDC for the 4-digit credit/match display. The DC component of the AC voltage raises the AC sine wave by that DC voltage. If the offset voltage is missing, inconsistent or wavy displays will result.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Glass Failure====&lt;br /&gt;
[[File:Good display.JPG|300px|thumb|left|Display with a good display glass]]&lt;br /&gt;
[[File:NippleGuard.jpg|300px|thumb|right|A cheap and easy way to protect your nipples]]&amp;lt;br&amp;gt;&lt;br /&gt;
The simplest and easiest problem to identify is display glass failure.  All of the 6 digit displays used by Gottlieb® System 80, and 7 digit displays used by System 80A games will have a black &amp;quot;blotch&amp;quot;, for lack of a better term, in the upper left and lower right corner of the glass.  The 4-digit status display typically has only one black blotch.  The evidence of a black blotch or blotches is good.&lt;br /&gt;
&lt;br /&gt;
[[File:Bad sys1 display1.JPG|300px|thumb|left|Display with Broken Nipple on Back]]&amp;lt;br&amp;gt;&lt;br /&gt;
However, if there is a muted white blotch visible at the corners of the display, it means the display&#039;s &amp;quot;vacuum&amp;quot; has been compromised, either due to a cracked glass or broken nipple. If this is the case, the display glass can not be repaired and is useless.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A simple, cheap, and effective way to &amp;lt;b&amp;gt;protect the glass nipple&amp;lt;/b&amp;gt; is to cut a ring of hose (garden hose was used in the picture at right), place it around the nipple, and then fill the ring with silicon caulk (preferred) or hot glue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Broken top filament1.JPG|300px|thumb|left|Display with Broken Top Filament. Note that this is the Dionics chipset version of the display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The display filaments within the glass can also break.  The end result will be segments with missing sections or &amp;quot;hot spots&amp;quot; when the display is powered.  The &amp;quot;hot spots&amp;quot; are caused by the &amp;quot;dangling&amp;quot;, broken filament shorting to other good filaments.  If a display filament breaks, do not use the display as shorted displays can damage other game components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=3 caption=&amp;quot;Example Display with Failed Filament&amp;quot;&amp;gt;&lt;br /&gt;
File:OpenCenterFilamentOFFAnnotated.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Another example of a broken filament. This one has broken and shorted to another part of the display.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:OpenCenterFilamentScoreOverall.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The same display, showing a dark line across the center where the filament has failed.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:OpenCenterFilament.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Closeup of same display.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even though the glass itself is bad, the chips on the display board may still be good.  So don&#039;t necessarily discount the display as being all bad.  UDN6118A and 7432, (chip used on status display only), chips are getting more costly, and Dionics DI513s are very scarce.  Since the display board is single sided, removal of the chips is quite easy.  Plus, the display PCBs are no longer being made.  The display board and / or chips may come in handy some time in the future.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====UDN6118 and Other Display Logic Chip Failures====&lt;br /&gt;
The majority of 4 and 6 digit displays utilize two UDN6118 &amp;quot;Vacuum Fluorescent Display Drivers&amp;quot;. These ICs do not fail often. However, when they do fail shorted, they can affect the performance of the rest of the display set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingUDN6118AndUDN7180.jpg|300px|thumb|left|Test method for a UDN6118 or UDN7180 display driver. Colored dots represent DMM probe locations (red lead, black lead)]]&amp;lt;br&amp;gt;&lt;br /&gt;
UDN6118 driver ICs can be tested using a DMM. Click on the image at left for the procedure.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video demonstrating the procedure on a failed UDN6118 can be found [https://youtu.be/PrIde9U4ios &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;A Blown UDN6118 Display Driver&amp;quot;&amp;gt;&lt;br /&gt;
File:UDN6118BlownTopSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Damage is hard to photograph, but the outline of the overheated chip core can be seen.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:UDN6118BlownBottomSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A much more visible image of the heat damage.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Credit Display Segment Locked On=====&lt;br /&gt;
[[File:Gottlieb4DigitGlassSegmentCLockedOn.jpg|300px|thumb|left|A 4 digit display with segment &amp;quot;c&amp;quot; locked on, caused by a failed 7432 on the board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Gottlieb 4 digit displays use two UDN6118s and a single 7432. The 7432 can fail in such a way as to cause segments to lock on, as shown in the picture at left showing segment &amp;quot;c&amp;quot; locked on. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Data Problems==== &lt;br /&gt;
When there are display issues, one first has to determine whether there is a problem with the display itself, the connectors involved, or the chips on the CPU board that control it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=red&amp;gt;NOTE: Do not connect or disconnect the display connectors or connectors A1J2 and A1J3 on the MPU (right hand side) with the power on! Doing so WILL damage the MPU board display logic ICs.&#039;&#039;&#039; &amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following applies to System 80 and 80A displays.  For information regarding the System 80B display board, scroll down to the end of this section.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebDisplaySegmentDigitOutAnnotated.jpg|340px|thumb|left|An excellent image to show both digit and segment problems. Note the red circles showing the same digit out on for players 1 and 3. Also note the yellow circles showing segment &amp;quot;g&amp;quot; out for players 1 and 2. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Display Issue Isolated to a Single Display&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If the problem is only showing up one display, suspect that the connector at the display itself is problematic, or there is an issue on the display board.  Problems on the display board can consist of a bad solder joint, a broken display lead from the display glass, or faults with the driver chips on the board (Sprague UDN6118 or Dionics DI513, if an old System 1 display is used).  The exception is if only 4 displays and a status display are used, which is common to most System 80/80A games.  In this display configuration, if there is a &#039;&#039;&#039;segment issue&#039;&#039;&#039; with the status display, there may be an issue with the segment drive chip on the CPU board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80LockedHSegment.jpg|340px|thumb|left|An example of a display showing segment &amp;quot;h&amp;quot; locked on. The segment was locked on for both the player 3 and player 4 displays. This was caused by a failure of the 7404 at Z16. This picture was snapped right after pressing the diagnostic button on the coin door. The display should be blank. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Display Issue With Multiple Displays&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If the problem shows up on two or more displays, suspect one of the two connectors on the CPU board (A1J2 or A1J3), one of the two connectors on the two displays (they are daisy-chained with an IDC connector), or the chips which control the display data on the CPU board.  If there is a &#039;&#039;&#039;digit issue&#039;&#039;&#039;, the issue will be present on &#039;&#039;&#039;player 1 and 3&#039;&#039;&#039; or &#039;&#039;&#039;player 2 and 4&#039;&#039;&#039; displays.  If there is a &#039;&#039;&#039;segment issue&#039;&#039;&#039;, the issue will be present on &#039;&#039;&#039;player 1 and 2&#039;&#039;&#039; or &#039;&#039;&#039;player 3 and 4&#039;&#039;&#039; displays, and the &#039;&#039;&#039;status display&#039;&#039;&#039;.  If more than 4 scoring displays are used, on games such as Pink Panther, Black Hole, Haunted House, Devil&#039;s Dare, etc., consult the game manual for display digit and segment mapping.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:Gtb sys80 displays.png‎|550px|left|Gottlieb® System 80 Display Diagram]]&lt;br /&gt;
[[File:Gtb sys80A displays.png‎|550px|right|Gottlieb® System 80A Display Diagram]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The charts listed below, map out each signal to each specific display.  The first chart maps the display digit information, while the second and third charts map the display segment information.  This information only applies to games where 4 scoring displays and 1 status display are used, although digit group names have been added, if more displays are used.  All of the charts apply to System 80 and 80A, but not 80B.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Display Digit Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Digit Number&lt;br /&gt;
!Display(s)&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| D16 (80A only) || Players 1 &amp;amp; 3 (Group F) || A1J3-16 || Z26-8 &lt;br /&gt;
|-&lt;br /&gt;
| D1 || Players 1 &amp;amp; 3 (Group D) || A1J3-1 || Z17-4&lt;br /&gt;
|-&lt;br /&gt;
| D2 || Players 1 &amp;amp; 3 (Group D) || A1J3-2 || Z17-6&lt;br /&gt;
|-&lt;br /&gt;
| D3 || Players 1 &amp;amp; 3 (Group D) || A1J3-3 || Z17-12&lt;br /&gt;
|-&lt;br /&gt;
| D4 || Players 1 &amp;amp; 3 (Group D) || A1J3-4 || Z17-10 &lt;br /&gt;
|-&lt;br /&gt;
| D5 || Players 1 &amp;amp; 3 (Group D) || A1J3-5 || Z17-8 &lt;br /&gt;
|-&lt;br /&gt;
| D6 || Players 1 &amp;amp; 3 (Group D) || A1J3-6 || Z24-2 &lt;br /&gt;
|-&lt;br /&gt;
| D13 (80A only) || Players 2 &amp;amp; 4 (Group F) || A1J3-13 || Z26-4 &lt;br /&gt;
|-&lt;br /&gt;
| D7 || Players 2 &amp;amp; 4 (Group E) || A1J3-7 || Z24-4 &lt;br /&gt;
|-&lt;br /&gt;
| D8 || Players 2 &amp;amp; 4 (Group E) || A1J3-8 || Z24-6  &lt;br /&gt;
|-&lt;br /&gt;
| D9 || Players 2 &amp;amp; 4 (Group E) || A1J3-9 || Z24-12 &lt;br /&gt;
|-&lt;br /&gt;
| D10 || Players 2 &amp;amp; 4 (Group E) || A1J3-10 || Z24-10 &lt;br /&gt;
|-&lt;br /&gt;
| D11 || Players 2 &amp;amp; 4 (Group E) || A1J3-11 || Z24-8&lt;br /&gt;
|-&lt;br /&gt;
| D12 || Players 2 &amp;amp; 4 (Group E) || A1J3-12|| Z26-2 &lt;br /&gt;
|-&lt;br /&gt;
| D13 || Status (Group F) || A1J3-13 || Z26-4&lt;br /&gt;
|-&lt;br /&gt;
| D14 || Status (Group F) || A1J3-14 || Z26-6 &lt;br /&gt;
|-&lt;br /&gt;
| D15 || Status (Group F) || A1J3-15 || Z26-10 &lt;br /&gt;
|-&lt;br /&gt;
| D16 || Status (Group F) || A1J3-16 || Z26-8  &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group A Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group A || A1J2-1 || Z19-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group A || A1J2-2 || Z19-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group A || A1J2-3 || Z19-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group A || A1J2-4 || Z19-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group A || A1J2-5 || Z19-9&lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group A || A1J2-6 || Z19-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group A || A1J2-7 || Z19-14&lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group A || A1J2-8 || Z16-12 &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group B Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group B || A1J2-9 || Z21-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group B || A1J2-10 || Z21-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group B || A1J2-11 || Z21-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group B || A1J2-12 || Z21-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group B || A1J2-13 || Z21-9 &lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group B || A1J2-14 || Z21-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group B || A1J2-15 || Z21-14 &lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group B || A1J2-16 || Z16-10  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group C Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group C || A1J2-17 || Z23-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group C || A1J2-18 || Z23-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group C || A1J2-19 || Z23-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group C || A1J2-20 || Z23-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group C || A1J2-21 || Z23-9 &lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group C || A1J2-22 || Z23-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group C || A1J2-23 || Z23-14 &lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group C || A1J2-24 || Z17-2  &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Display Issues====&lt;br /&gt;
&lt;br /&gt;
[[File:System80BDisplayDivotAnnotated.jpg|300px|thumb|left|A System 80B Display edge connector. One data conductor to the display was not &amp;quot;making&amp;quot; across the connection due to a corrosion &amp;quot;divot&amp;quot;. This caused the entire display to remain blank. Reflowing the edge connector solder corrected the issue. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
[[File:GottliebEdgeConnectorDivots.jpg|300px|thumb|right|Another System 80B Display edge connector, this one with corrosion marks on it. The corrosion also caused the entire display to remain blank. Reflowing the edge connector solder corrected the issue. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
System 80Bs displays are completely different how the digits and segments are decoded and driven.  Unlike System 80 and 80A, where the decoder chips are located on the CPU board, the System 80B display has a single segment (U3) and two digit decoder chips (U1 &amp;amp; U2) located on the display board itself.  Unfortunately, both of these chips (10941 &amp;amp; 10939 respectively) were a product of Rockwell International, and are not that prevalent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has been observed that if any of the display data signals are missing between the CPU board and the 7417 inverters on the display board, the two displays will not illuminate at all.  If voltages on the display board are within spec, it may be advantageous to check all of the data signal edge connector pins on the CPU board and the display board. If both the edge connector and the female connectors look good, use a logic probe to ensure signals are getting to the input side of both 7417 (or later 74LS367) inverters on the board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the System 80B jumpers, that replace the 7448s at Z19 and Z21 on System 80 and 80A boards, can be a source of discontinuity due to cracked solder joints.&lt;br /&gt;
&lt;br /&gt;
It has been observed that some of the earlier System 80B games are more prone to the display randomly being blank upon turning on the machine. Rock and Raven are the most common with this issue, however, the first three 80Bs, Chicago Cubs, Tag Team, and Bounty Hunter, are susceptible too. The best recourse is to repin both A1-J2 and A4-J1 / 1A4-J1.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rejuvenating Tired Displays====&lt;br /&gt;
[[File:System1-80DisplayBrightUp.jpg|300px|thumb|left|Rejuvenating tired System 1/80 displays]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80 displays, especially those that haven&#039;t been turned on for a long time, sometimes fade. These displays can be rejuvenated by applying voltage to the outside pins of the display glass. Note that voltage should be applied to the display glass pins, NOT the card edge pins. This process &amp;quot;burns&amp;quot; the impurities that accumulate on the filaments off.&lt;br /&gt;
&lt;br /&gt;
In the picture at left, general illumination power (7VAC) from the lamp insert panel is being used to rejuvenate a display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. Turn the game off&amp;lt;br&amp;gt;&lt;br /&gt;
2. Remove the connector from the display&amp;lt;br&amp;gt;&lt;br /&gt;
3. Connect jumper clips from a voltage source to each of the outside pins of the display glass. Note that the lower the voltage applied, the longer the display can tolerate this &amp;quot;rejuvenation&amp;quot;.&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;That is why some techs choose to use the lower GI AC voltage for this purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Power the game on for 1 minute.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Disconnect the jumper wires and reconnect the display.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Power on to test the display.&amp;lt;br&amp;gt;&lt;br /&gt;
7. If the display still isn&#039;t bright enough, repeat this process for 1 minute each time, until the display is satisfactorily bright.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that if the display filaments, which run across the display horizontally begin to glow orange (or worse, white), too much voltage is being applied or the display has been connected too long. This risks burning one or more of the display filaments out and ruining the display. A cautious, 1 minute at a time, process is warranted.&lt;br /&gt;
&lt;br /&gt;
Note also that one particular System 80 tech (&amp;quot;System 80, not just a job, it&#039;s an adventure&amp;quot;) suggests that merely leaving the game powered on for 24 hours will accomplish the same rejuvenation.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Does Not Light====&lt;br /&gt;
[[file:gottlieb-display-broken-legs.jpg|right|thumb|300px|Broken legs on display glass]]&lt;br /&gt;
If the glass of a 6 or 7-digit display does not light, but there are no white spots in the corners (white spots indicate bad glass), the outer-most legs on the glass may be broken. A magnifying glass may be necessary to inspect the pins since the gap in the breaks may be extremely small. The outer-most legs are responsible for supplying power to the glass, which is why the glass would not light in this situation.&lt;br /&gt;
&lt;br /&gt;
These legs may be broken especially on displays that have a green or blue plastic filter covering them. These legs can get broken after someone presses down on the plastic cover of the display when pushing the display onto the PCB supports mounted on the light board in the backbox.&lt;br /&gt;
&lt;br /&gt;
To repair, line up the two broken halves of the leg with needle-nose pliers, heat, and solder. If the solder isn&#039;t sticking, lightly sand back some of the black tarnish with fine sandpaper or a fiberglass eraser.&lt;br /&gt;
&lt;br /&gt;
====System 80 Display Test 19 Never Starts====&lt;br /&gt;
System 80 games provide a display test (number 19). The test &amp;quot;walks&amp;quot; all digits, from 0 to 9, through all displays. &lt;br /&gt;
&lt;br /&gt;
A failed 6532 RIOT at U5 can cause the game to appear dead, as if awaiting an input. The display test will never commence.&lt;br /&gt;
&lt;br /&gt;
====Individual 6-digit Display Interferes With Other Displays==== &lt;br /&gt;
&lt;br /&gt;
Sometimes, a particular display can interfere with the operation of other 6-digit/4-digit displays no matter which game or player position it is plugged into. These symptoms can include:&lt;br /&gt;
* Causing digits to go missing on other displays&lt;br /&gt;
* Causing certain digits to dim significantly on other displays&lt;br /&gt;
* Causing certain digits to display garbage or non-numbers&lt;br /&gt;
&lt;br /&gt;
The cause of these symptoms is a bad R1 resistor. When powered off, the resistor will give the correct reading. However, the resistor may fail when power is applied. The R1 resistor (10k ohm, 1/2 Watt, 5% resistor) may need to be replaced if the above symptoms are present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Individual 7-digit Display Causes Other Displays To Go Blank====&lt;br /&gt;
Sometimes, a particular display can interfere with the operation of the other 7-digit/4-digit displays no matter which game or player position it is plugged into. &lt;br /&gt;
&lt;br /&gt;
If a particular display causes all other displays to go blank, the likely cause is a failure of the Z2 6118P chip, which drives the digits of the display. This chip can be replaced with the more commonly found UDN6118A chip. Also keep in mind that it&#039;s possible the 7448 and the other 6118P controlling the segments could be damaged as well, so be prepared for that.&lt;br /&gt;
&lt;br /&gt;
===All Other Display Issues (Not Caused by Displays)===&lt;br /&gt;
There are several issues which appear to be display related, however, they ultimately are not.  In these instances, the displays are used instead as a visual identifier of a particular issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Open Slam Switch==== &lt;br /&gt;
If after turning a System 80 game on, and the scoring displays turn on immediately without a 5 second delay, there is a problem.  However, if the displays are showing all of the outer segments (all segments necessary to display a zero) lit, and &amp;quot;strobing&amp;quot; or &amp;quot;rolling&amp;quot; rapidly as simulated in the image below, this isn&#039;t a display problem. The cause of this problem is an open slam switch on the coin door. To address this issue, see the PinWiki section [[#Slam_Switch_Modification | Slam Switch Modification]].&lt;br /&gt;
[[File:Gtb 6digit slam scaled.gif|500px|thumb|left|Simulation of displays indicating an open slam switch. Note the &amp;quot;rolling&amp;quot; perimeter display segments. &amp;lt;i&amp;gt;Animation by Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====All Displays Dim or at Half Brightness====&lt;br /&gt;
This applies to System 80/80A games with 6 or 7 digit displays. If all the displays appear dim or at about half brightness, check the 60v test point on the power supply. If it reads about 30-35v, then the dim display issue is caused by the power supply.&lt;br /&gt;
&lt;br /&gt;
On the power supply, Q2 regulates the 60v, so if that component has failed, or if there is a problem with the solder joints or pads on the back of the board, this can result in half the voltage for the displays.&lt;br /&gt;
&lt;br /&gt;
Carefully inspect the back of the power supply for cracked solder joints or through-hole pads that have popped off the PCB. Because Q2 has a large/heavy heat sink, the component tends to move around lot, which may cause these issues. If nothing is apparent with a visual inspection, test for continuity between Q2&#039;s legs and the traces on the PCB .&lt;br /&gt;
&lt;br /&gt;
[[file:gottlieb-sys80-psu-q2-pad-problem.jpg|thumb|300px|left|The pad for the center leg of Q2 has separated from the PCB and will need to be repaired]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display Conversion for 6-Digit Games (Converting to 7-Digit Displays)===&lt;br /&gt;
[[Image:Gottlieb6DigitTo7DigitConversion.jpg|300px|thumb|left|Gottlieb® System 80 6-Digit to 7-Digit Signal Mapping. Click to expand. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:GottliebAmazingSpiderman7DigitScoringExample.jpg|300px|thumb|right|Gottlieb® System 80 Amazing Spiderman with player 1 converted to 7-Digit scoring. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The signal mapping diagram shown at left details the wiring changes necessary to replace a 19 pin 6-digit display connector with a 21 pin 7 digit display connector. Note that some signals and power must be picked up from the 4-digit credit/ball in play display.&lt;br /&gt;
&lt;br /&gt;
Once the wiring conversion has been completed, the appropriate game ROM that supports 7-digit scoring must be obtained and installed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
Before doing any kind of work, or blaming the sound board for not putting out sound, review the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting section] first.&lt;br /&gt;
&lt;br /&gt;
[[Image:System80DIPSwitches.jpg ‎|300px|thumb|left|Gottlieb® System 80 Game Feature Selection DIP Switches and 1N4148 Switch Isolation Diodes. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
In particular for System 80 games, ensure that the DIP switches that enable sound are set correctly. And, ensure that the dip switch actually works. Games like Spiderman use one of the 32 MPU dip switches to enable background and scoring sounds. Games like Haunted House, Black Hole, etc use dipswitch 5 on the Sound and Speech board to enable background sound.&lt;br /&gt;
&lt;br /&gt;
Each DIP switch is isolated in the &amp;quot;DIP switch matrix&amp;quot; by a 1N4148 diode located directly below the switch. If one of these diodes fails open, then the switch closure will never be read by the MPU. If one of these diodes fails shorted, this may cause &amp;quot;phantom DIP switch closure(s)&amp;quot; in exactly the same way as a shorted playfield switch diode will cause phantom switch closures. Since System 80/80A diagnostics do not display DIP switch settings, this can be difficult to detect. Simple diode testing of each of the 32 1N4148 diodes is the best course of action.&lt;br /&gt;
&lt;br /&gt;
Failed diodes in the &amp;quot;DIP switch matrix&amp;quot; can cause the switch(es) that enable sound features to be read incorrectly and therefore, sound behavior will be incorrect, such as lack of background sounds.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video of one such failure that caused the background sounds in Black Hole to not work can be found [https://youtu.be/Q80TQ-W6XZ0 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====The Long and Winding Road of the Sound Signals====&lt;br /&gt;
The sound signals follow very roundabout path before reaching their destination on the sound board.  Sounds S1, S2, S4, and S8 are originated on the MPU board by RIOT U6.  These 4 sound signals then pass through a 7404 inverter (Z27), pass through a 7408 2 input AND (Z31), and exit the MPU board via the A1J4 connection (MPU / driver board interconnect harness).  The signals enter the driver board via A3J1, pass through another 7404 inverter (Z13), and exit the driver board via A3J5.  Finally, they enter the sound board via the only connection on the sound board, A6J1.&lt;br /&gt;
&lt;br /&gt;
If any of the sound signals are lost, this potentially happens due to poor edge connections, however, 7404s are known to fail too.  The best way to check for discontinuity is to use a DMM or ohmmeter to check the path from the exiting chip to the chip it enters on the following board.  Another method for checking for signal loss is a logic probe.  This method is not as simple though, because some generations of System 80s do not have a sound test.  Therefore, waiting for a particular signal to trigger can be tricky.  The benefit of using a logic probe is to determine if a particular signal is entering and exiting a specific chip, and if the signal transforms (if it is supposed to) like intended (ie. the 7404 will invert the signal from high to low or low to high).&lt;br /&gt;
&lt;br /&gt;
Some sound boards use a fifth sound signal, known as S16.  S16 is actually driven by an MPS-A13 like any other single lamp drive. S16 can follow a very convoluted path too, depending on the particular game.  For example, Haunted House uses S16.  It originates on the MPU with all of the other lamp signals, and becomes lamp drive Q10 on the driver board.  It exits the driver board via A3J2, passes through a inline connector, A10J4, passes through another inline connector, A12P4, and finally reaches the sound board at A6J1.  That is a lot of mileage for just 1 little sound signal!&lt;br /&gt;
&lt;br /&gt;
System 80B games, starting with Rock, which use the dual 6502 processor sound boards, use Q5 as sound signal S16.  Please be aware that the System 80B documentation does not always notate this information regarding S16!!!  In this case, S16 follows a much simpler path.  It exits the driver board via A3J2 and goes directly to the sound board at A6J1.&lt;br /&gt;
&lt;br /&gt;
So, if appears that certain sound signals are missing or the wrong sounds are triggered, suspect a bad connection first.  Then, suspect a bad 7404 within the sound signal path.  Then, check all other potential problems.&lt;br /&gt;
&lt;br /&gt;
It is noteworthy that the 7404 U7 located on early System 80 sound boards (sound only) do fail also.&lt;br /&gt;
&lt;br /&gt;
====System 80 Sounds Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound.JPG|300px|thumb|left|Gottlieb® System 80 Sound Board (Sounds only)]]&lt;br /&gt;
This board, first used in Panthera, is problematic to fix. The main issue is that the board uses the long since obsolete 6503 processor (think of it as a short 6502) and a &amp;quot;masked ROM/RIOT&amp;quot; 6530. The 6530 was specifically programmed for Gottlieb System 80 sound boards. They are therefore, impossible to replace unless you can scavenge a working one from another sound board. Or, as late as mid-2025, Steve Young&#039;s PBResource still had stock available. Note that the 6530 appearing on late Gottlieb System 1 sound boards is programmed differently and is not interchangeable with the System 80 version.&lt;br /&gt;
&lt;br /&gt;
There are 2 replacement options at this time, other than sourcing a used board. One is Pascal Janin&#039;s reproduction board. This board is a bit pricey but is engineered quite well. The board can be found here: [http://www.flippp.fr/pifx.php?lg=en http://www.flippp.fr/pifx.php?lg=en]. The other option is an FPGA (TDA7267) based replacement board by LISY called the [https://www.lisy.dev/gosof.html GOSOF] which emulates System 1, 80, 80A, and early 80B.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:GottliebSoundsOnlyBoardCorrosion.jpg|300px|thumb|left|A leaky audio filter cap caused significant corrosion to several traces on this board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]][[Image:System80SoundsOnlyLeakyCap.jpg|300px|thumb|right|Audio filter cap removed, corrosion removed, traces tinned. The leaky cap can be seen in the top of the picture. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;This board operates on three different voltages: +5v, +12v, and -12v. The +5 volts comes in on J1 pin 5 from the machine&#039;s power supply board. The +12 volts comes in on J1 pin 1 from the machine&#039;s bottom panel. The -12 volts is generated on the sounds only board and it receives AC power input on J1 pins 3 and 4. You can measure the -12 volts by connecting your volt meter across zener diode CR5 (1N4742A).&lt;br /&gt;
&lt;br /&gt;
The test button on this era sound board will only work if the two dipswitches are set in opposite positions on the sound board.&lt;br /&gt;
&lt;br /&gt;
As noted above, this board is tough to repair. If the 6530 is dead...you&#039;re SOL. A dead 6503 might be replaced. The other ICs on the board, like the LM380 amp (OEM boards were sometimes stuffed with an equivalent chip, a ULN2280B) and the 555 timer are still readily available. The 1408 DAC (U3) can be replaced with its direct replacement: a DAC0808.&lt;br /&gt;
&lt;br /&gt;
A common issue with the board seems to be the leaky large capacitor on the board. Fortunately, this is easy to repair. Remove the old cap. Abate the corrosion as shown in the picture at right. Replace the cap. When this cap leaks, it can completely sever the sound signal path. Sounds might sound scratchy or incomplete too. The cap is easy to remove and replace. It&#039;s worth a shot.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Sound and Speech Board====&lt;br /&gt;
&lt;br /&gt;
=====Different Revisions of the Sound and Speech Boards=====&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=220px perrow=3 caption=&amp;quot;Revisions of the Gottlieb Sound and Speech board&amp;quot;&amp;gt;&lt;br /&gt;
File:SoundAndSpeechBoard-1Modified.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB SS Back B20887-2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB SS B-20887-3 Back.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB SS B-20887-3 Front Added Resistors.JPG|thumb|left|300px|B-20887-3 Sound and Speech Board with Resistors Highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
With the third revision sound and speech board, the resistors which were added to the solder side of the -1 and -2 boards were now incorporated in the board design. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Texas Instruments Sockets=====&lt;br /&gt;
[[File:TexasInstrumentsSockets.jpg ‎|300px|thumb|left|&amp;quot;Craptastic&amp;quot; Texas Instruments Sockets for the 6502 and 6532. Be gone! &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some Sound and Speech boards were manufactured with Texas Instruments sockets that are of the same poor quality as the ScanBe sockets that Williams used during System 3-6 manufacturing. All Texas Instruments sockets should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound and Speech Board Operation=====&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A nice video demonstrating some of the capability of the SC-01 can be found [https://youtu.be/ER0t3IYygDw &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The sound and speech board represents the high point in the System 80 family as far as sound generation is concerned. By combining sound and voice circuitry, the board is flexible enough to be used in several different games, with different voice calls, all generated via the Votrax SC-01 speech synthesizer. &lt;br /&gt;
&lt;br /&gt;
The sound and speech board is itself a single board computer, and should be debugged similar to any non-working MPU.&lt;br /&gt;
&lt;br /&gt;
The board interfaces with the System 80 MPU via a 6 bit (S1, S2, ..., S32) wide &amp;quot;data bus&amp;quot;. The 6 interface bits form a binary code which define specific sounds (or speech) to play. This enables 63 separate sounds to be played. Each communication between the MPU and the Sound and Speech board is &amp;quot;stand alone&amp;quot;. That is, the system does not make use of successive sound commands to mean different things as the Bally Squawk and Talk implementation does. In practice, since S32 is never used, a maximum of 31 unique sounds are commanded.&lt;br /&gt;
&lt;br /&gt;
Four of the bits in the interface are controlled (grounded) by circuitry on the MPU (starting at the U6 RIOT) and a &amp;quot;pass through&amp;quot; 7404 inverter on the driver board (Z13). The remaining two bits are implemented via &amp;quot;lamp drive&amp;quot; transistors (Q10 for S16) on the driver board, and comparator circuitry on the S&amp;amp;S board (U24).&lt;br /&gt;
&lt;br /&gt;
Sound select signals are fielded by the S&amp;amp;S board&#039;s 6532 RIOT which generates an interrupt to the 6502 processor. The 6502 reads the sound number commanded from the 6532 as it services the interrupt.&lt;br /&gt;
&lt;br /&gt;
The S&amp;amp;S board&#039;s 6502&#039;s program code, as well as sound data, is stored in two 2716 EPROMs, PROM 1 and PROM 2.  These EPROMs are typically labeled at the factory with the model number of the game they are for, and the suffixes /S1 &amp;amp; /S2. For example &amp;quot;668/S1&amp;quot; is the label on one of the Black Hole sound ROMs. Although the board can be strapped for two 2732 EPROMs, in practice, this was never done.&lt;br /&gt;
&lt;br /&gt;
The sound and speech board can field and queue sound commands at the same time as it is driving the sound and speech circuitry lanes. The board will never interrupt or prematurely terminate a sound being played. The board will also never reorganize the queue of sounds to be played. Each sound to be played will be played until it&#039;s conclusion. The 6502 knows when &amp;quot;sounds&amp;quot; have completed playing since it is solely in control of the sound lane. The 6502 knows when &amp;quot;speech&amp;quot; calls have completed processing by the SC-01 via a non-maskable interrupt sent via the SC-01&#039;s ~A/R signal to the 6502&#039;s NMI pin. Timing to sequence speech phonemes together rapidly is critical, hence the use of the non-maskable interrupt.&lt;br /&gt;
&lt;br /&gt;
The 6502 creates &amp;quot;sounds&amp;quot; via one circuitry lane. It creates &amp;quot;speech&amp;quot; through a second, separate circuitry lane. At the end of each lane, just prior to input to the main LM379S amplifier, sound and speech is summed. The relative volume of each lane can be tuned via 10K trim pots at the top of the board, R15 and R16.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sound Lane&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Simple sounds (not voice) are created by the 6502 reading data from the sound ROMs and latching it into two 74LS75 data latches. The 74LS75s latch the data when selected via a 74LS02 (NOR gate) at U10 which NORs the R/W signal along with a device select signal from the 74LS138 at U4. the device select signal selects U7 and U8 simultaneously to latch data bus signals DB0 - DB7 all at once.&lt;br /&gt;
&lt;br /&gt;
The two 74LS75s provide the data to a 1408 D-to-A (digital to analog) converter at U20. In this way, 511 different digital codes can be converted to analog levels by the 1408. The analog output of the 1408 can be attenuated via a 10K &amp;quot;variable resistor&amp;quot; at R13. The signal is then amplified and inverted by an LM741 analog inverter (U22). The analog signal is then fed to the LM379S for final amplification. Note that the 1408 DAC is obsolete, but may be replaced by the more available DAC0808.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Speech Lane&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Speech is ultimately created by the Votrax SC-01 voice chip. The SC-01 accepts &amp;quot;phoneme&amp;quot; codes and renders the analog speech output to the LM379S for final amplification. The phoneme codes are placed on the 6502 data bus and pass through a 74LS05 &amp;quot;level shifter&amp;quot; and inverter at U13. The codes are accepted by the SC-01 on pins 9 through 14 when pin 7 is strobed (the phoneme code is latched on the rising edge of the strobe). The &amp;quot;pitch&amp;quot; of the SC-01 voice is controlled by I1/I2 (pins 3 and 2). Frequency and timing control is achieved via MCK and MCR (pins 15 and 16, which are tied together). Frequency and timing are referred to in the schematics as the &amp;quot;Voice Clock&amp;quot; and can be adjusted via a 10K &amp;quot;variable resistor&amp;quot; at R6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reset signal&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The reset circuit is pretty simple. A 47uf/50V cap at C3 charges when power is applied. Once charged, the originating 5VDC power is twice inverted and cleaned up via a Schmitt Trigger at U1, and finally presented to the ~RESET signal (pin 40) of the 6502.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test button&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The test button, located on the upper left side of the S&amp;amp;S board, grounds pin 17 of the 6532 RIOT. After reading the RIOT data, the 6502 process then plays the appropriate test sound, which varies by game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SC-01 pinout&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin Number(s)&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Signal Name&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Signal Purpose&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1 || &amp;lt;center&amp;gt;Vdd&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Input Voltage&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2-3 || &amp;lt;center&amp;gt;I1, I2&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Instantaneous pitch adjustment. Will change pitch of phoneme being spoken.&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7 || &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Strobe to indicate a phoneme code is ready&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8 || &amp;lt;center&amp;gt;~A/R&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Acknowledge receipt of phoneme strobe, indicate completion of phoneme processing&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9-14 || &amp;lt;center&amp;gt;P5-P0&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Phoneme number select (from fixed phoneme table)&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;15-16 || &amp;lt;center&amp;gt;MCK/MCR&amp;lt;/center&amp;gt; || &amp;amp;nbsp;External Clock Signal (probably used to alter phoneme pronunciation via varying the clock)&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;20-22 || &amp;lt;center&amp;gt;CB, AF, AO&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Audio Output&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;18 || &amp;lt;center&amp;gt;Ground&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Ground&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Sounds and Speech board DIP switch settings=====&lt;br /&gt;
The Sound and Speech board has a bank of DIP switches. For at least Black Hole, the function of these switches is as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*DIP-1 - Used in self-test only&lt;br /&gt;
*DIP-2 - Not used&lt;br /&gt;
*DIP-3/4 - Attract mode speech frequency&lt;br /&gt;
** OFF/OFF - disabled&lt;br /&gt;
** ON/OFF - attract mode speech every 10 seconds&lt;br /&gt;
** OFF/ON - attract mode speech every 2 minutes&lt;br /&gt;
** ON/ON - attract mode speech every 4 minutes&lt;br /&gt;
*DIP-5 - ON = background sound enabled, OFF = background sound disabled&lt;br /&gt;
*DIP-6 - ON = all speech enabled, OFF = all speech disabled&lt;br /&gt;
*DIP-7 - Not used&lt;br /&gt;
*DIP-8 - Not used&lt;br /&gt;
&lt;br /&gt;
=====Sound &amp;quot;Locks Up&amp;quot; after certain switch closures=====&lt;br /&gt;
[[File:SC-01.jpg|thumb|300px|left|The long since obsolete, pricey, and hard to find SC-01 speech chip. This one is an SC-01-A, said to be a little beefier.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This problem may be caused by a malfunctioning or missing SC-01 (or SC-01-A) speech chip.&lt;br /&gt;
&lt;br /&gt;
Games such as Black Hole, Mars God of War, and Volcano utilized the SC-01 phoneme speech chip. These games &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;require&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; a working SC-01 to be present, not only for the speech portions of the sound, but for the sound to not &amp;quot;lock up&amp;quot; after the first time that a speech call is made. The CPU relies on an interrupt from the 6532 RIOT to restart sound command processing. That interrupt originates from an &amp;quot;all done&amp;quot; signal from the SC-01 speech chip (shown as ~A/R in the schematics, SC-01 pin 8). If the RIOT never receives an &amp;quot;all done&amp;quot; signal (at PB7) then it will not interrupt the processor and no further speech or sound will be created.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the 2N2222 at Q3 has failed, not allowing the interrupt signal to reach the RIOT. Q3 inverts the ~A/R signal and conveys it to the RIOT as A/~R and also to the MPU as a non-maskable interrupt (U3 6502, pin 6).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Game background sound continues after game over=====&lt;br /&gt;
&lt;br /&gt;
This has been noticed in &amp;quot;Mars, God of War&amp;quot; and &amp;quot;Volcano&amp;quot; predominately, but other System 80 games that use the Speech and Sound board may exhibit similar symptoms.&lt;br /&gt;
&lt;br /&gt;
The cause of the problem is MPU DIP switch 25. The switch MUST be ON, as noted in the manual. Even if the switch appears to be &amp;quot;on&amp;quot;, buzz across the switch solder pads on the back side of the board to ensure that the switch is making. Gottlieb sometimes used &amp;quot;rocker&amp;quot; switches, which seem to have a high failure rate.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;On Target&amp;quot; newsletter from June, 1981 discusses something similar to this problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound is &amp;quot;garbled&amp;quot; or phonemes appear jumbled=====&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating one instance of garbled speech can be found [https://youtube.com/shorts/TU-_vOB2CzY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Board circuitry upstream of the Votrax SC-01 (or SC-01A) as well as the SC-01 itself can be the cause of this issue. Speech isn&#039;t really jumbled, it just seems that way.&lt;br /&gt;
&lt;br /&gt;
First, since the chip is socketed, replace the SC-01 with a known working SC-01. &lt;br /&gt;
&lt;br /&gt;
If the known good SC-01 produces the same behavior, then suspect the 74LS05 &amp;quot;level shifter&amp;quot; at U13, the 7407 at U12, or the 74LS75 at U9.&lt;br /&gt;
&lt;br /&gt;
=====Using the MA-483 Sound Amp Board on a Sound and Speech Board=====&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback.JPG|300px|thumb|left|Gottlieb® MA-483 Piggyback Board]]&lt;br /&gt;
[[File:GTB SS Power Mod.JPG||300px|thumb|right|Gottlieb® Sound and Speech Power Supply with components highlighted. This board is configured to supply 30VDC power]]&lt;br /&gt;
[[File:ModifiedSystem80SoundPS.jpg||300px|thumb|right|Gottlieb® Sound and Speech Power Supply, modified as discussed to supply 18VDC power]]‎&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If using the MA-483 sound amp board on a Sound and Speech board, or if the sounds only System 80A sound board is going to be used, the factory Sound and Speech power supply cannot be used without modification.  The reason is because the original LM379S amp is powered by 30VDC, and the TDA2002 amp on the MA-483 can only withstand 16VDC. If a TDA2002 is powered by 30VDC, it will be destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; a substitute equivalent part, a ULN3701 was sometimes used in lieu of the more standard TDA2002. Also, A TDA2003 is a good substitute for the TDA2002.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The modification is simple, and is accomplished by replacing two components on the sound board power supply, R1 and CR1. R1 is 430 ohm 1/2 watt resistor. CR1 is a 1N4751A 30V 1 watt zener diode. R1 should be replaced with a 1.5Kohm 1/2 watt resistor and CR1 should be replaced with 1N4746A 18V, 1 watt zener diode.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Replacing the Obsolete LM379S Amplifier with a Modern Amplifier=====&lt;br /&gt;
&#039;&#039;This information originally published by J. &amp;quot;kirb&amp;quot; Kirby. Additional pictures and some editing provided by Chris Hibler. Used with permission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Gottlieb System 80 Audio Amp Replacment...why?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Gtb sys80&amp;amp;a s&amp;amp;s.JPG|300px|thumb|left|Gottlieb® System 80 Sound &amp;amp; Speech Board as used on Mars, God of War, Black Hole, Haunted House, Volcano, and some video games]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Gottlieb® Sound and Speech board uses an LM379 or LM379s audio amp in the final amplification section. This amp became hard to find around 1983. Gottlieb® provided an alternative for this amp (see prior section) and discontinued using the Speech and Sound board further.&lt;br /&gt;
&lt;br /&gt;
Their solution was to buy a piggyback board from Gottlieb® that used an LM2002 or a TDA2002 amp. But the LM2002 or TDA2002 amps require 16VDC to operate (instead of the 30VDC used by the LM379). This necessitated a change to the sound board power supply. There were many components to replace or remove, not to mention that you would have to make the piggyback board yourself.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOLUTION? Find a newer amp that required fewer components. A replacment amp can be put together using only the following parts which can be easily sourced. &lt;br /&gt;
&lt;br /&gt;
*LM1875T Audio Amp&lt;br /&gt;
*14 pin DIP socket&lt;br /&gt;
*Heat sink&lt;br /&gt;
*Heat sink compound&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve sourced these parts, a replacement amp is easy to construct and only requires removal of the old LM379 amp and addition of one jumper (to provide 12VDC, covered later).&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start with the basics. System 80 games used 4 different sound boards. This amp replacement applies only to the Sound and Speech board used in Mars: God of War, Black Hole (domestic version), Haunted House, Volcano, Devil&#039;s Dare, Caveman, Rocky, Q*bert&#039;s Quest, Super Orbit, Royal Flush Deluxe (early production), Amazon Hunt (early production), and video games like Q*bert.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;LM379 Audio Amp Testing&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
First of all, is your amp really bad? Basic tests to identify a failed amp...&lt;br /&gt;
&lt;br /&gt;
*With the game on, turn the volume pot up as high as it will go. Do you hear a hum? This is normal and is an indicator that your amp is working.&lt;br /&gt;
*Check the voltages at the sound board. 30VDC is required to power the amp. Verify that this is working correctly or your amp won&#039;t work at all.&lt;br /&gt;
*Make sure the speakers are connected and working right. You can test speakers using a &amp;quot;D&amp;quot; size battery. Briefly connect the battery across the speaker and you should see the speaker&#039;s cone push out. Do this for only a second or two...speakers don&#039;t like DC voltages.&lt;br /&gt;
*Make sure the volume adjustment pot is connected correctly and working properly. A dirty pot will make sounds junky, but they usually don&#039;t completely fail. You can &amp;quot;twizzle&amp;quot; the pot to remove oxidation that may have formed on the internal conductors.&lt;br /&gt;
*Headphones can be used to see if the sounds are getting to the amp. Connect one of the headphone conductors (the one closest to the headphone &amp;quot;handle&amp;quot;) to ground. Connect one of the other two headphone conductors (assuming stereo headphones) to the center leg of R15 or R16. You should be able to hear sounds that the board is making through the headphones. Your amp is probably bad if you can hear sounds at R15 or R16, but not through the speakers, assuming you&#039;ve tested the speaker to be good and you have 30VDC power at the sound board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;LM379 Audio Amp Replacement Procedure&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mark the &amp;quot;top&amp;quot; of the heat sink so you can later determine orientation of the original amp should this be necessary. Pin 1 of the amp can&#039;t be identifed without removing the two screws that secure the finned heat sink to the chips integrated heat sink. &lt;br /&gt;
&lt;br /&gt;
Remove the LM379 amp and heat sink assembly from the board. Desolder all 14 pins and pull the amp off the board. The LM379 heat sink may be soldered to the board so you&#039;ll need to remove that solder too. Be forewarned, the solder pads are delicate and easily damaged. &amp;lt;b&amp;gt;Note how the LM379 is upside-down in relation to other chips on the board.&amp;lt;/b&amp;gt; This will be important later.&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;b&amp;gt;Building the New Amp Assembly&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Solder the new amp to the 14 pin DIP. Use the diagram below as a guide. The pinouts are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Amp Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Socket Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Purpose&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 1 || &amp;amp;nbsp;pin 9 || &amp;amp;nbsp;+ amp input&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 2 || &amp;amp;nbsp;pin 8 || &amp;amp;nbsp;- amp input&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 3 || &amp;amp;nbsp;pin 4 || &amp;amp;nbsp;Ground&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 4 || &amp;amp;nbsp;pin 10 || &amp;amp;nbsp;Audio out&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 5 || &amp;amp;nbsp;pin 1 || &amp;amp;nbsp;Vcc (+30VDC)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It will take some fancy bending to connect all of the amp legs in a way that they do not touch one another, but it can be done. It is important that the amp stands straight up and that the pins don&#039;t touch each other. See the diagram below for  better info. Don&#039;t worry about the 12VDC connection right now. We&#039;ll connect that later.&lt;br /&gt;
&lt;br /&gt;
[[File:LM379ReplacementNewAmpPinout.jpg‎|600px|center|Pinout schematic to attach the LM1875 amp to a 14 pin DIP socket]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px perrow=2 caption=&amp;quot;One Tech&#039;s Implementation (Heat Sink Added Later)&amp;quot;&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpFrontSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpRearSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Rear side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attaching the heat sink&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First, yes, you need a heat sink. Audio amps run hot. Without a heat sink, the amps life will be dramatically shortened.&lt;br /&gt;
&lt;br /&gt;
Mount the heat sink to the amp/socket assembly. You may have to modify your heat sink so that it doesn&#039;t contact anything but the LM1875 amp.&lt;br /&gt;
&lt;br /&gt;
Heat sink compound should be spread on any metal to metal surface that is to conduct heat. This will improve the heat sink&#039;s efficiency and is a must on this device to work right. Without the compound, the amp will overheat and shutdown. It may even be damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=270px heights=270px perrow=2 caption=&amp;quot;Kirb&#039;s original completed assembly&amp;quot;&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpSideViewKirb.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Side view.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpFrontSideKirb.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front view.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;b&amp;gt;The Final Steps&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:CompleteAssemblyInSitu.jpg|300px|thumb|left|The completed assembly, mounted to the Sound and Speech Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Solder the new amp assembly directly to the board. Normally you would use a socket, but that will  lead to audio problems. It is better just to solder it into the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACHTUNG!&amp;lt;/b&amp;gt; Remember that pin 1 of the amp solder pads on the board is upside-down relative to every other IC on the board, and you need to install your new amp assembly with pin 1 &amp;quot;down&amp;quot;. Make sure this is done right. There is a 1 screened to the back of the board that should help you orient the assembly. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM379Replacement12VDCSource.jpg|300px|thumb|left|Connecting 12VDC to the amp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Now that the pins are soldered to the board, we have to connect 12VDC to pin 14 of the socket. This is easily found at the positive (+) side of C39. This 12VDC biases the +IN so that it won&#039;t saturate. Your amp will only work for about 30 seconds without this 12VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check all of your work one more time, then test the amp and see what you get. If you&#039;ve followed these steps correctly, your sound should be loud and clear!&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Sound Mapping =====&lt;br /&gt;
The interface between the driver board/MPU and the sound board is a simple bit map of 5 bits. S1, S2, S4, S8 and S16. S32 is available but never used.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of each sound made by &#039;&#039;&#039;Haunted House&#039;&#039;&#039; can be found [https://youtu.be/_SAv4fS-G1w &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Mars, God of War&#039;&#039;&#039;, see: https://www.pinwiki.com/wiki/index.php/Mars,_God_of_War&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Black Hole&#039;&#039;&#039;, see: https://www.pinwiki.com/wiki/index.php/Black_Hole#Sound_Mapping_for_Black_Hole&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A Sound Only Board====&lt;br /&gt;
=====Sound Cutting Out / No Sound=====&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback Back.JPG|300px|thumb|left|Piggyback Amplifier Board w/ Cracked Header Pins]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® had a tendency of using single-sided boards for their &amp;quot;piggy back&amp;quot; / daughter boards, and these boards are susceptible to cracked header pin solder joints.  The MA-483 amplifier board is no different.  If the sound appears to be cutting out or their are no sounds at all, the header joints on the MA-483 may have developed cracks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before suspecting the daughter board header joints, review the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section located in the &amp;quot;General for all games&amp;quot; section. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A / 80B Sound with Piggyback Board====&lt;br /&gt;
[[File:GottliebSystem80ABSoundsOnlyWithPiggyback.jpg ‎|300px|thumb|left|Gottlieb® System 80A / 80B Sound Board MA-490 w/ MA-488 Piggyback Board (Sounds only). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80A / 80B sound board is nearly the same as the first generation System 80 sound only sound board.  It utilizes a 2716 EPROM versus a masked ROM like the System 80 sound board.  This was potentially due to the Harris 7643 masked ROM being obsolete.  The 80A / 80B board does not use a test button.&lt;br /&gt;
&lt;br /&gt;
Like the System 80 sounds only board, this board has 2 obsolete chips on it, the CPU (6503) and the RRIOT (6530).  On the plus side, these boards did not get destroyed nearly as much as the original System 80 sounds only boards (plugging the System 80 sounds only board into a System 1 game would destroy it in a very short time).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-766)====&lt;br /&gt;
[[Image:GTB Sys80B Sound.JPG|300px|thumb|right|Gottlieb® System 80B MA-766 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This sound board has two independent 6502 CPUs.  One exclusively drives a DAC (digital-to-analog converter).  The other drives the speech chip, Orator, (not used for speech on this generation of sound board, but it is used to generate sounds), and two AY-3-8913 sound chips.  Each is pretty much independent, sharing essentially only the sound select lines, the reset signal, and the output section. The gates of one TTL chip are used by both 6502s to communicate between the subsystems via the NMI signal to each 6502 among other functions. The ROMs, CPUs, and accessory chips, are all localized to the particular subsystem other than the inter-processor communication just mentioned.&lt;br /&gt;
&lt;br /&gt;
Note that the LED and test switch are only relevant for the CPU that operates the speech and synthesizer chips, not the chip connected directly to the DAC. With this in mind, it should be possible to troubleshoot this board using a divide-and-conquer approach.  For instance, if the LED isn&#039;t blinking in/off at about a 50% duty cycle, then the subsystem for the 6502 that controls the LED has to have a fault, but the other subsystem may be fine.&lt;br /&gt;
&lt;br /&gt;
Since this sound board is really just a more complex MPU board, or single board computer, the usual diagnostic steps are in order.&lt;br /&gt;
#Verify the ROM images are valid.&lt;br /&gt;
#Ensure that the reset signal begins low and then transitions to high after about 1/2 second.&lt;br /&gt;
#Ensure that the external clock signal is present at pin 37 of both 6502 processors.&lt;br /&gt;
#Ensure that the data lines on the 6502 (pins 33 through 26) are pulsing.&lt;br /&gt;
#Ensure that the address lines on the 6502 (pins 9 through 20, 22 through 25) are pulsing.&lt;br /&gt;
#Ensure that the external clocks are pulsing at pins 3 and 39 of the 6502 processors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-886)====&lt;br /&gt;
[[File:GottliebMA-886.jpg|300px|right|thumb|A repaired MA-886 sound board. Resistors R15, R16, R14, and R13 (top to bottom) are shown with blue Sharpie marks on their left ends, the end to probe when testing the sound channel. The other two components in the rectangle are high frequency ceramic filter capacitors which rarely fail.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-886 is generally the same board as the MA-766 sound board.  The main differences are that the MA-886 uses .156&amp;quot; header pins instead of edge connections, the Orator chip was no longer used, and SW1 was abandoned.&lt;br /&gt;
&lt;br /&gt;
Troubleshooting this board is nearly identical to the steps noted above for the MA-766 board.&lt;br /&gt;
&lt;br /&gt;
One useful aspect of the board is that 4 channels of sound are summed by the LM324 at B1 before final amplification offboard. &lt;br /&gt;
*Channel 1 is the output from the 7528 DAC at E2. An example of the sounds that this channel makes is the &amp;quot;Destroy Alpha One&amp;quot; and other voices used in Robowar. This channel also contributes the &amp;quot;skittering&amp;quot; sound when the ball pass the rollunder on the ramp wireform and the &amp;quot;energy pulse&amp;quot; sound when the ball rolls over any of the top 4 lane rollovers. This signal passes through &#039;&#039;&#039;R16&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 2 is the output from the AY-3-8913 (if present) at H4. This signal passes through &#039;&#039;&#039;R14&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 3 is the output from the AY-3-8913 (if present) at K4. This signal passes through &#039;&#039;&#039;R13&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 4 is the output from the MF-4 at E5. This signal passes through &#039;&#039;&#039;R15&#039;&#039;&#039; before summing.&lt;br /&gt;
&lt;br /&gt;
Placing an oscilloscope probe on the end of these resistors attached to the sound generating circuitry for that channel should show a purposeful signal (versus noise). If not, it&#039;s a good bet that one of the devices in that sound channel has failed.&lt;br /&gt;
&lt;br /&gt;
Several games (Bone Busters, Hoops, Bell Ringer, Silver Slugger, Car Hop, Deadly Weapon, Title Fight, and Vegas to name a few) use the MA-866 sound board paired with the MA-1294 auxiliary sound board. The two boards are connected via a special ribbon cable with dip &amp;quot;pins&amp;quot; on each end. WARNING: remove these connectors ONLY by sliding a flat blade screwdriver under it. Trying to &amp;quot;pull&amp;quot; the connector off with fingers on each side WILL cause the connector to be damaged. This sound board pair makes a two tone sound at power on. The two tones are different notes, like &amp;quot;LA-TI&amp;quot;. The first tone originates from the YM2151 on the MA-1294 auxiliary sound board. The second tone originates from the 7528 DAC. If either tone is missing, or unclear, suspect the associated sound lane.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-886) Jumpers J7 and J8====&lt;br /&gt;
[[File:GottliebMA886JumperComparison.jpg|300px|left|thumb|The left board is from Silver Slugger (a System 3 game) which has both J7 and J8 installed. The right board is from Night Moves which has only J7 installed.]]&lt;br /&gt;
[[File:GottliebMA886SchematicSnippet.jpg|300px|right|thumb|A snippet of the schematic for the two boards showing that without J8 installed, the sound board will not be &amp;quot;interrupted&amp;quot; to indicate a new sound command is to be processed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-886 sound board was used in both System 80B and System 3 games. Two jumpers allow the board to be configured to accept the signal at connector P1, pin 9, as input. J8 IN enables this. J8 OUT defeats this. It&#039;s important to ensure these jumpers are installed appropriately for a particular game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
[[File:Sys80 Flippers.jpg|400px|left|thumb|Typical System 80 Flippers]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® System 80 flipper assemblies are very well engineered, and very little goes wrong with them.  Due to this, they are considered to be the &amp;quot;Sherman Tanks&amp;quot; of flippers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gottlieb® System 80/80A/80B games other than Bone Busters utilize the traditional &amp;quot;fat&amp;quot; flipper bat design (similar to Bally, Chicago Coin, and Stern), which is a carry over from the last flipper design of Gottlieb® System 1 games. The 3&amp;quot; plastic flipper bat is technically called a &amp;quot;flipper island&amp;quot; (Gottlieb® part number A-13150), and uses a 3/8&amp;quot; wide rubber ring versus the more common 1/2&amp;quot; wide rubber all other manufacturers use.  Another anomaly regarding Gottlieb® flippers from this era is that they are the only flipper design that uses an upper and lower flipper bushing system.  Neither bushing protrudes through the playfield.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
System 80/80A/80B flippers (other than Bone Busters) use an A-17875 (standard), A-24161 (stronger), or A-20095 (strongest) dual wound flipper coil.  The general design is a coil with two windings, the &amp;quot;power stroke&amp;quot; (low resistance) and &amp;quot;hold&amp;quot; (high resistance) windings, just like most other flipper coil designs. However, only a single diode is used with this serial winding design versus others which employ a dual diode, parallel winding design.  Here&#039;s how it all works.  When initially engaged via the flipper cabinet button switches, both the power stroke and hold windings receive power, however, the hold winding is bypassed or shorted by the end of stroke (EOS) switch (electricity follows the path of least resistance).  As the flipper actuates and opens the EOS switch, the power is then transferred to both the power and hold windings (the resistance sum of the two windings), creating a very high resistance.  The high resistance allows the coil to remain turned on without creating stress on the low resistance power winding.  Hence, the coil can stay turned on indefinitely in theory.&lt;br /&gt;
&lt;br /&gt;
Gottlieb® System 80/80A/80B flipper systems do not use a flipper relay per se.  Flipper power flows through switch pairs on Q &amp;amp; T relays located under the playfield, along with other non-computer controlled coils like slingshots.&lt;br /&gt;
&lt;br /&gt;
For problems and resolutions for the flippers used in Bone Busters, please see the [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_3#Flipper_Problems Flipper Problems] section in the Gottlieb System 3 repair guide. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers Won&#039;t Work at All====&lt;br /&gt;
Like any flipper issue, it has be determined whether the problem is electrical or mechanical in nature.  Start with obvious first.  Look for broken wires at the flipper coil, EOS switch, and cabinet switch first.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During visual inspection, make certain that the flipper EOS switch is closed (use an ohmmeter to determine this), and the switch pairs on the tilt and game over relays are properly gapped and closed.  Equally, inspect the switch pairs to see if any of the switch blades are broken or missing their contacts.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since high current passes through all of the switches which enable the flipper, any of the switches may be suspect.  It is somewhat common for games which have been sitting dormant for years that the cabinet switch and / or EOS switch become so fouled, the flipper will not budge at all.  The remedy is to file these switches with an ignition file.  See the [http://www.pinwiki.com/wiki/index.php?title=General#How_to_Properly_File_Switch_Contacts How to Properly File Switch Contacts] section.  A flexstone will not work for this job, as the cabinet and EOS switch contacts are very hard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inspect the cabinet switches for broken female spade connectors where the cabinet wiring attaches to the switch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, look at the flipper plunger / link assembly.  The plunger link is a hefty plastic piece which inserted into at hollowed out end of the flipper plunger.  The link is connected to the plunger with a small roll pin.  The link can break or the roll pin can fall out, due to vibration.  If the link is no longer connected to the plunger, the flipper will not move at all.  Refrain from trying to engage the flipper with the cabinet switches.  Continuing to enable the flipper coil will stress the coil, because the EOS switch will not open, transferring power.  The end result is an overheated flipper or damaged flipper coil.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers are Weak, Sluggish, or Erratic====&lt;br /&gt;
&#039;&#039;&#039;Wrong Flipper Coil Installed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb manuals of this era are a little confusing and misleading when documenting the flipper coils used in each game.  The manual usually has a chart in the front half of the manual that lists all the coils that &amp;quot;could be&amp;quot; used in the game.  This chart is the same for every game and lists multiple flipper coils (i.e., A-17875, A-24161, or A-20095), but not necessarily what is installed in that specific game or where it is used.  To determine that, the schematics in the later half of the manual should be used to identify the coils that are supposed to be installed for each of the flippers in that specific game.  It&#039;s somewhat common to see Gottlieb games with the wrong flipper coils installed; likely either because the operator didn&#039;t have the correct coils on-hand, or because the installer misinterpreted the information in the manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System1-80FlipperLinkDamageAnnotated.jpg|thumb|left|300px|A Gottlieb® System 80/80A/80B Flipper Plunger/Link/Crank Parts. Note the &amp;quot;hogged out&amp;quot; part of the link]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn Flipper Link&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The design of the flipper crank and flipper link / plunger is peculiar to Gottlieb® games.  Gottlieb® games from the System 80/80A/80B era use a very meaty flipper link, which does not have a pivot point between it and the connected plunger.  To achieve the necessary fulcrum, the flipper link has an oval opening at the point where the link and flipper crank connect.  The two pieces are simply connected with a roll pin protruding through the two parts.  Over time, the roll pin can sometimes cut into the opening in the link, and the roll pin will catch as the flipper crank pivots.  The result is a weak flipper or a flipper which does not return to the at rest position.  Using a roll pin punch tool, remove the roll pin, and replace the flipper link / plunger assembly.  Pay close attention when installing the roll pin into the new plunger link.  It is very easy to cut into the link with the roll pin, deeming the new link / plunger worthless.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flipper Crank Installed Incorrectly&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Reassembling a flipper bat / shoe incorrectly can result in a weak flipper.  Before tightening the two set screws which hold the flipper shaft in place, make certain that the flipper crank is centered equidistant between the upper and lower flipper bushings.  If placed too close to the upper bushing, it will &amp;quot;sandwich&amp;quot; the upper bushing between the crank and bat.  If placed too close to the lower bushing, the crank will have friction between it and the lower bushing.  The end result is a weak flipper or a flipper which does not return to the at rest position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fouled / Pitted Switch Contacts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fouled switch contacts can reduce current, which in turn reduces power / strength.  Make certain that the EOS switch, cabinet switch, and switch pairs on the game over (Q) and tilt (T) relays are all clean and not pitted. Filing the contacts with an ignition file will remedy the problem, provided that the contacts are not heavily pitted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bad Connection to Cabinet Switch&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem related to the cabinet switches is the female spade connector used to connect the cabinet wiring to the switch.  These spade connectors can sometimes become sloppy or break.  In most cases, the break is not evident, until the connector is removed and reinstalled on the cabinet switch tab.  The spade connector can be removed and a new one crimped on, or the better solution is to solder the cabinet switch wires to the tabs on the cabinet switch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn Flipper Plunger&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A mushroomed flipper plunger can create excessive drag within the coil sleeve.  When replacing the plunger / link, replace the coil sleeve and coil stop too.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Coil Stop&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The coil stop &amp;quot;slug&amp;quot; is pressed into the coil stop bracket.  It is somewhat common for the slug to become detached from the coil stop bracket.  The coil stop slug will then be &amp;quot;free floating&amp;quot; within the coil sleeve.  This can create some interesting problems, but the most noticeable are reduction in flipper power, decrease in flipper stroke or both.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incorrect Flipper Rubber Installed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® used 3/8&amp;quot; wide rubber on flippers.  It fits perfectly into the groove on the plastic flipper bat.  Everybody else used 1/2&amp;quot; wide rubber, and that tended to get installed on the Gottlieb® games, too.  When a 1/2&amp;quot; wide ring is used, it almost fits, but because of the groove, it will present a funny angle to the ball instead of a flat plane.  The results are either air balls, or the flipper will smack the ball downward into the playfield.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cracked / Broken Plastic Bat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes the flipper bat cracks.  Replacements are available.  The screw that holds the plastic flipper bat on the metal shoe is located on the underside of the flipper.  Loosen the two set screws on the flipper crank, and the shoe and bat will come free.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Hold Winding&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Erratic flipper function is defined as a flipper which will not remain in the up (hold) position when activated.  The flipper will move rapidly up and down as if it is &amp;quot;machine gunning&amp;quot;.  This is typically the result from a break in the hold winding right at the flipper coil lug.  One resolution is to locate the broken coil winding (this will be the thinner of the two windings), and unwind one turn from the coil.  This can be accomplished if the side of the winding is not connected to the common lug of the flipper coil.  Note that the power winding cannot be unwound if it breaks.  This is because the power winding is wound on the coil bobbin first, and is located beneath the hold winding.  Once one turn of the hold winding is unwound from the coil, the excess length must be shortened.  After the correct length is determined, the portion of the winding which will be soldered to the coil lug must have its insulation stripped off.  The red or green hue on the coil winding is actually a thin insulation, which is used to keep the winding from shorting to adjacent windings.  Gently scrape the coating off the winding by using an exacto or utility knife, exposing the copper wire of the winding.  Then wrap the uninsulated winding around the coil lug, and solder it.  If a single winding cannot be removed from the existing coil, complete coil replacement is the solution.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers Will not Return to at Rest Position====&lt;br /&gt;
The EOS switch assembly is actuated by the pointed part of the flipper crank assembly.  This is a metal-on-metal contact point.  Due to the design of the flipper crank, it will eventually wear a hole in the EOS actuating blade.  The fix is to replace the EOS switch assembly.  About halfway through the System 80B games (around TX-Sector or so), the EOS switch was slightly relocated, and a modified flipper crank actuates the switch with a roller.  An MA-988 or MA-989 kit can be purchased to perform this upgrade on any System 80/80A/80B game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, the flipper link can become cut by the roll pin which secures it to the flipper crank.  This can also cause the flipper to not return to the rest position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also mentioned in the previous section, the flipper coil stop slug can detach from the coil stop bracket, causing the flipper not to return completely.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the flipper return spring has become stretched or is no longer connected to the flipper crank or coil stop anymore, the flipper will not return properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pop bumper problems===&lt;br /&gt;
[[File:Gtb pbdb new.JPG|thumb|300px|left|Corrected/Modified Gottlieb® System 80/80A/80B Pop Bumper Driver Board]]&lt;br /&gt;
[[File:PBDBDiagram.jpg|thumb|300px|right|Gottlieb® System 80/80A/80B Pop Bumper Driver Board Parts Locator. Click this link for an interactive parts locator: &amp;lt;br&amp;gt;https://www.pinballschematics.com/pop-bumper-board-a8/]]&lt;br /&gt;
The pop bumpers on all System 80 / 80A / 80B games are controlled by an under playfield mounted board known as the pop bumper driver board (PBDB). Remote pop bumper driver boards are unique to Gottlieb® System 80 games. No other manufacturer made this design decision. The reason Gottlieb® did this is probably to supplement the number of coil drive circuits as well as to solve the common problem of pop bumpers locking on with subsequent damage to the games components.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each pop bumper has its own board.  Each board provides a consistent, strong pop regardless of how long the spoon switch is activated, and ensures (when working properly) only a single pop per actuation of the spoon switch. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These boards are single-sided construction, where the traces are located only the solder side of the board.  Due to this construction, the solder connections crack easily.  Reflowing the solder of the header pins on any suspect boards is recommended to ensure a good mechanical and electrical connection.  The components should be inspected as well, because they can also have cracked solder connections that will need to be touched up.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the pop bumper fires but does not score, examine the secondary switch on each pop bumper to see if it needs cleaning or adjustment.  This switch is part of the switch matrix, and can be tested by manually pulling the pop bumper rod and ring down to activate it.&lt;br /&gt;
&lt;br /&gt;
====Pop Bumper Driver Board Power and Ground Source====&lt;br /&gt;
[[image:PBDBPowerGroundConnection.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
As can be seen in the schematic snippet above, Pop Bumper Driver Boards receive 5V power and a connection to ground via MPU connector A1J6, pins 18 and 9 respectively. A poor connection at these pins will render the pop bumper driver board, and hence the associated pop bumper, inoperative.&lt;br /&gt;
&lt;br /&gt;
Testing to see if the PBDB is receiving 5VDC and ground can be accomplished by measuring between pin 7 (ground) and pin 14 (5VDC) on either of the integrated circuits on the board. &lt;br /&gt;
&lt;br /&gt;
Lack of 5VDC power (or ground) may also be caused by fractured solder joints on the PBDB header.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Pin 2 of each pop bumper driver board connector is the path to ground for solenoid power. This ground is connected to the transformer chassis via one of the many equally dicey methods Gottlieb used. See: [[Gottlieb_System_80#Recommended_Ground_Improvements_for_System_80B|Recommended Ground Improvements for System 80B Games]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Updating the Pop Bumper Driver Board====&lt;br /&gt;
Gottlieb® issued a service bulletin to correct a design error with the PBDB. A great many of these boards were delivered in games prior to correcting the design at the factory. Examine the PBDBs to ensure that they have been updated. See the pictures below, noting the differences. &#039;&#039;&#039;A dead giveaway would be the lack of a jumper to replace CR1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=150px perrow=2 caption=&amp;quot;System 80/80A/80B PBDB Before/After Modification&amp;quot;&amp;gt;&lt;br /&gt;
File:Gottlieb-UnModifiedPBDB.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Unmodifed PBDB&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gottlieb-ModifiedPBDB.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Modifed PBDB&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gottlieb-ModifiedPBDBPartsExplanation.jpg|thumb|300px|right|Gottlieb® System 80/80A/80B PBDB Update]]&lt;br /&gt;
Should your PBDB require update, follow this procedure:&lt;br /&gt;
&lt;br /&gt;
*Acquire the following parts&amp;lt;br&amp;gt;&lt;br /&gt;
**Cut to length .156 Molex male header pins with locking ramp (you&#039;ll need a 6 pin length)&amp;lt;br&amp;gt;&lt;br /&gt;
**47uf/10V electrolytic capacitor (C4)&amp;lt;br&amp;gt;&lt;br /&gt;
**4.7uf/10V capacitor (C3, tantalum or electrolytic, may be axial or radial)&amp;lt;br&amp;gt;&lt;br /&gt;
**Jumper material (use the remaining leg cut from C4 when you install it)&amp;lt;br&amp;gt;&lt;br /&gt;
*Remove CR1, C3, and C4&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the Molex connector or reflow the solder on each header pin&amp;lt;br&amp;gt;&lt;br /&gt;
*Install C4 (47uf/10V) with the negative side facing the male header pins&amp;lt;br&amp;gt;&lt;br /&gt;
*Use the remaining part of the capacitor leg from C4 as a jumper to replace CR1. Any jumper wire will work...the cap leg is convenient, available, and looks professional when installed nice and straight.&amp;lt;br&amp;gt;&lt;br /&gt;
*Install C3 (4.7uf/10V), reversing the original polarity so that the positive side faces the jumper just installed and the negative side faces the nearest board edge. Note that C3 may be axial (leads from both ends along the components &amp;quot;axis&amp;quot;) or radial (leads on one end of the component). The board is designed to accept either style.&amp;lt;br&amp;gt;&lt;br /&gt;
*Ensure that the large can transistor (2N6057, 2N6059, PMD10K40 or PMD10K60) solder joints are solid and that the bolted end is making good contact with the PCB trace.&amp;lt;br&amp;gt;&lt;br /&gt;
*Test the large can transistor...&amp;lt;br&amp;gt;&lt;br /&gt;
**DMM set to &amp;quot;diode test&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
**Black lead on the nut that secures the transistor&amp;lt;br&amp;gt;&lt;br /&gt;
**Red lead on each leg of the transistor&amp;lt;br&amp;gt;&lt;br /&gt;
**A measurement between .5 and .7 should be seen. Readings significantly outside of these ranges indicate a failed transistor which should be replaced.&amp;lt;br&amp;gt;&lt;br /&gt;
*Examine the remaining solder joints on the board to ensure good solid joints and no lifted traces. Note that the trace between the jumper that replaces CR1 and R2 is particularly susceptible to damage and if broken, will cause the associated pop bumper to lock on.&lt;br /&gt;
*Reinstall the PBDB and test.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an update for the PBDB that gives the board a bit more &amp;quot;pop&amp;quot;. Simply replace R1 (1.5Kohms) with a 10Kohm 1/4W resistor and replace C1 (0.01mfd) with a 1 mfd 100 volt (non polarized) capacitor.&lt;br /&gt;
&lt;br /&gt;
Also, to avoid random, uncommanded pops caused by &amp;quot;noise&amp;quot; on the switch line, you can add an electrolytic capacitor to the solder side of the board. Use a 4.7 mfd 16 volt radial capacitor (both leads on one end). Solder the negative lead of the capacitor to pin 4. Solder the positive lead of the capacitor to pin 5.&lt;br /&gt;
&lt;br /&gt;
=====Replacing the 2N6057 with a TIP-102=====&lt;br /&gt;
&lt;br /&gt;
[[File:popdrivertip102.jpg|300px|thumb|left|A TIP-102 installed on a Pop Bumper Driver Board (PBDB)]]&lt;br /&gt;
[[File:PBDTIP102.JPG|300px|thumb|right|Closer view of a TIP-102 installed on a PBDB]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 2N6057 used on Gottlieb games is obsolete, so it is hard-to-find and expensive.  A cheap and effective substitute for the 2N6057 as used on the PBDB is a TIP102 transistor.  It&#039;s not the most elegant &amp;quot;hack&amp;quot;, but it works well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====using Pop Bumper Driver Board for a Kicker solenoid====&lt;br /&gt;
With some games, Gottlieb® used pop bumper boards to control kicker solenoids (for example Victory, uses a PBDB for the top kicker). However, on these boards the pulse time for the solenoid is different! Standard pop bumper boards have a pulse time of 40 milliseconds, while the boards for controlling a kicker have a pulse time around 110 milliseconds.&lt;br /&gt;
&lt;br /&gt;
The pulse timing is controlled by the components at R2 &amp;amp; C3. The standard pop bumper board uses 12KOhm resistor at R2 and a 4.7uF capacitor at C3. On the pop bumper boards intended for the kickers, R2 has a 33KOhm resistor. &lt;br /&gt;
&lt;br /&gt;
pulse time (t) = 0.7 x R x C&lt;br /&gt;
&lt;br /&gt;
So if the kicker is too weak, check the R2 resistor&#039;s value on the kicker&#039;s pop bumper board.&lt;br /&gt;
&lt;br /&gt;
===Drop Target Problems===&lt;br /&gt;
&lt;br /&gt;
====Early System 80 / 80A Drop Target Removal====&lt;br /&gt;
For now, please review the drop target removal guide available at [http://www.papinball.com/tips/gottlieb_drop_target_guide2.html PAPinball.com].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later System 80B Drop Target Removal==== &lt;br /&gt;
This is a stub&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vari-Target Problems===&lt;br /&gt;
The single largest problem with vari-targets is adjusting the spring tension, which returns the vari-target to the at rest position.  The spring can be adjusted by hooking it to one of two screws which hold the spring in place.  In most cases, there is only one screw, but two screw holes are placed 180 degreees from one another within the vari-target frame.  Spring adjustment should be made so that the vari-target barely returns to the home position, when the playfield is upright (resting against the backbox).  Once the playfield is placed in its proper position, gravity will help with the extra &amp;quot;bump&amp;quot; that the vari-target needs to return home.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, the switch leaves of the vari-target, which &amp;quot;ride&amp;quot; along the rivet board need enough tension to make good solid contact with the rivets. Since it&#039;s impossible to bend the switch leaves closer to the rivet board with the rivet board in place, removal of the vari-target rivet board must be done to make this adjustment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vari-targets seldom require adjustment as they were correctly adjusted at the factory. It is possible to move parts of the mechanism so that the switch no longer comes to rest on a rivet when the vari-target &amp;quot;gear&amp;quot; is stopped by the reset relay armature.&lt;br /&gt;
&lt;br /&gt;
Vari-targets are a rare example of where lubrication helps the operation of the mechanism. A thin film of lithium grease on the rivets helps the switch blade &amp;quot;wipe&amp;quot; cleanly across them. Like [http://en.wikipedia.org/wiki/Brylcreem Brylcreem], &amp;quot;a little dab&#039;ll do ya&amp;quot;. Note: That&#039;s humor son...Brylcreem is not a suitable lubricant...for pinball machines. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Roto Target Problems===&lt;br /&gt;
By the time System 80 games first came out, the roto target was a dying assembly.  The believed reason is due to the amount of playfield &amp;quot;real estate&amp;quot; in which it used underneath a playfield.  Circus is the only System 80 game which used the roto target.	 	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===Cabinet===&lt;br /&gt;
* Power cable strain relief bushing, 80A games: Heyco 7k-2&lt;br /&gt;
&lt;br /&gt;
==Game Specific Problems and Fixes==&lt;br /&gt;
&lt;br /&gt;
Black Hole issues have been moved to the dedicated [http://www.pinwiki.com/wiki/index.php?title=Black_Hole Black Hole] page.&lt;br /&gt;
&lt;br /&gt;
===Alien Star Game Start Failure===&lt;br /&gt;
Alien Star has a major fault when running the original 689 code.  For the game to properly start, one ball must be in the trough and one ball in the outhole.  If both balls are located in the trough, only the single trough switch will be closed, and not the outhole switch.  When only the trough switch is closed, the game *thinks* that only one ball is installed, (2 balls total are needed), and will do absolutely nothing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has not been verified, but running 689A code may resolve this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Haunted House - Upkicker Plastic Tube Mounting Bracket===&lt;br /&gt;
&lt;br /&gt;
[[File:Cornell_VR4_cap_bracket.jpg|300px|thumb|left|Mounting bracket for the plastic tube.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The metal mounting bracket that secures the longer plastic upkicker tube to the main playfield breaks its tabs (ears) off allowing the tube to flop around loose. This bracket is actually an electrolytic capacitor mounting bracket for computer grade capacitors. If broken, Mouser Electronics sells this item as part number [http://www.mouser.com/ProductDetail/Cornell-Dubilier/VR4/?qs=0r35cIPu56HWvTGFwxXK2g%3d%3d 539-VR4]. The OEM part is a VR4, which is manufactured by Cornell-Dublier (Mallory).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spring Break - Shooter Lane Switch Required to work or ball will drain and game will &amp;quot;brick&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
[[File:SpringBreakBallLaunchGateCropped.jpg ‎|300px|thumb|left|Ball gate at exit to Spring Break shooter lane. The spring actuates a switch below the playfield. &amp;lt;i&amp;gt;Image courtesy of Russell McIntyre&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spring Break is configured to start a multiball at the start of every ball. The game uses a &amp;quot;shooter lane exit&amp;quot; switch or any scoring switch, to know that a ball has been put into play, enabling subsequent balls to launch. If this switch is malfunctioning, and a ball is launched that scores no points before draining, the game will be &amp;quot;bricked&amp;quot; requiring a power cycle. The key is scoring points and the shooter lane exit switch scores 300 points. This seems like a &amp;quot;hack&amp;quot; created by Gottlieb once this &amp;quot;feature&amp;quot; was discovered.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Devil&#039;s Dare - All Displays out except status display===&lt;br /&gt;
[[File:DD Resistor Before.jpg|thumb|left|300px|Burnt 200 Ohm resistor on +60VDC display power line]]&lt;br /&gt;
[[File:DD Resistor After.jpg|thumb|right|300px|Replacement 200 Ohm 2 watt resistor on +60VDC display power line]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the game in question is a Devil&#039;s Dare, and all of the displays are out except for the status display, and the +60VDC is present at the power supply, but not at the displays, the following may apply.  Some Devil&#039;s Dare games, (it is unknown exactly which ones at this point), have a 200 ohm resistor installed in series with the +60VDC power line for the displays.  The resistor is located on the lamp insert board, just behind the lower right 6 digit display.  The resistor is soldered to two solder eyelets, so replacement is relatively easy.  It is unknown what the purpose of this resistor is, but it is fairly common for the resistor to overheat and potentially fail.  The recommended replacement for this is a 200 ohm 2 watt resistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no information regarding the value or placement of this resistor in the Devil&#039;s Dare manual / schematics.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Volcano Kick Back Ends Prematurely ===&lt;br /&gt;
[[File:VolcanoKickBack.jpg|300px|thumb|left|The Volcano kickback mechanism.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The kickback mechanism in Volcano, once enabled by a playfield feature, remains available until the player uses the feature by pressing the green cabinet button in front of the flipper switch. The game knows that the feature has been used by sensing the switch at the rear of the mechanism. As the plunger pulls in, the normally closed switch is opened by the ring on the rear of the plunger. If this normally closed switch isn&#039;t &amp;quot;making&amp;quot; solidly, the game will think that the plunger has pulled in. The kickback feature will be considered used and hence disabled.&lt;br /&gt;
&lt;br /&gt;
The behavior looks like the feature has timed out prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Games with Playfield Windows: Black Hole, Haunted House, Genesis, Monte Carlo, etc. ===&lt;br /&gt;
Playfield windows use foam washers that provide &amp;quot;counter force&amp;quot; to help keep the window flush with the playfield. If the window isn&#039;t flush with the playfield, the &amp;quot;lip&amp;quot; of the sunken window in its mount will cause airballs and/or the edge of the playfield will wear excessively.&lt;br /&gt;
&lt;br /&gt;
After a couple decades, springy foam washers turn into hard, crumbly foam washers. Weatherstripping (&amp;quot;beer seal&amp;quot;), cut really small, works in a pinch, but the Pinball Resource stocks the proper foam washers (GTB # 21219). Strips of tool box drawer liner work as well, but there is only one chance to crank them down before they compress.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Repair Logs==&lt;br /&gt;
Did you do a repair? Log it here as a possible solution for others.&lt;br /&gt;
====Volcano and Devil&#039;s Dare Left Outlane KickBack Not Working====&lt;br /&gt;
[[File:GottliebBallSaveKickBack2.jpg ‎|300px|thumb|left|With the plunger not pulled in, the normally closed switch &amp;quot;makes&amp;quot;. &amp;lt;i&amp;gt;Image courtesy of PinSider NeedaVirus&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GottliebBallSaveKickBack1.jpg ‎|300px|thumb|right|With the plunger pulled in, the normally closed switch is opened. &amp;lt;i&amp;gt;Image courtesy of PinSider NeedaVirus&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The &amp;quot;kickback ball save&amp;quot; implementation on games like Volcano and Devil&#039;s Dare is enabled via game play achievement(s) but is not &amp;quot;automatically&amp;quot; driven. The player must use a dedicated button adjacent to the cabinet flipper button to fire the plunger at just the right time. Once the plunger is fired, the feature is considered &amp;quot;used&amp;quot; and disabled until the same game play achievement(s) have been accomplished again.&lt;br /&gt;
&lt;br /&gt;
A particular issue with the mechanism is &amp;quot;premature cancellation&amp;quot; of the feature. The feature is enabled via game play, but then immediately disabled. This is caused by the normally closed switch under the apron being maladjusted and not &amp;quot;making&amp;quot;. A simple adjustment of this switch, to ensure it is normally closed, but opens when the plunger is pulled in, will correct the issue. &lt;br /&gt;
&lt;br /&gt;
These pictures...are better than 1,000 more words.&lt;br /&gt;
[[File:BallSaverSchematic.png ‎|600px|thumb|center|The applicable schematic snippet showing the &amp;quot;Ball Saver Switch&amp;quot; and the ball saver relay, a crude but effective implementation. &amp;lt;i&amp;gt;Image property of Gottlieb LLC&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Game Displays 000000 On Power Up and It&#039;s Not The Slam Switch ====&lt;br /&gt;
If you power the game on and all of the displays immediately display all zeros without strobing the problem is usually with the slam switch. However, if the slam switch modification has been done or the slam switch is working properly there is a problem with the switch matrix.&lt;br /&gt;
&lt;br /&gt;
I had this problem on my Haunted House machine. I finally found that chip Z15 (7432) was bad.&lt;br /&gt;
&lt;br /&gt;
I was fixing a kicker solenoid on the playfield, the playfield was still in the machine and fully in the upright position. While I was soldering the wire to the new solenoid I did not adequately protect the components below from a solder drip. Well, I did have a solder drip that landed right on a pop bumper driver board connector and shorted the connector. The short caused more than just this problem but for this narrative we will restrict to the slam/switch matrix problem.&lt;br /&gt;
&lt;br /&gt;
Reading in other materials I recognized the problem as the slam switch issue. I used a logic probe to test other components and found the CPU board working, mostly as it should except for acting like the machine was slam tilted. There was little written about the problem outside of the slam switch. I decided to check the matrix by doing a diode check on all of the diodes in the switch matrix. When I did this, I found that many of the diodes were testing bad. These were being tested with the board removed from the machine.&lt;br /&gt;
&lt;br /&gt;
Having replacement diodes in my parts drawer I decided that these must have gone bad during the short. I began unsoldering a few of the diodes. Once disconnected from the circuit board I remeasured the removed diodes and found the correct values on my meter, they were not bad. I then noticed that the bad diodes were all in the same row on the switch matrix. They all traced back to the Z15 chip. I replaced the Z15 7432 and the problem was resolved.&lt;br /&gt;
&lt;br /&gt;
====Game Displays a single 0 or 1 on Displays====&lt;br /&gt;
If an 80A game does not boot and displays just a single zero, just a single 1, or alternates between a single zero and single 1, this may indicate one or more bad IC(s) on the MPU:&lt;br /&gt;
* CPU&lt;br /&gt;
* Z7&lt;br /&gt;
* Z8&lt;br /&gt;
&lt;br /&gt;
The CPU itself may still output data that can be picked up with a logic probe, but still might be bad.&lt;br /&gt;
&lt;br /&gt;
[[File:Gottlieb-sys80a-bad-cpu-display-symptom.gif|thumb|300px|left|Animation of symptom of alternating 0 and 1]]&lt;br /&gt;
[[File:Gottlieb-sys80a-bad-cpu-display-symptom-zeros.jpg|thumb|300px|left|Symptom of the displays showing a single zero]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Testing the Q relay ====&lt;br /&gt;
Had a problem with my Black Hole - Q relay didn&#039;t activate. Played a bit with wires, did ground mods, .. &lt;br /&gt;
After a while I noticed it did work but didn&#039;t stay enabled - at the start of a game it closed, 1 coil (ball drain) kicked and the Q relay deactivated again. Noticed this with the playfield in up position, no pinballs installed.&lt;br /&gt;
Finally tested with playfield down - and pinballs installed - suddenly the behaviour was different: ball drain coil kicked and then the next coil also that put a coil in the shooter lane. Seems the Q relay did work all this time, but will only stay enabled when pinballs are installed in the game ?!&lt;br /&gt;
&lt;br /&gt;
==== Results of a locked on coil ====&lt;br /&gt;
[[File:BurntCoil1.jpg|300px|thumb|left|Melted coil sleeve.]]&lt;br /&gt;
[[File:BurntCoil2.jpg|300px|thumb|right|Burned coil wrapper.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a coil locks on (due for example to a bad driver board transistor), the coil will burn. Here is a coil which had locked on. Note the burn marks on the paper wrapping and the melted coil sleeve, which prevented the coil plunger from moving through the coil. The resistance of this coil was 0.9 ohms (the specified resistance for this particular coil should be 3.35 ohms), also indicating it&#039;s bad due to an internal short (adjacent windings shorted together due to overheating the coil wire insulation).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Black Hole top rollover switches ====&lt;br /&gt;
When Black Hole serves a ball, it must go through the top rollovers before hitting any other switch.  The playfield design ensures this.  But if it doesn&#039;t (I had the glass off and started testing some other feature), things get very weird: suddenly, I seemed to be in a 3-ball, 4-player game with some of the score displays blank.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t usually a problem in practice but it is worth making sure that the three top rollovers have clean switches.&lt;br /&gt;
&lt;br /&gt;
==== Replacing the 80B 5V pot ====&lt;br /&gt;
I got a Monte Carlo and replaced the 5V adjustment pot on the regulator.  It was working fine.  After the old one had been chopped off, I discovered it was the same as the new one.  It had already been replaced!  A bunch of rework on the regulator, and ground mods on the transformer frame, should have been my clue.&lt;br /&gt;
&lt;br /&gt;
==== 80B sound doesn&#039;t work ====&lt;br /&gt;
I got a Spring Break and the sound didn&#039;t work.  The LED didn&#039;t light in any predictable way, and the game put out a lot of white noise.  At one point I thought I heard some sounds underneath.&lt;br /&gt;
&lt;br /&gt;
Fortunately, I had a Monte Carlo sitting next to it where the sound did work.  I spent some time trying to understand the problem, and finally just swapped all the socketed chips (three EPROMs and the &amp;quot;Orator&amp;quot; speech synthesizer).  The problem followed the EPROMs, not the board.  Ultimately I replaced all three ROMs, although it seems likely that only one was likely bad.&lt;br /&gt;
&lt;br /&gt;
Note that the sound board has two separate CPUs, and only one controls the LED, so it is likely one of the two EPROMs associated with that CPU that is actually bad.&lt;br /&gt;
&lt;br /&gt;
==== Two flash lamp problems ====&lt;br /&gt;
Monte Carlo has four pairs of flashers controlled by &amp;quot;lamp&amp;quot; drive transistors, stepped up by under-playfield transistors.  On my game, I had two unrelated problems with different flash banks.  &lt;br /&gt;
&lt;br /&gt;
The two sockets by the roulette wheel were missing their lamps, and the under playfield was a little burned near where the lamps had been.  Apparently they were locked on, and someone had pulled the bulbs rather than fix the problem.  I replaced Q17, which was out of spec according to the measurements on this page.  I didn&#039;t replace the under-playfield MJ2955 because it seemed to measure correctly.  One down, one to go.&lt;br /&gt;
&lt;br /&gt;
The other flasher, the two on the left side, just didn&#039;t work.  Lamp bulbs were fine, and all transistors seemed OK by the tests given above.  I checked for continuity in the wiring and even tried grounding the transistor side of the circuit, but no lamps lit.  Finally, I pulled the plastic off to take the bulb out (to measure at the socket) and I found that the two lugs of the socket were bent and touching!  So the lamp was a short, but because of the resistor, not short enough to blow the fuse or fry the transistor.  A little bending back seems to have fixed it. -- [[User:Ts4z|ts4z]] ([[User talk:Ts4z|talk]]) 16:29, 7 February 2014 (CST)&lt;br /&gt;
&lt;br /&gt;
==== 80B Display has garbage on one display glass ====&lt;br /&gt;
Chicago Cubs had garbage/nonsensical characters on just the lower score display. I found chip U2 (type 10939) which controls the lower display to be bad. Replacing the chip cured the problem. I also installed a 40 pin IC socket for the replacement chip. If by chance you encounter the same symptom except that it is on the upper display, then chip U1 (type 10939) is bad. U1 controls the upper score display.&lt;br /&gt;
&lt;br /&gt;
====Rebuilt 80/80A Power supply, solenoid fuse blows on power up====&lt;br /&gt;
If a System 80/80A power supply has been rebuilt and the solenoid fuse blows as soon as the game is turned on, take a look at the power supply capacitor at C1. It might have been installed in the wrong direction. Make sure the (-)side on the capacitor matches the (-) side notated on the PCB.&lt;br /&gt;
&lt;br /&gt;
==== Haunted House ten thousand digit out on several displays ====&lt;br /&gt;
Encountered the ten thousand digits missing on three displays: player 1, player 3, and bonus display. Tried several known good cpu boards and problem remained. Tried swapping displays and problem remained. I traced the problem to the wiring harness on the main playfield. At the playfield mounted transistor Q2, the transistor mounting bracket had cut into the wiring harness. I repaired the harness with electrical tape and routed the harness farther away from that bracket with a couple of wire ties. Problem fixed and all displays are now working correctly.&lt;br /&gt;
&lt;br /&gt;
==== Multiple Pop Bumpers dead (maybe) ====&lt;br /&gt;
&lt;br /&gt;
I have a Counterforce, an early 80 game with two pop bumpers. I shopped it and took it to a show. It got put back in my garage and left idle for over a year. I went to play it, and the lower pop bumper didn&#039;t work. I looked into it, and after some poking around, including pulling a connector off of a PBDB. Now, neither pop bumper worked. I checked fuses and voltages but they looked OK. After I got over my frustration at making the problem worse, I realized it was likely something related to having moved the game. I checked both PBDBs and both had cracked header pins. Both boards had the same problem independently. Fixing both boards fixed the pop bumpers.  [[User:Ts4z|ts4z]] ([[User talk:Ts4z|talk]]) 02:49, 18 October 2022 (CDT)&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26073</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26073"/>
		<updated>2026-10-13T17:54:41Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* Flipper Coils */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation&amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 opto-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual. Specifically, J903 is shown incorrectly. J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield. The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones). &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26072</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26072"/>
		<updated>2026-10-13T17:54:14Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* Coin Doubler Board */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation&amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 opto-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual. Specifically, J903 is shown incorrectly. J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield. The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones). &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26071</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26071"/>
		<updated>2026-10-13T17:53:44Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* WPC A-19043-1 Stepper Motor Driver Board */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation&amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 opto-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual. Specifically, J903 is shown incorrectly. J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield. The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones). &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26070</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26070"/>
		<updated>2026-10-13T17:53:29Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation&amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 opto-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual. Specifically, J903 is shown incorrectly. J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield. The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones). &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26069</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26069"/>
		<updated>2026-10-13T17:52:48Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation&amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 opto-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual. Specifically, J903 is shown incorrectly. J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield. The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26068</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26068"/>
		<updated>2026-10-13T17:52:25Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* Indiana Jones Path of Adventure (POA) Opto Board */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation&amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 opto-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual. Specifically, J903 is shown incorrectly. J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield. The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26067</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26067"/>
		<updated>2026-10-13T17:52:11Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* Bridge Driver PCB Assembly (A-15946) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation&amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 opto-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual. Specifically, J903 is shown incorrectly. J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield. The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26066</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26066"/>
		<updated>2026-10-13T17:51:52Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* DC Motor Control Board (A-16120) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation&amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 opto-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual. Specifically, J903 is shown incorrectly. J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield. The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26065</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26065"/>
		<updated>2026-10-13T17:51:34Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* WPC Alphanumeric Plasma Display Board */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation&amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 opto-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual. Specifically, J903 is shown incorrectly. J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield. The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26064</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26064"/>
		<updated>2026-10-13T17:51:10Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* Coin Door Interface Board */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation&amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 opto-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual. Specifically, J903 is shown incorrectly. J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield. The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26063</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26063"/>
		<updated>2026-10-13T17:50:52Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* The Shadow Five Switch and Diode P.C.B. (A-13940) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation&amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 opto-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual. Specifically, J903 is shown incorrectly. J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield. The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26062</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26062"/>
		<updated>2026-10-13T17:50:24Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation&amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 opto-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual. Specifically, J903 is shown incorrectly. J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield. The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ.]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26061</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26061"/>
		<updated>2026-10-13T17:49:38Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* TAF &amp;amp; TAFG High Power Board (A-15139) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation&amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 opto-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual.  Specifically J903 is shown incorrectly.  J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield.  The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ.]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26060</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26060"/>
		<updated>2026-10-13T17:48:57Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* Eddy Sensor PCB Assembly (A-18543) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation&amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 opto-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual.  Specifically J903 is shown incorrectly.  J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield.  The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ.]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26059</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26059"/>
		<updated>2026-10-13T17:48:15Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* 24 Inch Opto Board (A-15646) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation&amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 opto-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket.]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual.  Specifically J903 is shown incorrectly.  J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield.  The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ.]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26058</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26058"/>
		<updated>2026-10-13T17:47:55Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* HSII &amp;amp; CFTBL Triac board (A-13088-2) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation&amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 opto-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket.]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual.  Specifically J903 is shown incorrectly.  J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield.  The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ.]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26057</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26057"/>
		<updated>2026-10-13T17:47:39Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* HSII &amp;amp; CFTBL Triac board (A-13088-2) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation&amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 otpo-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket.]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual.  Specifically J903 is shown incorrectly.  J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield.  The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ.]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26056</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26056"/>
		<updated>2026-10-13T17:47:01Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* Bi-Directional Motor Board (A-15680) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation&amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 otpo-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket.]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual.  Specifically J903 is shown incorrectly.  J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield.  The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ.]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26055</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26055"/>
		<updated>2026-10-13T17:46:38Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* Dual H-Drive Motor Control Board Problems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation&amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 otpo-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket.]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual.  Specifically J903 is shown incorrectly.  J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield.  The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ.]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26054</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26054"/>
		<updated>2026-10-13T17:46:22Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation&amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 otpo-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket.]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual.  Specifically J903 is shown incorrectly.  J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield.  The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ.]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26053</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26053"/>
		<updated>2026-10-13T17:45:55Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* High Current Driver Board (C-13963) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation&amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1)]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 otpo-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket.]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual.  Specifically J903 is shown incorrectly.  J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield.  The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ.]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26052</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26052"/>
		<updated>2026-10-13T17:45:18Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* WH2O Chaser Lamp Board (A-15761) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation&amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse.]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1)]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 otpo-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket.]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual.  Specifically J903 is shown incorrectly.  J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield.  The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ.]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26051</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26051"/>
		<updated>2026-10-13T17:44:45Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* Trough Divots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation&amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse.]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1)]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 otpo-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket.]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual.  Specifically J903 is shown incorrectly.  J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield.  The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ.]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26050</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26050"/>
		<updated>2026-10-13T17:44:26Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* Broken Parts Leads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation&amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse.]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1)]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 otpo-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket.]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual.  Specifically J903 is shown incorrectly.  J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield.  The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ.]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26049</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26049"/>
		<updated>2026-10-13T17:43:57Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* Trough Opto Boards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation. &amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation&amp;lt;i&amp;gt;Image courtesy of Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse.]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1)]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 otpo-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket.]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual.  Specifically J903 is shown incorrectly.  J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield.  The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ.]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26048</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26048"/>
		<updated>2026-10-13T17:43:15Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse.]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1)]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 otpo-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket.]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual.  Specifically J903 is shown incorrectly.  J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield.  The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ.]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26047</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26047"/>
		<updated>2026-10-13T17:42:51Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* Auxiliary 8-Driver Board Problems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse.]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1)]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 otpo-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket.]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual.  Specifically J903 is shown incorrectly.  J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield.  The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ.]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26046</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26046"/>
		<updated>2026-10-13T17:42:12Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* 8 High Power PCB Assembly (A-16116) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse.]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1)]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 otpo-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket.]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual.  Specifically J903 is shown incorrectly.  J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield.  The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ.]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26045</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26045"/>
		<updated>2026-10-13T17:41:46Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* WPC Twilight Zone Clock Boards (A-16219, A-16220) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse.]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1)]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 otpo-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket.]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual.  Specifically J903 is shown incorrectly.  J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield.  The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ.]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26044</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26044"/>
		<updated>2026-10-13T17:40:59Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* WPC 16 Opto Board (A-16998, A-17223) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards.]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse.]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1)]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 otpo-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket.]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual.  Specifically J903 is shown incorrectly.  J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield.  The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ.]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26043</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26043"/>
		<updated>2026-10-13T17:35:56Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* WPC Twilight Zone Custom 10-Opto Board (A-16807) */ Added images of TZ 10-Opto board capacitor corrosion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|left|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:TZ10OptoBoardCorrosionScraped.jpg ‎|300px|thumb|right|The same a Twilight Zone specific 10 Opto Board with corrosion scraped away. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards.]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse.]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1)]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 otpo-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket.]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual.  Specifically J903 is shown incorrectly.  J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield.  The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ.]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=File:TZ10OptoBoardCorrosionScraped.jpg&amp;diff=26042</id>
		<title>File:TZ10OptoBoardCorrosionScraped.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=File:TZ10OptoBoardCorrosionScraped.jpg&amp;diff=26042"/>
		<updated>2026-10-13T17:33:37Z</updated>

		<summary type="html">&lt;p&gt;Chibler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26041</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26041"/>
		<updated>2026-10-13T17:29:30Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* WPC Twilight Zone Custom 10-Opto Board (A-16807) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:TZ10OptoBoardCorrosion.jpg ‎|300px|thumb|right|Corrosion caused by a leaky 100uf capacitor on a Twilight Zone specific 10 Opto Board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards.]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse.]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1)]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 otpo-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket.]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual.  Specifically J903 is shown incorrectly.  J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield.  The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ.]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=File:TZ10OptoBoardCorrosion.jpg&amp;diff=26040</id>
		<title>File:TZ10OptoBoardCorrosion.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=File:TZ10OptoBoardCorrosion.jpg&amp;diff=26040"/>
		<updated>2026-10-13T17:27:36Z</updated>

		<summary type="html">&lt;p&gt;Chibler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80&amp;diff=26034</id>
		<title>Gottlieb System 80</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80&amp;diff=26034"/>
		<updated>2026-10-08T16:24:30Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* Remote Mounted Transistors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Gottlieb_Repair_Guides | Gottlieb® solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 1st gen boardset.jpg‎|300px|thumb|left|Gottlieb® System 80 Board Set - 1st Generation ]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
			&lt;br /&gt;
Gottlieb&#039;s® second generation of solid state pinballs is System 80.  Capabilities were increased in terms of controllable lamps, solenoids, gameplay, and sound.  No longer tied to an EM-esque platform, Gottlieb® started to introduce games with more unconventional asymmetric playfields.  System 80 marked a foray into double and triple level playfields, speech, and multiball. Unfortunately, it also represented a lateral step in reliability, with battery corrosion, connectors, and bad grounding plaguing the design.  Nearly all the same issues as were present with the System 1 platform.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
			&lt;br /&gt;
[[File:System80cabinet.jpg|300px|thumb|left|Gottlieb® System 80 Board Set - 2nd Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Just like the System 1 games, the System 80 / 80A / 80B design relied solely on connectors and daisy-chained wiring to transport the ground lines from board to board. The exception is that the large ground plane used with System 1 games was no longer used behind the boards with the System 80 games. Gottlieb® still opted to use plastic standoffs to elevate and secure the boards to the backbox or the back side of the lamp box insert. Thus, if a single ground connector failed in the chain, the logic ground could fail for one or several of the circuit boards. This could potentially lead to locked on coils, relays, and / or controlled lamps. In turn, transistors and chips would fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:Later gtb sys80a boardset.jpg|300px|thumb|left|Gottlieb® System 80A Board Set]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 platform was used for a total of nine years from 1980-1989.  During this period, there were three main versions of the boardset.  These three versions are referred to as: System 80, System 80A, and System 80B.  System 80 was used from 1980-1982, System 80A was used from 1982-1985, and System 80B was used from 1985-1989.  The easiest way to differentiate between the three versions is by looking at the style of displays which were used.  System 80 used 6-digit displays for scoring, and in some instances, for bonus values or timers.  System 80A used 7-digit displays for scoring, and 6-digit displays for bonus values or timers too.  Both the 6-digit and 7-digit displays were limited to displaying numeric values.  System 80B differed the most by using two 20-digit alpha-numeric displays, which were stacked on top of each other.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
[[File:Early gtb sys80b boardset.jpg|300px|thumb|left|Gottlieb® System 80B Board Set - Early]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Shortly after the onset of using the System 80B boardset, it was evident that the complexity of playfield designs had quickly outgrown the boardset.  Remote satellite boards, and transistors littered the underside of the playfield and inside the cabinet, because the driver board was too undersized to handle these extra duties.  A new boardset, known as the System 3 platform, was under development, but was not released until nearly 4 years later in 1990.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
	 &lt;br /&gt;
[[File:Typical gtb sys80b boardset.jpg|300px|thumb|left|Gottlieb® System 80B Board Set - Typical]]&lt;br /&gt;
[[File:GTB Later 80B Backbox.JPG|300px|thumb|right|Gottlieb® System 80B Board Set - Later Games (Hot Shots, Bad Girls, and Big House]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once a System 80 / 80A / 80B game has been methodically gone through with board design grounding flaws and connectors corrected, they are just as reliable as any of their contemporaries.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Games==&lt;br /&gt;
===System 80 Prototype===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|The Incredible Hulk || 1979 || Unknown (10 presumed, 4 confirmed) || 500 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit || A small number of games were used as a testing platform, which featured the system 80 boardset instead of the system 1 boardset. Confirmed games include serials 01440, 01442, 01443, 01447.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80 1st Generation===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|The Amazing Spiderman|| 05-1980 || 7625 || 653 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Panthera|| 06-1980 || 5220 || 652 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||   6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Circus|| 06-1980 || 1700 || 654 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit || Ultra Widebody &lt;br /&gt;
|-&lt;br /&gt;
|Counterforce|| 06-1980 || 3870 || 656 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||   6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Star Race|| 08-1980 || 870 || 657 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit || Ultra Widebody  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80 2nd Generation===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;Sound&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|James Bond|| 10-1980 || 3625 || 658 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Time Line|| 12-1980 || 3167 || 659 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Force II|| 02-1981 || 2000 || 661 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Pink Panther|| 03-1981 || 2840 || 664 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Mars, God of War]]|| 03-1981 || 5240 || 666 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || First Gottlieb® with speech, lane change, and multi-ball&lt;br /&gt;
|-&lt;br /&gt;
|Volcano|| 09-1981 || 3655 || 667 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || Export games used [[Media:Gtb_sys80_sound.JPG | sound only]] board&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Hole]]|| 10-1981 || 8774 || 668 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || First Gottlieb® with 2-Level playing area, Export games used [[Media:Gtb_sys80_sound.JPG | sound only]] board and a simple single backglass with no spinning disc.&lt;br /&gt;
|-&lt;br /&gt;
|[[Haunted House]]|| 06-1982|| 6835 || 669 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 6-digit || First game with 3-Level playing area, Sound only, but used sound &amp;amp; speech board w/o the speech chip installed.&lt;br /&gt;
|-&lt;br /&gt;
|Eclipse|| 1982 || 193 || 671 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit || Production game and available as a kit for James Bond 007 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80A===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Devil&#039;s Dare|| 08-1982 || 3832 || 670 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || Export games used the [[Media:Gtb_sys80_sound.JPG | sound only]] board&lt;br /&gt;
|-&lt;br /&gt;
|[[Caveman]]|| 09-1982 || 1800 || PV810 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || Pinball / Video game hybrid &lt;br /&gt;
|-&lt;br /&gt;
|Rocky|| 09-1982 || 1504 || 672 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|[[Spirit]]|| 11-1982 || 1230 || 673 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Punk!|| 12-1982 || 959 || 674 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board  &lt;br /&gt;
|-&lt;br /&gt;
|Striker|| 11-1982 || 910 || 675 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Krull|| 02-1983 || 10 || 676 || [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Goin&#039; Nuts|| 02-1983|| 10 || 682 || [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Q*bert&#039;s Quest|| 03-1983 || 884 || 677 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Super Orbit|| 05-1983 || 2100 || 680 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]]  || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board &lt;br /&gt;
|-&lt;br /&gt;
|Royal Flush Deluxe|| 06-1983 || 2000 || 681 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]]  || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board  &lt;br /&gt;
|-&lt;br /&gt;
|[[Amazon Hunt]]|| 09-1983 || 1515 || 684 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]] or [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board. Later production games used the [[Media:Gtb_sys80a%26b_sound.JPG|sound only]] piggyback sound board &lt;br /&gt;
|-&lt;br /&gt;
|Rack &#039;Em Up!|| 11-1983 || 1762 || 685 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Ready... Aim... Fire!|| 11-1983 || 390 || 686 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Jacks to Open|| 05-1984 || 2350 || 687 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Star]]|| 06-1984 || 1065 || 689 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || 689A Denotes a revision in the ROM code&lt;br /&gt;
|-&lt;br /&gt;
|The Games|| 08-1984|| 1768 || 691 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Touchdown|| 10-1984 || 711 || 688 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|El Dorado City of Gold|| 09-1984 || 905 || 692 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Ice Fever|| 02-1985 || 1585 || 695 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80B===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Chicago Cubs Triple Play|| 05-1985 || ~1365 || 696 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Bounty Hunter|| 07-1985 || 1220 || 694 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Tag Team Pinball|| 09-1985 || 1220 || 698 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] ||  Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Rock|| 10-1985 || 1875 || 697 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 || DIP switches 7 and 8, while listed as &amp;quot;spares&amp;quot;, 7 is actually used to turn attract sounds on / off.  There is an addendum added to the first page of the manual stating as such.&lt;br /&gt;
|-&lt;br /&gt;
|Raven|| 03-1986 || 3550 || 702 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Rock Encore|| 04-1986 || 245 || 704 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||Production game using same playfield art as Rock, but mainly available as a conversion kit for Rock&lt;br /&gt;
|-&lt;br /&gt;
|Hollywood Heat|| 06-1986 || 3400 || 703 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Genesis|| 09-1986 || 3500 || 705 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings|| 10-1986 || 3260 || 707 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break|| 04-1987 || 3550 || 706 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo|| 02-1987 || 4315 || 708 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]||  Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Arena|| 06-1987 || 3099 || 709 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]||Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Victory|| 10-1987 || 3315 || 710 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Lady|| 02-1988 || 2700 || 711 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|TX Sector|| 03-1988 || 2336 || 712 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War|| 04-1988 || 2130 || 714 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Excalibur|| 11-1988 || 1710 || 715 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||Start of the MA-1133 CPU Board. No actual speech callouts are present in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls|| 11-1988 || 2500 || 717 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||  &lt;br /&gt;
|-&lt;br /&gt;
|[[Big House]]|| 04-1989 || 1977 || 713 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 || &lt;br /&gt;
|-&lt;br /&gt;
|Hot Shots|| 04-1989 || 2342 || 718 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||  &lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters Inc.|| 08-1989 || 2000 || 719 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 || Uses 3 sound boards - uses 50v to power flippers &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game date of release, production numbers, and model number provided by the Internet Pinball Database - http://www.ipdb.org&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
===Recommended Documentation===&lt;br /&gt;
====Manuals====&lt;br /&gt;
* A game manual.  Pinball Resource has many factory originals still left, and reprints of everything else.&lt;br /&gt;
&lt;br /&gt;
====Theory of Operation &amp;amp; Repair Guides====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Gottlieb Star Series 80 Service Manual&lt;br /&gt;
|[[file:Gottlieb-star-series-80-service-manual-cover.jpg|thumb|left|140px]][[file:Gottlieb-star-series-80-service-manual-cover-alt.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Information on how system 80 operates, with troubleshooting information outlined.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1983 Technical Seminar Workbook&lt;br /&gt;
|[[file:Gottlieb-technical-seminar-workbook-1983-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Information on how system 80 operates, with troubleshooting information outlined.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parts Catalogs====&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; schematics, and diagrams for controlled lamp, solenoid, and rubber locations. Gottlieb tended to publish a lot of game-specific information in parts catalogs. These have exploded diagrams of assemblies, particularly in earlier games that had the thinner, much less helpful manuals. Playfield parts, lamps, and switches are all diagrammed out. These also have collected service bulletins. Reprints are available from Pinball Resource.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1982 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1982-parts-catalog-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Counter Force, Star Race, James Bond, Time Line, Force II, Pink Panther, Mars God Of War, Volcano, Black Hole, Haunted House, Devil&#039;s Dare, Caveman, Rocky. This catalog also features system 1 games.&lt;br /&gt;
|Includes parts assemblies, plus switch matrix and controlled lamp locations, board layouts, schematics, and board parts lists, coin door parts, and some cabinet parts. Includes System 1 and 80 parts and boards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1987 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1987-parts-manual-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Volcano, Black Hole, Haunted House, Devil&#039;s Dare, Rocky, Spirit, Rock, Striker, Q*bert&#039;s Quest, Super Orbit, Royal Flush, Amazon Hunt, Rack &#039;Em Up, The Games, Chicago Cubs Triple Play, Rock Encore, Ready Aim Fire, Touchdown, Bounty Hunter, Raven, Jacks To Open, El Dorado City Of Gold, Tag Team, Hollywood Heat, Alien Star, Ice Fever, Rock, Genesis&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1992 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1992-parts-manual-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Covers 80B games starting from Gold Wings and the first 9 System 3 titles (games #706-#730).&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One interesting note about the part numbers is that the single letter that preceded the number indicated the size of the paper that was used for the original drawing/blueprint of the part. Paper sizes A up through F were used.&lt;br /&gt;
&lt;br /&gt;
===Connector Designations===&lt;br /&gt;
All Gottlieb® machines have a common naming convention for all of the connectors in the game.  A specific connection uses two parts - a prefix and a suffix.  The prefix is the board number or an inline wire junction, and the suffix is the connection on the board or a sequential wire junction number.  When referencing a specific connector pin within a housing, a dash follows the connection number.  For example, the connector pin for the slam switch signal on the CPU board is A1J5-10.  The coin door connection used on Devil&#039;s Dare is A15P1 and A15J1 - the connector pin for switch return 7 on the coin door is A15J1-8.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following boards are assigned the same numbers throughout the System 80 / 80A / 80B platforms.&lt;br /&gt;
*CPU Board - A1&lt;br /&gt;
*Power Supply - A2&lt;br /&gt;
*Driver Board - A3&lt;br /&gt;
*Sound Board - A6&lt;br /&gt;
*Pop Bumper Driver Boards - A8&lt;br /&gt;
*Reset Board - A24&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There are several other board designations used, however, they change from game to game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Wiring Color Code===&lt;br /&gt;
&lt;br /&gt;
Unlike every other pinball manufacturer, which adopted a two-color wiring code system, Gottlieb® used three colors.  Most wiring in a Gottlieb® game used a white base color, which is the wire&#039;s insulation color, and three &amp;quot;striped&amp;quot; traces on each wire.  I state most cases, because there are some wires which only used two colors - the green insulated ground lines which have a single yellow trace, or only one color - the white ground wires used in System 80B games with no trace at all.  Below is the Gottlieb® color chart.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
|-&lt;br /&gt;
| Color || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#000000&amp;quot;&amp;gt;Black&amp;lt;/span&amp;gt;  &lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#A52A2A&amp;quot;&amp;gt; Brown &amp;lt;/span&amp;gt; &lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#800080&amp;quot;&amp;gt; Purple &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#808080&amp;quot;&amp;gt; Gray &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#000000; background:#FFFFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Does the color chart look familiar?  Well, if you have an electronics background, it should.  The Gottlieb® wire code system is the same as the resistor color coding system.&lt;br /&gt;
&lt;br /&gt;
Here are some examples of the color coding system.  The color wire code for switch strobe line 0 is 400.  400 would be a white insulated wire with a yellow trace and two black traces, or commonly referred to as a yellow-black-black wire.  The ground lines in early System 80 games are code 54.  54 would be a green insulated wire with one yellow trace.&lt;br /&gt;
&lt;br /&gt;
There is one word of caution, which should be pointed out.  If the connections on A1J2 and A1J3 are being replaced, there are wire colors on these connections which are very similar.  Although each wire is located on a different housing, please proceed with caution, as it can be difficult to see all three traces without spinning the wire around.  The wires which come to mind are 344 and 677 on A1J2, and 433 and 766 on A1J3.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Matrix===&lt;br /&gt;
====Switch Matrix Wire Coloring====&lt;br /&gt;
[[File:GottliebSystem80A1J6SwitchMatrixWireColors.png|right|thumb|500px|Gottlieb® System 80 Switch Matrix Wire Coloring at Connector A1J6. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Wire colors used for the switch matrix, as connected to A1J6 on the MPU, were identical across all Gottlieb System 80/80A/80B games. They are, from pin 1 to 19, and right-to-left &amp;lt;b&amp;gt;(backwards)&amp;lt;/b&amp;gt; as you view the front of the connector as installed on the MPU...&lt;br /&gt;
#yellow-black-black&lt;br /&gt;
#yellow-brown-brown&lt;br /&gt;
#yellow-red-red&lt;br /&gt;
#yellow-orange-orange&lt;br /&gt;
#yellow-yellow-yellow&lt;br /&gt;
#yellow-green-green&lt;br /&gt;
#yellow-blue-blue&lt;br /&gt;
#yellow-purple-purple&lt;br /&gt;
#white (ground)&lt;br /&gt;
#blue-black-black&lt;br /&gt;
#blue-brown-brown&lt;br /&gt;
#blue-red-red&lt;br /&gt;
#blue-orange-orange&lt;br /&gt;
#blue-yellow-yellow&lt;br /&gt;
#blue-green-green&lt;br /&gt;
#blue-blue-blue&lt;br /&gt;
#blue-purple-purple&lt;br /&gt;
#blue-slate-slate (+5VDC)&lt;br /&gt;
#empty&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; that not all games use all rows and/or all columns of the switch matrix. Unused switch matrix circuits are not wired.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Switch Numbering====&lt;br /&gt;
[[File:Sys80 switch matrix.png|left|thumb|600px|Gottlieb® System 80 Switch Matrix]]&lt;br /&gt;
The Gottlieb® System 80 / 80A / 80B switch matrix consists of a maximum of 64 switches.  There are a total of 8 switch strobes and 8 switch returns. However, not every switch in the matrix is used on every System 80 game.&lt;br /&gt;
&lt;br /&gt;
Just like the System 1 switch numbering system, the System 80 switch numbers have a similar naming convention.  Except, the System 80 switch numbering system is the opposite of System 1.  If you are accustomed to working on System 1 games, pay close attention.  With Gottlieb® System 80 switches the first number of the switch is its strobe number, while the second number is switch&#039;s return number.  An example would be switch 54.  Switch 54 is located on strobe 5 and return 4 of the switch matrix.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Strobe 0&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-1 / A1J5-2)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 1&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-2 / A1J5-3)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 2&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-3 / A1J5-4)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 3&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-4 / A1J5-5)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 4&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-5 / A1J5-6)&lt;br /&gt;
! Strobe 5&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-6 / A1J5-7)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 6&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-7)&lt;br /&gt;
!Strobe 7&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-8 / A1J5-9)&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 0 (A1J6-10)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 00&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 10&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 20&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 30&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 40&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 50&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 60&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 70&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 1 (A1J6-11)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 01&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 11&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 21&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 31&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 41&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 51&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 61&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 71&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 2 (A1J6-12)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 02&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 12&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 22&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 32&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 42&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 52&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 62&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 72&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 3 (A1J6-13)&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 03&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 13&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 26&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 33&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 43&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 53&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 63&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 73&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 4 (A1J6-14)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 04&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 14&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 24&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 34&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 44&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 54&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 64&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 74&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 5 (A1J6-15)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 05&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 15&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 25&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 35&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 45&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 55&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 65&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 75&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 6&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-16 / A1J5-8)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 06&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 16&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 26&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 36&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 46&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 56&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 66&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 76&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 7&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-17 / A1J5-1)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 07&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 17&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 27&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 37&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 47&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 57&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 67&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 77&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
====The &amp;quot;Missing&amp;quot; Gottlieb® System 80 Switches====&lt;br /&gt;
&lt;br /&gt;
With the Gottlieb® System 80 series of games, there are some switch assignments that are designated the same throughout the System 80, 80A, and 80B platforms.  These switches are typically not listed in the switch matrix portion of the manual.  You have to review the cabinet schematics, and decipher what switches use what return and strobe.  However, it appears that Gottlieb® / Premier® changed this section of the schematic starting with Excalibur or Bad Girls by no longer listing the strobes for these switches.  So, below are the &amp;quot;missing&amp;quot; switch assignments for any Sys80B.  All the info applies for Sys80 and Sys80A, except the two advance buttons, which weren&#039;t used prior to Sys80B.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;06&#039;&#039;&#039; - left advance button, also pause both lamp and relay/ solenoid tests (Sys80B only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;07&#039;&#039;&#039; - play / test switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;16&#039;&#039;&#039; - right advance button (Sys80B only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;17&#039;&#039;&#039; - left coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;27&#039;&#039;&#039; - right coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;37&#039;&#039;&#039; - center coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;47&#039;&#039;&#039; - replay button&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;57&#039;&#039;&#039; - plumb bob and ball roll tilts (these have the same switch assignment as the playfield tilt switch)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Black Hole is an exception.  The switch assigned for the tilt on Black Hole is 26.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The coin door slam switch is not part of the switch matrix.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Language Selection ===&lt;br /&gt;
&lt;br /&gt;
The only way to change the language displayed is to install the correct language ROMs. Gottlieb didn’t incorporate a “soft” method of changing language selection. &lt;br /&gt;
&lt;br /&gt;
===Enabling Free Play===&lt;br /&gt;
Free play options were unavailable in the original System 80/80A/80B game code. However, there are some hardware modifications that can be done, stacked switches can be added to the start/credit button, or  EPROMs with free play code can replace original PROMs.&lt;br /&gt;
&lt;br /&gt;
====Free Play EPROMs====&lt;br /&gt;
For system 80/80A, the U2/U3 PROMs can be replaced with an [http://www.flipprojets.fr/Freeplay_EN.php EPROM with free play code]. Replacing U2/U3 will require an adapter, such as the [https://www.greatplainselectronics.com/proddetail.asp?prod=140-101 module from GreatPlainsElectronics (no longer available)], [https://lisy.dev/u2u3-_adapter.html LISY], [https://www.flippp.fr/u2u3pcb.php?lg=en flippp], or a [http://www.actionpinball.com/tech/sys80mod.php#system custom adapter board]&lt;br /&gt;
&lt;br /&gt;
For System 80B, the game PROM can be replaced with an [http://www.flipprojets.fr/Proms80B_EN.php EPROM with free play code].&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80 Games====&lt;br /&gt;
Early Gottlieb® solid state pinball machines, prior to 1990, did not have a free play option available within the game settings.  With this simple modification, a game can be set up for free play.  First, identify the diode strip in the bottom of the cabinet.  Once the diode strip is found, locate the credit button and coin switch strobe line wires.  The wires will be located on the left of the diode strip - the non-banded side of the diodes.  Below is a list of the wires.&lt;br /&gt;
&lt;br /&gt;
* Credit button wire - Green-Yellow-Yellow&lt;br /&gt;
* Left coin switch wire - Green-Brown-Brown&lt;br /&gt;
* Center coin switch wire - Green-Orange-Orange&lt;br /&gt;
* Right coin switch wire - Green-Red-Red&lt;br /&gt;
&lt;br /&gt;
[[File:Gtbsys80board.jpg|300px|thumb|left|Typical location of System 80 diode board in cabinet]]&lt;br /&gt;
[[File:System80FreePlayJumper.jpg‎|300px|thumb|right|Gottlieb® System 80 Black Hole diode board with jumper (yellow wire) to implement free play]]&lt;br /&gt;
&lt;br /&gt;
Solder a small lead wire from the credit button wire to any of the coin switch wires. The wires will change to different colors on the other side of the diode. You want to solder to the side of the diode (non-banded) with the color wire specified above. &lt;br /&gt;
&lt;br /&gt;
Make sure that the diode, credit button wire, and coin switch wire are still soldered securely to the diode strip terminal when finished.  If soldering is not an option, use a small alligator clip test lead. Now, when the credit button is pressed, a credit will be incremented and decremented. A game can be easily started without the need to open the coin door to trip the coin switches anymore.&lt;br /&gt;
&lt;br /&gt;
For this &amp;quot;hack&amp;quot; to work properly (adding a credit and then decrementing a credit), the MPU DIP switches for the associated coin chute must be configured so that one coin drop adds one credit. In other words, if the DIP switches are set to require more than one coin drop through the associated chute, the free play &amp;quot;hack&amp;quot; will not work correctly because the &amp;quot;hack&amp;quot; mimics a single coin drop.&lt;br /&gt;
&lt;br /&gt;
Please note that this modification does not apply to Gottlieb® System 80A and System 80B machines. System 80A and 80B machines use diode boards with edge connections, which are typically located on the cabinet wall near the left flipper cabinet switch. Jumpering the diodes on System 80A and 80B games do not give the intended free play results of jumpered System 80 diodes. This is attributed to how the diode boards are physically placed differently in circuit with respect to the switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TimeLineFreePlay.jpg‎|300px|thumb|left|Gottlieb® System 80 Time Line diode board with jumper (the red wire...I mean...it&#039;s a red flippin&#039; wire. You HAVE to be able to see it!) to implement free play]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left ties the center coin chute wire (Green-Orange-Orange) to the credit button wire (Green-Yellow-Yellow).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80A Games====&lt;br /&gt;
[[File:ExampleSwitchStack.jpg ‎‎|300px|thumb|left|A &amp;quot;donor&amp;quot; switch pair.]]&lt;br /&gt;
[[File:System80AStackedSwitch.jpg ‎ ‎‎|300px|thumb|right|Donor switch pair atop original credit button switch pair.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There is no method to implement free play for System 80A games at this time, other than &amp;quot;stacking&amp;quot; the credit button switch with one of the coin drop switches.&lt;br /&gt;
&lt;br /&gt;
The image at left shows a &amp;quot;donor&amp;quot; switch pair. A diode is not required on the switch as switch isolation diodes for coin door switches are located elsewhere in the game. This switch pair is from an early Williams solid-state game and is a bit too long. As implemented, the switch tabs were clipped, an additional 3/16&amp;quot; hole was drilled forward of the existing two holes, so that the switch pair length approximated the original credit button length. The insulating fish paper is necessary and will be reused.&lt;br /&gt;
&lt;br /&gt;
The image at right shows both the original credit button switch pair (inside) and the new switch pair with the coin drop wires from one of the coin chutes soldered tightly. The two switch pairs are insulated from each other with fish paper from the donor switch. Two new 5x40 by 1 inch screws have been used to secure the switch stack tightly. The original screws are too short for two switches. The additional switch has been adjusted to close just after the credit button switch closes.&lt;br /&gt;
&lt;br /&gt;
This implementation attempts to start a game, then adds a credit, making it normal to have to press the credit button twice if the game has no credits. One might think that swapping the switches would work better by adding a credit and then starting a game. However, at least for this game (Spirit), doing this didn&#039;t work. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80B Games====&lt;br /&gt;
A System 80B game does not have a built-in free play option available, so the fallback option to add credits is usually to open the coin door and trip the coin switches. However, there are a couple of methods that can be used to avoid doing that.&lt;br /&gt;
&lt;br /&gt;
=====Free Play (80B) Diode Board Modification=====&lt;br /&gt;
Locate the diode board used for all of the coin door switches (normally inside the cabinet to the left of where the coin box would be placed). Remove the diode board. Add a jumper between pin 4 and pin 10 of the diode board on the solder side of the board, (this can be done on the component side instead). Make certain that the jumper is soldered onto the banded side of the diodes. This jumper essentially ties the right advance button on the front of the cabinet to the center coin switch.&lt;br /&gt;
&lt;br /&gt;
Now, when the right advance button is pressed, credits will be added to the game. There have not been any unwanted side effects observed when the right advance button is pressed while scrolling through characters used to enter high score initials.&lt;br /&gt;
&lt;br /&gt;
An alternative method that achieves the same result is to use a jumper wire with minigrabber ends and clip them on to the bottom of the 4th and 9th diodes (from the right) on the front of the board. This requires no soldering and the diode board doesn&#039;t even need to be removed.&lt;br /&gt;
&lt;br /&gt;
The jumper modification should work on games from Chicago Cubs Triple Play to Excalibur. Hot Shots, Bad Girls, Big House, and Bone Busters, Inc. do not have a diode board for the coin door, so this specific modification cannot be done on those titles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=400 class=center&amp;gt;&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board.JPG|Typical location of System 80B diode board on cabinet wall&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Added.JPG|Added jumper to back of diode board&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Location_Front.JPG|Location to add jumper to front of diode board&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Added_To_Front.JPG|Added minigrabber jumper to front of diode board&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Free Play ROM (80B) =====&lt;br /&gt;
Another option is a free play ROM, produced by a group of kindly fellows in France. By burning the revised image into a 2764, and installing the new ROM on the daughter card, the game will now be on free play. Their implementation notices when zero credits are on the game and the credit button has been pressed. The new code then adds 20 credits to the game, and starts a game. The System 80B free play ROMs can be found [http://www.flipprojets.fr/Proms80B_EN.php here].&lt;br /&gt;
&lt;br /&gt;
[[image:PinSideLogo.png]] PinSider &amp;quot;McZonk&amp;quot; has hacked the 80B ROM set to include a very nice free play option. This code modification displays the letters &amp;quot;FP&amp;quot; on the display in lieu of the credit count when enabled. More information regarding this modification can be found on [https://pinside.com/pinball/forum/topic/free-play-mod-for-raven the Pinside discussion thread here].&lt;br /&gt;
&lt;br /&gt;
=== Bookkeeping &amp;amp; Diagnostics ===&lt;br /&gt;
[[File:GTB sys80 test button.jpg|300px|thumb|left|Gottlieb® System 80 Coin Door Test Button Highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
To enter the bookkeeping / diagnostic mode, open the coin door and press the red momentary switch. (Note this switch has no credit function)  Depending on the particular game, the self test button may be mounted on a bracket located on the coin door or just inside the cabinet near the coin door hinge.  Upon pressing this button, the 4-digit status display used with System 80 and System 80A games will display &amp;quot;&#039;&#039;&#039;00&#039;&#039;&#039;&amp;quot; in the credit window. Pressing the self test button again will advance to the next step in the bookkeeping.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an option to bypass all of the bookkeeping functions, entering diagnostic mode directly.  To achieve this, the self test button must first be pressed.  &amp;quot;&#039;&#039;&#039;00&#039;&#039;&#039;&amp;quot; will shown on the status display.  Then, the credit / start button should be pressed once.  The status display should now show &amp;quot;&#039;&#039;&#039;16&#039;&#039;&#039;&amp;quot;. &amp;quot;&#039;&#039;&#039;16&#039;&#039;&#039;&amp;quot; is the first test in diagnostic mode.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bookkeeping (System 80/80A)&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1 - Coins thru left chute&amp;lt;br&amp;gt;&lt;br /&gt;
2 - Coins thru right chute&amp;lt;br&amp;gt;&lt;br /&gt;
3 - Coins thru center chute&amp;lt;br&amp;gt;&lt;br /&gt;
4 - Total plays&amp;lt;br&amp;gt;&lt;br /&gt;
5 - Total replays&amp;lt;br&amp;gt;&lt;br /&gt;
6 - Game percentage&amp;lt;br&amp;gt;&lt;br /&gt;
7 - Extra ball&amp;lt;br&amp;gt;&lt;br /&gt;
8 - Total tilts&amp;lt;br&amp;gt;&lt;br /&gt;
9 - Total slam tilts&amp;lt;br&amp;gt;&lt;br /&gt;
10 - Number of times the HSTD has been beaten&amp;lt;br&amp;gt;&lt;br /&gt;
11 - First high score level&amp;lt;br&amp;gt;&lt;br /&gt;
12 - Second high score level&amp;lt;br&amp;gt;&lt;br /&gt;
13 - Third high score level&amp;lt;br&amp;gt;&lt;br /&gt;
14 - High score to date score&amp;lt;br&amp;gt;&lt;br /&gt;
15 - Average game time &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Diagnostics&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
16 - Lamp test&amp;lt;br&amp;gt;&lt;br /&gt;
17 - Coil test (will cycle and display coil number of coils used in the game. Coin counter coils, if installed, are excluded)&amp;lt;br&amp;gt;&lt;br /&gt;
18 - Switch test. (99 = no switches closed)  You can check switch numbers by pressing them on the playfield during this step.&amp;lt;br&amp;gt;&lt;br /&gt;
19 - Display test. The displays will cycle through each digit&amp;lt;br&amp;gt;&lt;br /&gt;
20 - Memory test. (99 = no fault)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80-7641-2Error.jpg|300px|thumb|left|Gottlieb® System 80 &amp;quot;7641&amp;quot; Error]]&amp;lt;br&amp;gt;&lt;br /&gt;
An example of a ROM image checksum error (or perhaps a ROM memory access error) displayed during test 20 is pictured at left. During test 20, if a checksum error is detected, the ROM code in U2/U3 will indicate &amp;quot;7641-X&amp;quot; in the player 1 display window, with &amp;quot;X&amp;quot; being &amp;quot;1&amp;quot; to indicate PROM 1 or &amp;quot;2&amp;quot; to indicate PROM 2. If you have followed the procedure to combine the original game ROMs into a single 2716, this error message is an indicator that the checksum of either the 1st half or the 2nd half of that ROM failed. Replace the ROM.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80A5101.jpg ‎|300px|thumb|left|Gottlieb® System 80A &amp;quot;5101&amp;quot; Error]]&amp;lt;br&amp;gt;&lt;br /&gt;
An example of a probable 5101 CMOS RAM error (or perhaps a CMOS RAM memory access error) displayed during test 20 of a System 80A &amp;quot;Spirit&amp;quot; game is pictured at left. During test 20, if a RAM error is detected, &amp;quot;5101&amp;quot; will be displayed in the player 1 display window.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
System 80B uses the same process as System 80/80A to enter bookkeeping / diagnostics.  The only difference is upon pushing the self test button the first time, the top alphanumeric display will display &amp;quot;&#039;&#039;&#039;TEST MODE&#039;&#039;&#039;&amp;quot;.  Pressing the self test button again will enter bookkeeping mode, while pressing the credit / start button will enter diagnostics mode.  After entering either mode, pressing the self test button will advance through each step in the appropriate mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80BZ5Error.jpg ‎|300px|thumb|left|Gottlieb® System 80B &amp;quot;ERROR- Z5&amp;quot;]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80B memory test will throw a memory error, &amp;quot;ERROR- Z5&amp;quot; as shown at left. This could indicate a failed 5101 (most likely) or it could mean that the processor can not access the 5101 due to chip select, address signal line, or data line signal line issues.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following notes apply to all System 80/A/B games.&lt;br /&gt;
*Any diagnostic test can be repeated by pressing the credit / start button.&lt;br /&gt;
*Waiting 60 seconds will reset the CPU and return the game to attract mode. &lt;br /&gt;
*The slam switch or tilt switch can be triggered to exit diagnostics. This is probably the only benefit of keeping the slam switch functional. However, considering the sometimes strange side effects which can arise from a maladjusted or malfunctioning slam switch, [[Gottlieb_System_80#Slam_Switch_Modification | disabling the slam switch]] is generally a better idea.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Default High Score To Date (HSTD)====&lt;br /&gt;
If a high score to date is not explicitly set (setting 14), then some (most) games use a default HSTD of either 770,000 or 790,000. Some games (such as Volcano or Black Hole) also have an auto-reset back to the default HSTD value after a player&#039;s score exceeds 980,000.&lt;br /&gt;
&lt;br /&gt;
====Pausing the Lamp and Solenoid Test (System 80B Only)====&lt;br /&gt;
[[File:Gtb sys80B left advance.jpg|left|thumb|300px|The left advance button on a System 80B Game]]&amp;lt;br&amp;gt;&lt;br /&gt;
The following only applies to System 80B lamp and solenoid tests.  A little known fact is that the lamp and solenoid tests can be &amp;quot;paused&amp;quot; on a single lamp or single solenoid.  To stop whichever item is being tested during lamp or solenoid test, and repeat the test on the particular item, simply push and hold in the left advance button located on the front of the cabinet, as shown in the picture to the left.  The left advance button can then be released, pressed, and held in again to step to the next item in the test.  This is a particularly nice feature, because the lamps and solenoids or relays tend to be pulsed rather quickly in test, and cannot be observed very well, until the test repeats itself.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rubber Ring Chart===&lt;br /&gt;
Although the Gottlieb® System 80 game manuals do list the location and part numbers for rubber rings used, some fail to list the actual rubber ring size.  Below is a handy chart, which lists the Gottlieb® rubber OEM number and its size.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gottlieb® #&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|A-14793 ||23/64&amp;quot; White Mini-Post&lt;br /&gt;
|-&lt;br /&gt;
|A-15705 ||27/64&amp;quot; White Mini-Post&lt;br /&gt;
|-&lt;br /&gt;
|A-10217 ||5/16&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-17493 || 7/16&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10218 || 3/4&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10219 || 1&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10220 || 1-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10221 || 2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10222 || 2-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10223 || 3&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10224 || 3-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10225 || 4&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10226 || 5&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-13151 || 3/8 x 1-1/2&amp;quot; Standard Red Flipper&lt;br /&gt;
|-&lt;br /&gt;
|A-13149 || 3/8 x 1&amp;quot; - Small Beaded Red Flipper&lt;br /&gt;
|-&lt;br /&gt;
|A-1344 || Rebound Rubber&lt;br /&gt;
|-&lt;br /&gt;
|1872 || Shooter Tip&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
&lt;br /&gt;
===[[System 80 / 80A / 80B Board Set]]===&lt;br /&gt;
Clicking the link above will direct you to a new page showing all of the System 80/80A/80B boards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 boards 3.png‎|800px|center|Gottlieb® System 80 Board Diagram]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following functional block diagram depicts the main PCBs and the input/output signals between them (#n = wire count).&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:sys80b_IO_lines.png|800px|center|Gottlieb® System 80/B functional blocks and I/O lines]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[System 80 / 80A / 80B Satellite Boards]]===&lt;br /&gt;
Clicking the link above will direct you to a new page showing all of the System 80/80A/80B satellite boards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Supplies===&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Power Supply====&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 psu.JPG‎|300px|thumb|left|System 80 / 80A Power Supply]]&lt;br /&gt;
[[File:Gtb sys80 psu back.JPG|300px|thumb|right|System 80 / 80A Power Supply - Showing the Large Heat Sink]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 / 80A power supply is very similar to the System 1 power supply, where as the circuit board is secured to a large &amp;quot;hot plate&amp;quot; heat sink. This style power supply is used for all System 80 and 80A games from Spiderman to Ice Fever, and is the source of the following:&lt;br /&gt;
* +5 VDC logic power&lt;br /&gt;
*+8 VDC offset voltage needed for the displays&lt;br /&gt;
*+60 VDC for the 6 or 7 digit displays&lt;br /&gt;
*+42 VDC for the status display&lt;br /&gt;
*Ground from earth ground located on the transformer panel&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the System 1 power supply, the +5 VDC logic power is no longer rectified and filtered on the power supply itself.  This process is now handled by a bridge rectifier and a large filtering capacitor located on the transformer panel.  The System 80 power still employs a [http://en.wikipedia.org/wiki/Crowbar_%28circuit%29 crowbar circuit] for the logic power, which protects from over-voltage situations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although these power supplies are fairly reliable, there are some drawbacks to the design.  By incorporating a large heat sink for the PMD10K40 / 2N6059 TO-3 transistor on the board, a lot of heat is dissipated throughout the whole board.  This in turn will limit the life expectancy of the other electronic components on the board.  Equally, the heat sink must be removed in order to perform component level repairs to the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Sound &amp;amp; Speech Power Supply==== &lt;br /&gt;
&lt;br /&gt;
A sound &amp;amp; speech board (S&amp;amp;S) is used starting with Mars God of War (MGOW).  Because of the voltages needed to drive some of the components on the S&amp;amp;S board, this secondary power supply is added to the power train.  The voltages generated from this board are:&lt;br /&gt;
*+12 VDC used for the analog inverters and voice synthesizer chip&lt;br /&gt;
*-12 VDC used for the analog inverters&lt;br /&gt;
*+30 VDC used by the sound amplifier (LM379)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 sands power1.JPG|300px|thumb|left|System 80 Sound &amp;amp; Speech Power Supply (1st Generation)]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There are two different variations of this power supply.  The first style is used only with MGOW and Volcano, and is not a printed circuit board (PCB).  The electronic components were screwed to a block of wood, which is located on the left wall of the lower cabinet.  Conducting tests and repairs to this style power supply can be awkward and difficult.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys80 s&amp;amp;s psu.JPG|300px|thumb|left|System 80/80A Sound &amp;amp; Speech Power Supply (2nd Generation)]]&lt;br /&gt;
[[File:System80SpeechAndSoundPS.jpg|300px|thumb|right|System 80/80A Sound &amp;amp; Speech Power Supply (2nd Generation), with test points added. Unstuffed component locations facilitate easy addition of voltage test points The ground test point requires a hole to be drilled in the PCB. Negative 12V is measured at the non-banded end of the 1N4742 zener diode.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Black Hole, the S&amp;amp;S power supply is now on a circuit board (MA-188), which is located in the head of the game with the other circuit boards.  Even though each style of S&amp;amp;S power supply uses different components for the generation of +12 VDC, the end result is the same.  The S&amp;amp;S power supply was no longer used when Gottlieb® went a step backwards, and installed the System 80A sounds only board with the piggyback board.  This change occurred during the run of Amazon Hunt.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The generation 1 and generation 2 sound board power supplies are not pin compatible. One could be exchanged for the other by rearranging connections of a 9-pin molex connector. However, this is not recommended.&lt;br /&gt;
&lt;br /&gt;
====System 80B Power Supplies====&lt;br /&gt;
&lt;br /&gt;
Starting with Chicago Cubs, the Gottlieb® power train went through a bit of a face lift. The System 80B platform uses two separate boards to supply power.  This design change is mainly due to the single display board, which rectifies the high voltage on the board itself.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80b psu.JPG|300px|thumb|left|System 80B +5 VDC Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
The small power supply with the finned heat sink is only used to generate +5 VDC for logic power.  Although, removing the heat sink is not necessary to work on the board, this power supply has its own set of issues.  First, it does not have a crow bar circuit.  If the LM338K voltage regulator fails, and fails whereas the voltage increases drastically, it can destroy electronic components on the other circuit boards.  Secondly, it&#039;s not as bad, but heat is still dissipated throughout the board.  Third, the adjustable potentiometer (pot) on the power supply is prone to failure, due to dirt, dust, and contaminants.  Finally, it is typical for the header pins on the input and output of the board to develop cracked solder joints.  The two latter problems can easily be overcome, and will be addressed in the [http://pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Recommended_Repairs_for_the_System_80B_Power_Supply_Board Recommended Repairs for the System 80B Power Supply Board] section below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80b aux psu.JPG|300px|thumb|left|System 80B Auxiliary Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Rock, the second power supply is added, and is referred to as the auxiliary power supply. The primary functions of this board is used to power the sound board, and amplify the audio output. This sound amplifier board is used in concert with MA-766 and MA-886 sound boards. A breakdown of the voltages supplied by the auxiliary power supply are as follows:&lt;br /&gt;
*-12 VDC&lt;br /&gt;
*+12 VDC&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80B-MA1017AuxPowerSupply.jpg |300px|thumb|left|System 80B Auxiliary Power Supply with .156 headers versus edge connector]]&lt;br /&gt;
[[File:BoneBustersSpecificAmpBoard.jpg |300px|thumb|right|A BoneBusters Inc specific Auxiliary Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
This Auxiliary Power Supply board changed with the release of Bad Girls. Edge connections were no longer used. Instead, .156&amp;quot; header pins were added to the board as shown at left. Note that the System 80B Auxiliary Power Supply board is slightly different from the System 3 Auxiliary Power Supply board. The System 80B board uses a 1K ohm, 2 watt resistor at R8. The System 3 board uses a 330 ohm 1/2 watt resistor at that location.&lt;br /&gt;
&lt;br /&gt;
[http://www.ipdb.org/machine.cgi?id=347 Bone Busters Inc.] uniquely used a modified Auxiliary Power Supply board as pictured at right. A connection was made between pin 12 and the intersection of R1 and R2 to connect the audio output of the second, less populated sound board to the amplifier circuitry. A 1.8K ohm 1/4 watt resistor makes the connection while balancing the audio level from this input. No other game used pin 12 or this configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===CPU Board===&lt;br /&gt;
[[File:Gtb sys80 cpu divided.png‎|300px|left|thumb|Gottlieb® System 80 CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 CPU board is a 6502 based microprocessor system. The 6502 microprocessor (the very same one used in the first Apple computer and the Atari 2600) executes the basic operating system contained in the masked ROMs at U2/U3.  The masked ROMs at U2 and U3 have the same code for all of the different generations of the System 80 platform.  U2 and U3 code changed with the System 80A platform.  The game code &amp;quot;personality&amp;quot; augments the basic operating system PROM(s).  Early System 80 games which used two ROMs at PROM1 and PROM2 positions were masked ROMs.  Later, when the game code could be held in a single 2716, an EPROM was used instead. Battery-backed memory for audits and adjustable game parameters is added via a 5101 256x4 bit CMOS memory at Z5. &amp;quot;Scratchpad&amp;quot; memory is contained in the three 6532 RIOTs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Control of peripheral devices (in this case lamps, displays, solenoids, switches and sound) is accomplished via three 6532 RIOTs (RAM-I/O-Timer) at U4, U5, and U6. Each RIOT in turn controls it&#039;s own &amp;quot;subsystem&amp;quot; to drive these devices.&lt;br /&gt;
&lt;br /&gt;
*Switch matrix (U4)&lt;br /&gt;
*Displays (U5)&lt;br /&gt;
*Solenoids (U6)&lt;br /&gt;
*Lamps (U6)&lt;br /&gt;
*Sound (U6)&lt;br /&gt;
&lt;br /&gt;
There are four generations of the System 80 board.  All of the CPU boards can be easily identified by their revision numbers notated just below the operator adjustable dip switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====1st Generation CPU Board====&lt;br /&gt;
[[File:GTB sys80 CPU 1st ver.JPG|300px|thumb|left|System 80 CPU Board - 1st Generation]]&amp;lt;br&amp;gt;&lt;br /&gt;
The first generation CPU is used in the first 5 System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-001&lt;br /&gt;
*DET PB03-D102-001&lt;br /&gt;
*REV B&lt;br /&gt;
This board uses two masked PROM chips for the game code.  The chips are typically labeled with the three digit game model number followed by /1 or /2, designating the game PROM position.  An example of this naming convention is shown in the pic to the left.  652/1X and 652/2X are game PROM 1 and PROM 2 for Panthera.  The &amp;quot;X&amp;quot; in this case designates a code revision.  The masked ROMs at position U2 and U3 are not socketed on this board.&amp;lt;br&amp;gt;&lt;br /&gt;
With some simple modifications, this board is upward compatible to use a single 2716 EPROM placed in the PROM 1 socket of the board.  With the change of U2 and U3, this board can be used in System 80A games.  The board could potentially be used in a System 80B game with many modifications, and the addition of a daughter board, however, it is not recommended.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:EarlySystem80MPUFactoryCutJumper.jpg|300px|thumb|left|The corrected trace layout error in the 1St generation System 80 MPU]]&amp;lt;br&amp;gt;&lt;br /&gt;
This generation of board has a trace layout error that was corrected by a cut and jumper which moves the trace that terminates at Z5 (5101) pin 20 from Z36 pin 10 to pin 9.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB sys80 cpu front scale.png|300px|thumb|left|System 80 CPU Board - 1st Generation (Front)]]&lt;br /&gt;
[[File:GTB sys80 cpu back scale.png|300px|thumb|right|System 80 CPU Board - 1st Generation (Back)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;skeletal&amp;quot;, semi-populated board scans can be very useful when having to replace or follow traces on a CPU board.  Although the scans are of the 1st generation CPU board, most areas can be used for other generation CPU boards too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====2nd Generation CPU Board====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Placeholder for System 80 CPU Board - 2nd Generation]]&lt;br /&gt;
The second generation CPU is used in some System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-??? (check boards for the suffix)&lt;br /&gt;
*DETAIL PB03-D107-001&lt;br /&gt;
This board uses a single 2716 EPROM chip for the game code located at the PROM 1 socket position.  The chips are typically labeled with the three digit game model number.  Occasionally, the chip&#039;s game number label will be followed by /1, /2, /3, or even /4. In this case, the number following the slash is the code revision number.  An example of this naming convention is 658 /2, which is a game PROM for James Bond - code revision 2.  The masked ROMs at position U2 and U3 are not socketed on this board either.&amp;lt;br&amp;gt;&lt;br /&gt;
With the change of U2 and U3, this board can be used in System 80A games.  The board could potentially be used in a System 80B game with many modifications, and the addition of a daughter board, however, it again is not recommended.  The second generation CPU is backward compatible, provided a doubled up, single game PROM is used at the PROM 1 position.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====3rd Generation CPU Board====&lt;br /&gt;
[[File:GTB sys80 CPU 2nd gen.JPG|300px|thumb|left|System 80 CPU Board - 3rd Generation]]&lt;br /&gt;
The third generation CPU is used in some System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-011&lt;br /&gt;
*DETAIL PB03-D107-003&lt;br /&gt;
This board is essentially the same as the second generation board, except an eyelet ground trace was placed just above Z33 on the board.  This ground trace was never used.  All information which applies to the second generation CPU board, applies to this board.  The third generation CPU is backward compatible, provided the same is done to it as the 2nd generation board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====4th Generation CPU Board (System 80A)====&lt;br /&gt;
[[File:GTB sys80A CPU.JPG|300px|thumb|left|System 80A CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fourth generation CPU is used in all System 80A games, and is marked with the following:&lt;br /&gt;
*D 20869&lt;br /&gt;
This board is the same as the third generation board, except the U2 and U3 masked ROM chips have different code, and are now socketed.  The PROM 2 socket is no longer populated on the board.  The fourth generation CPU is backward compatible, provided the System 80 ROM code is installed at U2 and U3.  If used on a game with the 1st generation CPU, the game code must be doubled up on a 2716 EPROM, and installed at the PROM 1 position.  This board is forward compatible with System 80B, provided all of the above outlined modifications are performed.  Out of all the System 80 CPU boards, this is the most compatible with System 80B, due to using the same base circuit board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5th Generation CPU Board (System 80B)====&lt;br /&gt;
[[File: GottliebSystem80BMPUChris.jpg|300px|thumb|left|System 80B CPU Board (Refurbished; battery removed, NVRAM module installed)]]&lt;br /&gt;
The fifth generation CPU is used in all System 80B games, and is marked with the following:&lt;br /&gt;
*D 20869&lt;br /&gt;
Even though the base circuit board is identical to the fourth generation CPU board, it&#039;s being named the fifth generation board, due to all of the major changes.  The U2 and U3 masked ROM and sockets have been replaced with a piggyback daughter board soldered via header pins mounted in the U3 position.  The daughter board uses a 2764 EPROM.  Most of the related display segment and digit chips are no longer populated.  This is due to the single display board handling these functions on its own board.  The missing chips once used for the displays are Z19, Z21, Z22, Z23, Z24, and Z25. Equally, jumpers have been placed where Z19 and Z21 once resided. The fifth generation CPU is backward compatible, after the daughter board has been removed, and the missing display chips populated.  Note that there technically are two different 80B CPU boards - MA-774 and MA-1133.  The only difference between these two boards is a cut trace on the component side and a long trace wire added on the solder side from the E3 jumper to pin 35 of TC1. This modification is done to increase the ROM size of PROM 2 from a 2716 to a 2732.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Any of the Gottlieb® System 80 / 80A / 80B CPU boards are compatible cross platform.  It&#039;s just matter of how much work must be done to modify each board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80B CPU Jumper Settings=====&lt;br /&gt;
[[File:GTB Sys80B Jumpers.jpg|300px|thumb|left|The location of jumpers discussed...]]&lt;br /&gt;
All System 80B games have the E1 and E2 jumpers installed.  Jumpers E8, E9, E10, E11, E12 are unused in all games.&lt;br /&gt;
&lt;br /&gt;
The first five System 80B games, Chicago Cubs, Bounty Hunter, Tag Team Pinball, Rock, and Rock Encore, use a single ROM at the daughterboard chip socket. Therefore, jumpers associated with PROM 2 connections may not be installed. If jumpers are installed, it doesn&#039;t matter what position(s) they are placed in.&lt;br /&gt;
&lt;br /&gt;
For all games after the first five System 80B games and prior to the last five, jumpers E4, E5, and E7 should be installed.&lt;br /&gt;
&lt;br /&gt;
For the last five System 80B games, Excalibur, Bad Girls, Big House, Hot Shots, and Bone Busters, jumpers E3, E5, and E7 should be installed.&amp;lt;br&amp;gt;&lt;br /&gt;
For Night Moves (made by International Concepts using the 80B board set), these same jumpers should be installed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;The last five System 80B games, along with Night Moves, used a 2732 PROM at the &amp;quot;PROM 1&amp;quot; position.  The socket is marked PROM 1&amp;quot;, but PROM 2 is inserted into this chip socket . Additional modifications to the PCB may be necessary. See [[Gottlieb_System_80#...using_an_MA-1133_or_MA-774_MPU_in_games_that_REQUIRE_a_2732 | &amp;quot;...using an MA-1133 or MA-774 MPU in games that require a 2732&amp;quot;]], for more information.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====U2/U3 ROM Part Numbers====&lt;br /&gt;
[[File:GottliebSystem80ROMs.jpg|300px|thumb|left|System 80 ROMs]]&amp;lt;br&amp;gt;&lt;br /&gt;
All Gottlieb System 80 U2/U3 ROMs will be labeled as pictured at left.&amp;lt;br&amp;gt;&lt;br /&gt;
U2 is labeled &amp;quot;R3273-12&amp;quot; on the center line. The top line is the part number, a 2332 ROM. The bottom line is the date code, in this case, the 15th week of 1981.&amp;lt;br&amp;gt;&lt;br /&gt;
U3 is labeled &amp;quot;R3272-12&amp;quot; on the center line. The top line is the part number, a 2332 ROM. The bottom line is the date code, in this case, the 12th week of 1981.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80AROMs.jpg|300px|thumb|left|System 80A ROMs]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb System 80A ROMs may be labeled in a few different ways since Gottlieb used several manufacturers to provide the ROMs. A clear indication that the ROMs are for System 80A games is that somewhere in the labeling, &amp;quot;XO-326 U2&amp;quot; or &amp;quot;XO-327 U3&amp;quot; will be shown as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MPU to Driver Board Wire Harness===&lt;br /&gt;
[[File:A1J4-to-A3J1Mapping.png|300px|thumb|left|The System 80/A/B MPU to Driver Board Wire Harness]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left indicates the wiring connections from the MPU to the Driver board via the beefy wire harness with two sided connectors. The pins used in both connectors are bifurcated pins, Molex part number: 08-03-0304.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Driver Board===&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 drvr pw.png|300px|thumb|left|The System 80A / 80B Driver Board]]&lt;br /&gt;
The System 80 Driver board is responsible for all controlled lamps, relays, and all solenoids in the game. The CPU controls the driver board operation via a simple interface between A1J4 on the CPU and A3J1 on the driver board.  Although the driver board went through some minor changes over the years, the same board can be adapted for all of the System 80 platforms.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
To control the games&#039; total of 52 &#039;&#039;&#039;lamp circuits&#039;&#039;&#039;, the interface provides &amp;quot;device select&amp;quot; signals for each of the 74175s (Quad-D Flip-Flops) on the driver board, and 4 &amp;quot;bits&amp;quot; of data that is loaded (or &amp;quot;clocked&amp;quot;) into a particular 74175 via the aforementioned device selects. Each lamp is driven discretely by a particular output of a particular 74175, which in turn drives an MPS-A13 or MPS-U45 transistor, (NDS-U45 transistors were used in place of MPS-U45s in some cases). Gottlieb® did not implement a &amp;quot;lamp matrix&amp;quot; as some other manufacturers did.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80DriverBoardFront.jpg|600px|thumb|left|The System 80A / 80B Driver Board Component Side]]&lt;br /&gt;
[[File:GottliebSystem80DriverBoardBack.jpg|600px|thumb|right|The System 80A / 80B Driver Board Solder Side]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is noteworthy that there are some dedicated lamp transistors, which control specific game relays across the System 80 / 80A platforms.  Relays such as the game over, tilt, and coin lockout relays are controlled by Q1, Q2, and Q3 respectively.  The tilt and game over relays use the same designation for the System 80B platform, however, the use of a coin lockout relay was abandoned by this time. One neat feature of the driver board circuitry is that lamp &amp;quot;n&amp;quot; is driven by transistor Q&amp;quot;n+1&amp;quot;. i.e. L12 is driven by Q13.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_drvr_board_coin_ctrs.JPG|400px|thumb|left|Driver Board with Coin Counter Transistors Highlighted ]]&amp;lt;br&amp;gt;&lt;br /&gt;
To control the games&#039; &#039;&#039;&#039;solenoids circuits&#039;&#039;&#039;, the driver board uses signals directly from the CPU to enable transistors on the driver board which turn on up to 9 solenoids.  For solenoid control, the driver board uses MPS-U45, 2N3055, and 2N6043 transistors.  Starting and ending with the System 80 platform, (games from Spiderman to Haunted House), three transistors were reserved to drive optional mechanical coin counters. These mechanical coin counter solenoids and associated transistors are: solenoid 3 (Q54), 4 (Q55), and 7 (Q56). Starting with the System 80A platform, (Devil&#039;s Dare), these transistors were no longer reserved for coin counters, and were used for other functions. Equally, the 3 diodes associated with these 3 transistors were changed to 3 zero ohm jumpers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The games&#039; &#039;&#039;&#039;sound&#039;&#039;&#039; signals (S1, S2, S4, S8) also pass through the driver board at Z13, a 7404 Hex Inverter. See below for S16 and S32.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Repurposed Driver Board Circuits====&lt;br /&gt;
[[File:Gtb under pf transistor.JPG‎|400px|thumb|left| A Typical Remote Transistor Mounted Under the Playfield]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since quite a few System 80 games employ more than 9 solenoids, and since the original driver board design will drive a maximum of 9 solenoids, Gottlieb® repurposed some lamp outputs to drive &amp;quot;under-playfield transistors&amp;quot; which drive additional solenoids.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb ma1011 trans board.JPG‎|400px|thumb|left| A Typical Transistor Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once playfields became littered with numerous &amp;quot;under-playfield transistors&amp;quot;, Gottlieb® opted to merge some of these transistors into a transistor driver board.  The transistor driver board started to appear on Gottlieb® games nearly midway through the System 80B platform, with the game Victory.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sound S16 and S32 signals are also repurposed lamp outputs. For instance, Haunted House and Black Hole both repurpose L9 to S16. Robo-War repurposes lamp 4 to S16. Note that S16 is not consistently implemented across the System 80 family. Note also that references to the usage of S32 are difficult to find.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Auxiliary Lamp Driver Boards===&lt;br /&gt;
[[File:Gtb aux lamp 5.JPG|300px|thumb|left| An MA-138 Auxiliary Lamp Driver Board Using MPS-U45 Transistors]]&lt;br /&gt;
[[File:Gtb aux lamp MA866 2N6043.JPG|300px|thumb|right| An MA-866 Auxiliary Lamp Driver Board Using 2N6043 Transistors]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Time Line, several System 80/80A/80B platform games use auxiliary lamp driver boards. These boards are commonly referred to as &amp;quot;chaser boards&amp;quot; or &amp;quot;lamp chaser boards&amp;quot;. The reason for either of these nicknames is because these boards are used to control lamps for effect. They are either placed in the backbox or under the playfield. With later System 80B games, they were located in the lower cabinet. Location is typically dependent upon what lamps are being controlled. The auxiliary lamp driver boards are not directly controlled by the CPU. The only signals needed for an auxiliary lamp driver board to function is +5V and ground.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several different variants of auxiliary lamp driver boards used. The earliest versions use MPS-U45 transistors to control up to 10 lamp circuits, with no more than 3 lamps per circuit. Both 5 and 10 transistor versions of this board exist. Some later boards use NDS-U45 transistors instead of MPS-U45 transistors. It is assumed this is due to a the cost or lack of MPS-U45 transistors during production. Either of these versions of boards are interchangeable with one another. Finally, there are some boards used in later games which use 2N6043 transistors. These are designed to control #67 flash lamps, but sometimes circuits with 3 or more #44/45/555 lamps. These boards are compatible with previous board versions, and can be used as a drop-in replacement. &lt;br /&gt;
&lt;br /&gt;
The main differences between the auxiliary lamp boards are number of transistors used to drive lamps, the electrical load of the lamps that can be supported, and the resistor (R13) used to control the rate at which the lamps flash or &amp;quot;chase&amp;quot;. Boards using 2N6043 transistors have different resistor values for resistors R2-R11 than boards which use MPS-U45s or NDS-U45s.&lt;br /&gt;
&lt;br /&gt;
MPS-U45, NDS-U45, and CEN-U45 transistors are not substitutes for 2N6043 transistors because of differences in amperage (U45 series transistors are rated for 2A, while 2N6043 is rated for 8A). A viable replacement transistor for the 2N6043 is the TIP102.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In summary: an auxiliary lamp driver board with 2N6043 transistors is backwards compatible with any game (Arena&#039;s board with no transistors may be an exception); just change the R13 timing resistor to suit the game. Because of power requirements, a board with U45-series transistors should only be used in games that only have &#039;&#039;&#039;at most&#039;&#039;&#039; three #44/47/555 lamps on each controlled circuit, and &#039;&#039;&#039;do not&#039;&#039;&#039; control #67 flasher bulbs; and then just change the R13 timing resistor to suit the game.&lt;br /&gt;
&lt;br /&gt;
List of auxiliary lamp driver boards variations:&lt;br /&gt;
&lt;br /&gt;
* MA-121: 10 MPS-U45 transistors, R13 820K Ohm&lt;br /&gt;
* MA-138: 5 MPS-U45 transistors, R13 330K Ohm&lt;br /&gt;
* MA-210: 10 MPS-U45 transistors, R13 330K Ohm &lt;br /&gt;
* MA-234: 10 MPS-U45 transistors, R13 270K Ohm&lt;br /&gt;
* MA-339: 10 MPS-U45 transistors, R13 560K Ohm (Specs assumed assigned to MA-339, but the MA-339 part number was not explicitly documented in game schematics) &lt;br /&gt;
* MA-789: 10 NDS-U45 transistors, R13 680K Ohm&lt;br /&gt;
* MA-866: 10 2N6043 transistors, R13 680K Ohm&lt;br /&gt;
* MA-936: No transistors, R13 516K Ohm&lt;br /&gt;
* MA-1169: 10 NDS-U45 transistors, R13 10M Ohm &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Game&lt;br /&gt;
!style=&amp;quot;white-space: nowrap;&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;Part #&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Total Transistors&lt;br /&gt;
!Total Lamp Circuits Controlled&lt;br /&gt;
!Total Lamps Controlled&lt;br /&gt;
!R13 Resistor Value&lt;br /&gt;
!Controls&lt;br /&gt;
!Location&lt;br /&gt;
!Notes&lt;br /&gt;
|- &lt;br /&gt;
|Time Line||MA-121||10||10||10||820K Ohm||Chaser lamps behind nuclear symbol on backglass||In backbox||&lt;br /&gt;
|- &lt;br /&gt;
|Mars:God of War||MA-210||10|| ||28||330K Ohm||Backglass perimeter chaser lamps||In backbox||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Mars:God of War||MA-138||5|| ||10 (LEDs)||330K Ohm||LEDs behind tube||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Volcano||MA-339||10|| ||20||560K Ohm||Upper backglass perimeter chaser lamps and volcano effect behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Black Hole||MA-234||10||10||28||270K Ohm||Backglass perimeter chaser lamps||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Haunted House||MA-234||10||7||21||270K Ohm||Behind backglass lightning effect lamps||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Rocky||MA-339||10||10||19||560K Ohm||Behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Spirit||MA-339||10||10||20||560K Ohm||Behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Tag Team Pinball||MA-121||10|| ||20||820K Ohm||Multiball insert illumination||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Rock||MA-789||10||10||18||680K Ohm||Extra ball insert path||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Rock Encore||MA-789||10||10||18||680K Ohm||Extra ball insert path||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Raven||MA-789||10||10||20||680K Ohm||Inserts leading to ramp||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Hollywood Heat||MA-789||10||10||20||680K Ohm||Ramp insert illumination||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Genesis||MA-866||10||10||10 (#67 Flashers)||680K Ohm||In top of backbox ||Under PF||Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Genesis||MA-866||10||10||10 (#67 Flashers)||680K Ohm||Around playfield window ||Under PF||Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings||MA-866||10||7||14 (#67 Flashers)||680K Ohm||Flashers in topper ||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings||MA-789||10||10||10||680K Ohm||Inserts leading to ramp ||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo||MA-789||10||5||5||680K Ohm||Behind $10,000,000 sign||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo||MA-866||10||10||30||680K Ohm||Lamps around perimeter of topper||Under PF||2 of 2 Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break||MA-789||10||10 ||30||680K Ohm||In topper||Under PF||1 of 2...installed only if topper is present&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break||MA-789||10||10 ||20||680K Ohm||Special shot and shooter loop||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Arena||MA-936||None|| ||10 (LEDs)||560K Ohm||LED strip under shooter lane wireform ||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Victory||MA-789||10||10||10 (#86 bulbs)||680K Ohm||Next to left ramp||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Victory||MA-789||10||10||10 (#86 bulbs)||680K Ohm||Next to right ramp||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Lady||MA-789||10|| ||5||680K Ohm||Loop right of the ramp||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War||MA-866||10||10||20||680K Ohm||Inserts in lower portion of playfield ||Lower cabinet||(1 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War||MA-866||10||10||10 ||680K Ohm||Under playfield glass stop||Lower cabinet||(2 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls||MA-789||10||5||5||680K Ohm||Drop target illumination ||Lower cabinet||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls||MA-1169||10||10||10 ||10M Ohm||Under playfield glass stop||Lower cabinet||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters||MA-789||10|| ||12||680K Ohm||Playfield inserts ||Under PF||(1 of 2) Uses NSD-U45&lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters||MA-866||10|| ||20 (#67 flashers)||680K Ohm||Backbox lamp insert||In backbox||(2 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound Boards===&lt;br /&gt;
&lt;br /&gt;
Gottlieb® uses different sound boards throughout the course of all System 80 platforms.  Several of the sound boards cross platforms too.  Out of all of the sound boards used, there is really only about three base units total with variations made to each one.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sounds Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound.JPG|300px|thumb|left|Gottlieb® System 80 Sound Board MA-55 (Sounds only)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The first System 80 sound board is capable of sound only.  Based on the 6503 CPU architecture, this sound board is very similar to the System 1 Multi-Mode sound board.  However, there are a couple of differences between the two boards.  First, the +12VDC is no longer rectifed on the sound board.  The +12VDC power comes from the power supply.  Secondly, the +5VDC is no longer regulated on the sound board. The System 80 sound receives +5VDC from the power supply also.  Finally, the pin outs for the System 1 sound board and the System 80 sound board are completely different.  Even though either board will plug into either platform,  &#039;&#039;&#039;DO NOT PLUG A SYSTEM 1 SOUND BOARD INTO A SYSTEM 80 GAME AND VICE VERSA!!!&#039;&#039;&#039;  If this is done, bad stuff will happen.  &lt;br /&gt;
&lt;br /&gt;
Unfortunately, there are two chips on this style of board which are very difficult to source. This sound board uses a 6503 CPU and 6530 RIOT chip with special embedded code. 6530 chips marked with R3016-11 are for this System 80 sound board. 6530 chips marked with a R3014-12 or R3014-13 are for the earlier System 1 sound board. The two chips are not cross-compatible since they each have different code embedded in them for each game system.&lt;br /&gt;
&lt;br /&gt;
In addition to being used in early System 80 games, this sounds-only board was also used in the export versions of Black Hole, Volcano, and Devil&#039;s Dare.&lt;br /&gt;
&lt;br /&gt;
If the sound board is missing or cannot be repaired, there are daughter boards and aftermarket boards available.  A daughter board called the &amp;quot;[https://coinop.mally.eu/produkt.php?bestellnr=101647&amp;amp;details=1 MIOT adapter]&amp;quot; ([[media:Coinop.mally.eu_MOIT_adapter_manual_german.pdf|German manual here]]) is a replacement for the 6530 chip for both System 1 and System 80 sounds boards, produced in Germany however the webstore has been closed since at least [https://web.archive.org/web/20201218021701/http://coinop.mally.eu/ December 2020]. Pascal Janin in France has made a replacement sound board for both the original 2nd generation sound boards, and combination System 1 2nd gen boards / System 80/80A sound boards. These boards can purchased directly from Pascal - [http://www.flippp.fr/pifx1.php 2nd gen sound] &amp;amp; [http://www.flippp.fr/pifx.php combination Sys1 / Sys80/80A sound] . Although Pascal does not have US distributors, [http://www.bigdaddy-enterprises.com/ProductPages/flippp.html Big Daddy Enterprises], sometimes has these sound boards available too. There is an FPGA (TDA7267) based replacement board by LISY called the [https://www.lisy.dev/gosof.html GOSOF] which emulates System 1, 80, 80A, and early 80B.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Prototype Sounds Only Board as found in System 80 Hulk&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Images below capture a factory original Sounds only board prototype, complete with cuts (on component side) and jumpers (on solder side). Note the sound ROM marking of &amp;quot;500&amp;quot;, the game number assigned to the System 80 Hulk prototype (10 units built). Also note the &amp;quot;extra&amp;quot; 24 pin IC labeled 7681-5 in the center of the board. This IC is not present on production versions of this board. Just a guess, but since this board has a 6532 installed vs the production 6530 (40 pin IC), the 7681 appears to be ROM space to drive the sound program.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=450px heights=250px perrow=2 caption=&amp;quot;System 80 Hulk Prototype Sound Only Board&amp;quot;&amp;gt;&lt;br /&gt;
File:System80HulkSoundsOnlyBoardFront.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Component side. Note &amp;quot;cut&amp;quot; at pin 21 of the center 24 pin IC.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80HulkSoundsOnlyBoardBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Solder side. Note factory green jumpers.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound &amp;amp; Speech Board====&lt;br /&gt;
[[Image:Gtb sys80&amp;amp;a s&amp;amp;s.JPG|300px|thumb|left|Gottlieb® System 80 / 80A B-20887-2 Sound &amp;amp; Speech Board]]&lt;br /&gt;
[[File:GTB SS B-20887-3 Front.JPG|300px|thumb|right|Gottlieb® System 80 / 80A B-20887-3 Sound &amp;amp; Speech Board]]&lt;br /&gt;
Starting with Mars God of War, the second System 80 sound board has the capability of speech.  Ironically, this board is commonly referred to as the &amp;quot;sound and speech board&amp;quot;, and was brought over from the Gottlieb® video game division at the time.  Fortunately, Gottlieb® chose the 6502 CPU architecture just like the CPU board.  There is a 6532 RIOT used also.  The downside to this board is the now rare LM379S amp and SC-01 phoneme speech chip are both difficult to acquire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are approximately three renditions of this board.  Each will be marked with [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Different_Revisions_of_the_Sound_and_Speech_Boards B-20887-X].  The &amp;quot;X&amp;quot; denotes a suffix of 1, 2, or 3.  If the board has [http://en.wikipedia.org/wiki/Wire_wrap wire wrap] or resistors added to the solder side of the board, do not assume that it is some sort of diabolical, weird hack.  These were recommended upgrades either done by the factory or out in the field.  With each higher revision number, less wire wrap and resistors are present on the solder side of the board.  However, each board revision typically has some degree of wire wrap added to it.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Schematics corresponding to the -1 revision of the board can be found in the Mars, God of War and Volcano manuals. Schematics corresponding to the -3 revision of the board can be found in the Black Hole and Haunted House manuals.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound MA483 pig.JPG|300px|thumb|left|Gottlieb® System 80 / 80A Sound Board w/ MA-483 Piggyback Board (replaces LM379S amp)]]&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback.JPG|300px|thumb|right|Gottlieb® MA-483 Piggyback Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
To reduce costs, Gottlieb® abandoned the speech option, and went a step backwards with a board generating sounds only.  In doing so, they used the same B-20887-3 base board as the most current sound and speech board.  The SC-01 speech chip socket in addition to the 74xx TTL chips, one of the LM741 op amps, and discrete components associated with the speech circuit were not installed on the board.  By the time this board was first used, the LM379S amp was too costly and difficult to source.  The solution was to add a single-side, piggyback board (as shown in the picture) with a TDA2002 amplifier and other necessary components.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this board is used as a replacement in a game which uses a sound &amp;amp; speech power supply, (Haunted House for example), modifications to the sound and speech board power supply must be made.  This is due to the higher voltages necessary to operate the LM379S amp versus the TDA2002. If this board is installed in a game where the sound and speech board power supply has not been modified, destruction of the TDA2002 amp is inevitable.&lt;br /&gt;
&lt;br /&gt;
The procedure to modify the speech board power supply can be found [[#Using_the_MA-483_Sound_Amp_Board_on_a_Sound_and_Speech_Board|here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:GottliebSystem80SoundMA483WithPigAndDip.jpg ‎|300px|thumb|left|Gottlieb® System 80 / 80A Sound Board w/ MA-483 Piggyback Board and DIP switch bank]]&amp;lt;br&amp;gt;&lt;br /&gt;
A slightly different variant of this board was used in Royal Flush Deluxe. This revision of the board included the 8 position DIP switch bank.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Only Board with Piggyback====&lt;br /&gt;
[[File:GottliebSystem80ABSoundsOnlyWithPiggyback.jpg ‎|300px|thumb|left|Gottlieb® System 80A/80B Sound Board MA-490 w/MA-488 Piggyback Board (Sounds only)]]&lt;br /&gt;
[[File:Gtb piggyback sound factory trace wire.JPG|300px|thumb|right|Gottlieb® System 80A/80B Sound Board w/Factory Trace Wire]]&lt;br /&gt;
[[File:GottliebSoundsOnlyCut.jpg ‎|300px|thumb|left|Gottlieb® System 80A/80B Sound Board w/Factory &amp;quot;cut&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
To reduce costs even more, Gottlieb® started using a modified sound only board originally released with Spiderman in 1980. This &amp;quot;new&amp;quot; sound board was used during the production of Amazon Hunt, and continued until Tag Team Pinball. The main modification of the board was the addition of a piggyback board. The piggyback board was used to increase the size of the sound ROM by using a 2716 EPROM. The original game ROM location was neither socketed or stuffed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two other noteworthy modifications are an added factory trace wire on the solder side of the board, and a cut trace between pin 8 of U7 (7404) and a header pin on the component side of the board. The added trace wire runs from pin 3 of U1 (6503 CPU) to pin 18 of U2 (piggyback header pins). Both of these modifications should remain intact for the board to function properly.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is also worth mentioning that this is one of the few instances where Gottlieb® used a double-sided piggyback board.  The benefit of using a double-sided board is the decreased chance of cracked header pins, where the header pins attach to the underside of the piggyback board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (two button)====&lt;br /&gt;
[[Image:GTB Sys80B Sound.JPG|300px|thumb|left|Gottlieb® System 80B MA-766 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
And now for something completely different.  Well, not really.  The MA-766 sound board hit the scene with Rock, but a similar design was already used prior by the Gottlieb® video game division (Mylstar) when it existed.  It is based on the 6502 CPU architecture, but uses two 6502s instead of one.&lt;br /&gt;
&lt;br /&gt;
Two momentary push button switches are present on the board - SW1 and SW2.  Upon pushing SW1, the sound board should output a single blip (tone).  SW2 is used to manually reset the CPU on the sound board.  A bank of 4 dipswitches is located adjacent to SW1.  Dipswitches 1-3 should always be off, while dipswitch 4 should remain on for proper function.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (one button)====&lt;br /&gt;
[[Image:Gtb sys80b MA886 sound.JPG|300px|thumb|left|Gottlieb® System 80B MA-886 Sound Board]]&lt;br /&gt;
[[Image:GTBMA886SoundDepop.jpg|300px|thumb|right|Gottlieb® System 80B MA-886 Sound Board, only partially populated (found in Big House, Bad Girls, etc.]]&lt;br /&gt;
The MA-886 board is essentially the same as the previous sound board, except it uses 2 separate .156&amp;quot; header pin connections instead of edge connectors for inputs / outputs. Some other obvious changes are the omission of momentary test button SW1, the omission of the 4-bank dipswitch, the omission of YROM2 socket. In addition, a socket is sometimes populated at position S4 and neither AY-3-8913 orator chip is populated.  Momentary test button SW2 is still preset, and is still used to manually reset the board&#039;s processor.  The lack of YROM2 is because the MA-886 board allows for the use of larger EPROMs.  The S4 socket has been added on some boards, and is used to transfer data via a ribbon cable to an auxiliary sound board (MA-1033 or MA-1294). These boards also stuff R58 with a 10K 1/4W resistor and may have JP8 cut or not stuffed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Bone Busters Sound Board=====&lt;br /&gt;
[[Image:MA766-719A.jpg ‎|300px|thumb|left|Gottlieb® System 80B MA-886-719A Sound Board]]&lt;br /&gt;
The MA-886-719A sound board (also noted as MA-1299-719 in the manual) is an additional sound board found only in Bone Busters. It is based on the MA-886 sound board, but it is a stripped down version with much fewer populated components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Amazon Hunt II Sound Board=====&lt;br /&gt;
[[Image:placeholder.jpg|300px|thumb|left|Gottlieb® System 80B MA-982 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-982 sound board is used only in the conversion game: Amazon II. It is based on the MA-886 sound board, but it is a stripped down version with much fewer populated components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Auxiliary Sound Board====&lt;br /&gt;
There are two versions of the auxiliary sound board.&lt;br /&gt;
&lt;br /&gt;
[[Image:MA1033AuxSound.jpg|300px|thumb|left|Gottlieb® System 80B MA-1033 Auxiliary Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-1033 auxiliary sound board was used in System 80B games including: Bad Girls, Big House, and Hot Shots, as well as one System 3 game: Lights, Camera, Action.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys3 sound MA-1294.JPG|300px|thumb|left|Gottlieb® System 80B MA-1294 Auxiliary Sound Board]]&lt;br /&gt;
The MA-1294 auxiliary sound board was only used in one System 80B game, Bone Busters, as well as System 3 games including: Hoops, Bell Ringer, Silver Slugger, Car Hop, Deadly Weapon, Title Fight, and Vegas.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Speakers===&lt;br /&gt;
[[File:Panthera Head Speaker.jpg|thumb|left|300px|Typical speaker located in the head of a System 80 game (Panthera)]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80 games use a dual speaker system.  In most cases, (where there is a grill above the backglass), there is a 6-1/2&amp;quot;, 8 ohm, low wattage speaker in the lower cabinet, and a second one in the head, behind the grill in the backbox.  Some games, like Haunted House, have two speakers in the lower cabinet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB-80a-the-games-speaker.jpg|thumb|left|300px|Single speaker from an 80A game (The Games)]]&amp;lt;br&amp;gt;System 80A games may have two speakers or just one. Again, these are 6-1/2&amp;quot;, 4 ohm, low wattage speakers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Tag Team Speaker.jpg|thumb|left|300px|Single speaker from an early 80B game (Tag Team)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Early System 80B games, Chicago Cubs, Tag Team, and Bounty Hunter, all use a single 6-1/2&amp;quot; 4 ohm speaker in the lower cabinet.&lt;br /&gt;
&lt;br /&gt;
Starting with Rock, 80Bs use a 6-1/4&amp;quot; in the cabinet and a small speaker on the left of the display panel.  The last few 80B games, where the speaker panel is located above the translite, use three speakers total (2 above the translite and 1 in the lower cabinet).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Displays===&lt;br /&gt;
====System 80====&lt;br /&gt;
[[Image:GottliebSixDigitDisplay.jpg|300px|thumb|left|Gottlieb® 6 Digit Display]]&lt;br /&gt;
[[Image:GTB 6 digit display back.JPG|300px|thumb|right|Gottlieb® 6 Digit Display (Back)]]&lt;br /&gt;
&lt;br /&gt;
[[Image:GTB status display.JPG|300px|thumb|left|Gottlieb® 4 Digit Display]]&lt;br /&gt;
[[Image:GTB status display back.JPG|300px|thumb|right|Gottlieb® 4 Digit Display (Back)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80=====&lt;br /&gt;
Display test is step number 19 System 80 games. Each display, including the credit/match display participates in &amp;quot;walking&amp;quot; each digit (0 through 9 beginning with 0) across each display. The &amp;quot;walking&amp;quot; begins at the match side of the credit/match display, then moves to players 1 and 3, then to players 2 and 4. After a &amp;quot;9&amp;quot; is walked through all displays, the cycle starts again with &amp;quot;0&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A====&lt;br /&gt;
[[Image:GTB 7 digit display.JPG|300px|thumb|left|Gottlieb® System 80A 7 Digit Display]]&lt;br /&gt;
[[Image:GTB 7 digit display back.JPG|300px|thumb|right|Gottlieb® System 80A 7 Digit Display (Back)]]&lt;br /&gt;
[[Image:GTB status display.JPG|300px|thumb|left|Gottlieb® 4 Digit Display]]&lt;br /&gt;
[[Image:GTB status display back.JPG|300px|thumb|right|Gottlieb® 4 Digit Display (Back)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80A=====&lt;br /&gt;
Display test is step number 19 System 80A games. Each display lights every position, and advances through all of the numbers starting with &amp;quot;0&amp;quot; and ending with &amp;quot;9&amp;quot;.  Once &amp;quot;9&amp;quot; is reached, the process starts over at &amp;quot;0&amp;quot; again.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B====&lt;br /&gt;
[[File:System80BDisplayFront.jpg‎|300px|thumb|left|Gottlieb® System 80B MA-644 Display Component Side]]&lt;br /&gt;
[[File:System80BDisplayBack.jpg‎|300px|thumb|right|Gottlieb® System 80B MA-644 Display Solder Side]]&lt;br /&gt;
System 80B games introduced the 20 alphanumeric character dual line display module. These displays evolved over time. The one pictured here was used in games Chicago Cubs Triple Play until Excalibur. The two large ICs found on this board (Rockwell 10941 segment driver and Rockwell 10939 digit driver) are long obsolete and very hard to obtain. Other components on the board are readily available.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board rectifies 32VAC via diodes CR1-CR4 to produce -45VDC and -15VDC for use by the segment and digit drivers. Should one or more of these diodes fail, the foil trace on the board sometimes acts like a fuse, and burns itself up. The picture at right shows a board that experienced this failure, along with a jumper to repair the damaged trace.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If an MA-644 or MA-999 display exhibits ghosting or partially-dimmed characters, one possible cause is failure of the VR1 zener diode. VR1 is used as a regulator to provide a DC offset to the AC filament voltage via the center tap (VCO) of the filament transformer output. In normal operation, the AC filament voltage oscillates entirely above the reference voltage such that the trough of the wave is approximately at the reference. If VR1 fails as a short, the DC offset drops and causes the AC filament voltage to center itself around the reference voltage rather than completely above it. Replacing VR1 should correct the issue without damaging the display. VR1 on an MA-644 is a 1N4737A (7.5V, 1W) zener; it normally passes about 10-12mA of current and dissipates approximately 50mW of power. The MA-999 variant of the display uses a 1N4739A (9.1V, 1W) zener.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[FILE:GTB_80B_Large_AlphN_Display.JPG|300px|thumb|left|Gottlieb System 80B MA-999 Alpha-Numeric Display Board with header pin connections. (Bad Girls)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The last System 80B games (Hot Shots, Big House, Bad Girls, and Bone Busters) all used a larger alphanumeric vacuum fluorescent display assembly.  This type of display used two sets of .156&amp;quot; header pins instead of the more familiar edge connection.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80B=====&lt;br /&gt;
[[File:Gtb alphanum display test.gif|thumb|left|300px|Simulation of System 80B display test]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Display test is test number 20 for System 80B.  All 40 of the alpha-numeric &amp;quot;digits&amp;quot; (both the top and bottom displays) will light starting with a &amp;quot;0&amp;quot;, next a &amp;quot;+&amp;quot;, then an &amp;quot;X&amp;quot;, and finally a &amp;quot;,&amp;quot;.  In doing this, all possible segments of all the display digits are lit at one point during display test.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Reset Board===&lt;br /&gt;
[[File:Gtb sys80 reset.JPG|thumb|left|300px|Gottlieb® System 80 / 80B MA-980 Reset Board]]&lt;br /&gt;
[[File:GTB Sys80B Newer Reset Board.jpg|thumb|right|300px|Gottlieb® System 80B MA-1143 Reset/Anti-Static Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Devil&#039;s Dare, the first System 80A game, the reset board became a staple of the Gottlieb® design to automatically reset the CPU board should the CPU lock up.  Apparently games locking up on location was an issue with System 80 games.  The reset board was created to resolve this issue, should the game lock up, and no one is present to manually reset the game by shutting it off and turning it back on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The MA-980 reset board is a small footprint PCB with the board designation of A24, and is located adjacent to the TC1 connector of the CPU board.  The connection on the reset board is A24P1, while the connection for TC1 of the CPU board is A24P2.  As long as someone can turn the game off, should it lock up, there is no need to keep the reset board connected.  In most cases, the aged reset boards are more troublesome if allowed to remain connected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTBResetBoardConnector.jpg|thumb|left|300px|Connection at TC1 to the reset board.]]&lt;br /&gt;
[[File:GTB_RW_3K_Pullup.JPG|thumb|right|300px|A 3.0Kohm resistor, added between pins 7 and 11 of TC1.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Along with adding the reset board, Gottlieb® added a 3.0Kohm resistor across pins 7 and 11 of the reset board connection at MPU connector TC1. If not using the reset board, it&#039;s advised to add this resistor to the back of the board, as shown at right. This resistor pulls the R/W (read/write) line high when not pulled down by the 6502.&lt;br /&gt;
&lt;br /&gt;
If using connector A24-P2, do not add the 3.0Kohm resistor.  Doing so will change the effective resistance to 1.5Kohms (value of resistors in parallel).&lt;br /&gt;
&lt;br /&gt;
The reset board connector also has a 1N270 diode soldered to it. There is no need to add this diode to the MPU since it&#039;s part of the reset board function.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;More Regarding the 3Kohm Pullup Resistor&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most MPU boards will work without the reset board but some MPU boards do refuse to work without the Read/Write pullup resistor.&lt;br /&gt;
&lt;br /&gt;
The 3K resistor was added for two reasons:&lt;br /&gt;
&lt;br /&gt;
#It provides a stable Read/Write signal at power-up. There is a tiny fraction of time at power up where data can be written into Z5 but due to gate Z36A, this data write is prevented. The resistor does provide a proper biasing to the Read/Write line at time of powerup.&lt;br /&gt;
#More importantly - A Rockwell 6502 has a minimum VOH of 2.4volts, a 4069 requires a minimum VIH of 4 volts.&lt;br /&gt;
&lt;br /&gt;
In other words:&amp;lt;br&amp;gt;&lt;br /&gt;
*The Read/Write output from U1 (pin 34) guarantees the output will be 2.4 volts or higher for a logic 1.&amp;lt;br&amp;gt;&lt;br /&gt;
*The 4069 located at Z36D (pin 9 input of Z36) requires the input to be 4 volts or higher for a logic 1.&amp;lt;br&amp;gt;&lt;br /&gt;
*The 3K pullup resistor pulls the Z36D input closer to the required voltage range.&lt;br /&gt;
&lt;br /&gt;
Do realize that even though this problem exists on all System 80/80A/80B boards but only a very small fraction of these Gottlieb boards exhibit any symptoms. The chances that you have one if these that exhibit symptoms is quite slim.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game ROMs===&lt;br /&gt;
====ROM Checksums====&lt;br /&gt;
A partial listing of ROM checksums can be found [https://flippers.com/catalog_oc/gottlieb-game-or-sound-prom-eprom-gals-gott-prom &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]. Thanks to &amp;lt;i&amp;gt;John Robertson&amp;lt;/i&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B ROM Text Message Modifications====&lt;br /&gt;
&lt;br /&gt;
[[File:Rambo.jpg|300px|thumb|left|&amp;quot;RAMBO&amp;quot; replacement text (shown on a LISY 80B display panel). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Text messages on the dual 20 alphanumeric displays of System 80B games can be modified in the ROM image. One popular mod is to change &amp;quot;RAVEN&amp;quot; to &amp;quot;RAMBO&amp;quot;, which is displayed at the start of a game on Raven.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video describing how to do this can be found [https://www.youtube.com/shorts/SvHguKodqhs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aftermarket Boards===&lt;br /&gt;
====Power Supply Boards====&lt;br /&gt;
=====Rottendog GPS081=====&lt;br /&gt;
[[File:GPS081-1.png|thumb|left|300px|Rottendog GPS081 Power Supply Board]]&lt;br /&gt;
[[File:RottendogGPS081schematic.png|thumb|right|300px|Rottendog GPS081 Power Supply Board Schematic Diagram]]&amp;lt;br&amp;gt;&lt;br /&gt;
This is a direct replacement for the original MA831. It uses a switching voltage regulator to derive the 5V DC supply from 12V DC, &lt;br /&gt;
instead of a linear voltage regulator, as in the original board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
===Initial Troubleshooting===&lt;br /&gt;
When attempting to troubleshoot a malfunctioning or non-booting game, there are a few initial steps to perform before diving into more serious troubleshooting.&lt;br /&gt;
&lt;br /&gt;
# If the MPU has damage from a leaky battery, the corrosion will need to be addressed.&lt;br /&gt;
# Clean all the edge connector contacts using a pink rubber eraser. This will remove any tarnish or grime that has built up over the years. Sandpaper or fiberglass scratchers can be used but do so sparingly. Avoid removing the actual copper traces. &lt;br /&gt;
# Check all fuses using a multimeter set to continuity test. Do not rely on a visual inspection. Sometimes a fuse will appear to be intact but actually may be blown. Fuses are located near the transformer and on the underside of the playfield.&lt;br /&gt;
# Check voltages on the fuses near the transformer to make sure they are as expected.&lt;br /&gt;
# Check the power supply voltages and make sure that they are as expected. The 5V trim POT can be adjusted to 5.10v to overcome voltage loss across connectors if necessary. As you &amp;lt;b&amp;gt;slowly&amp;lt;/b&amp;gt; adjust the voltage trim POT, continuously measure DC voltage across the filter cap adjacent to J1 on the MPU board. This 100uf capacitor filters the incoming 5VDC. Adjust the voltage slowly, cautiously. Do not adjust the voltage above 5.1VDC&lt;br /&gt;
# It is sometimes helpful to [[#Adding_Ground_and_5V_Connections_to_Interconnect_Harness|install the two jumper wires in the interconnect harness]] between the driver board and MPU. This overcomes interboard connector loss of 5VDC and Ground.&lt;br /&gt;
&lt;br /&gt;
These steps may help address a number of common issues before proceeding to some of the more specific problems that can occur with system 80 games.&lt;br /&gt;
&lt;br /&gt;
===Connectors, Connectors, Connectors===&lt;br /&gt;
Connectors, connectors, connectors!!!  Since the Gottlieb® System 80/80A/80B boardset primarily relies on Molex connectors to pass data and voltages from board to board, the connectors should be addressed first.  Before even attempting to turn a Gottlieb® System 80/80A/80B game on for the first time, worn or corroded edge connector contacts must be replaced.  Cleaning or burnishing connector contacts is not a viable option to ensure a game&#039;s reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Poor connector contacts are the number one reason why System 80/80A/80B games do not function properly.  Poor or missing connector contacts have a cascading effect too.  The end results of bad connector contacts can be, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
*voltages which mysteriously disappear and reappear&lt;br /&gt;
*increased resistance &lt;br /&gt;
*specific switches not functioning&lt;br /&gt;
*lamps locking on&lt;br /&gt;
*lamps not turning on&lt;br /&gt;
*displays not properly functioning&lt;br /&gt;
*coils not turning on&lt;br /&gt;
*coils locking on&lt;br /&gt;
*CPU boards not booting, booting sporadically, or randomly resetting&lt;br /&gt;
*driver boards not functioning or functioning sporadically&lt;br /&gt;
&lt;br /&gt;
So, it is very important that the connector contacts are shiny, have proper spring tension, and are properly crimped for the over all reliability of the game.  Random, flaky issues which happen either sporadically or all the time are attributed to poor connector contacts in nearly every case.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=450px heights=100px perrow=2 caption=&amp;quot;System 80 Connector (J6), The Good, The Bad, and The Ugly&amp;quot;&amp;gt;&lt;br /&gt;
File:System80ConnectorBadPins.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;An example of pins in desperate need of rehab.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80ConnectorGoodPins.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Ahhh...Much nicer after repinning.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SandedGottliebEdgeConnector.jpg|300px|thumb|left|Sanded (or possibly bare from the factory) card edge contacts will corrode and degrade the electrical connection.]]&lt;br /&gt;
[[File: GottliebEdgeConnectorRehab.jpg|300px|thumb|right|The two connector pads on the left have been lightly scratched with the fiberglass pencil. Even the small bit of oxidation or corrosion shown on the remaining pins is enough to prevent a connection.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A common (poor) practice is to sand the card edge contacts to the bare copper as shown at left. While this may alleviate issues in the short term, longer term the copper will oxidize and cause more problems. All copper oxidizes. Copper is beautiful on building rooftops when first installed but oxidizes to a light green patina over time. Card edge contacts will do the same thing. &lt;br /&gt;
&lt;br /&gt;
If the card edge contacts aren&#039;t bright and shiny, they can be cleaned off with a pink rubber eraser or lightly scratched with a fiberglass pencil. This will remove oxidation and grime without harming or thinning the finger contacts. If the contacts are corroded (due to battery damage) or have divots in them, lightly sand them, then re-tin them with a thin coat of solder. Either suck the excess solder off with a solder sucker or when heated, wipe the solder off with a rag. Avoid heating the card edge contacts too much as they will detach from the PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Replacing (Repinning) System 80 Connectors====&lt;br /&gt;
Replacing connectors in a pinball machine somehow adopted the term repinning. Repinning a System 80 connector housing isn&#039;t too bad overall.  On a difficulty scale of 1 to 10 (1 being the easiest to do) compared to all other makes and platforms made, System 80 connector replacement is about a 3.  One benefit regarding the System 80 IDC housings is that they are reusable.  Below are the steps to remove the connector from its housing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*First, grasp the housing in one hand. .&lt;br /&gt;
*Next, use the Molex tool pictured below by sliding it behind the pin to release the &amp;quot;barb&amp;quot; holding the pin in.&lt;br /&gt;
*Finally, pull gently but firmly on the wire.&lt;br /&gt;
&lt;br /&gt;
Conversely, a small &amp;quot;pocket&amp;quot; flat blade screwdriver can be used to remove the Molex connector.  After pushing the connector tab down, pull the wire out and downward a bit.&lt;br /&gt;
&lt;br /&gt;
Sometimes the connector comes out, and sometimes the wire pops out of the connector.  If the latter, use a small jeweler&#039;s screwdriver to gently pry the very end of the connector against the rectangular opening in the connector housing. You&#039;re trying to get the IDC &amp;quot;ears&amp;quot; of the connector to clear the housing. Sometimes the connector will easily come right out. If it doesn&#039;t, use small needle nose pliers with serrated jaws, to grab the &amp;quot;ear&amp;quot; of the connector, and pull it out.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Molex11-03-0016.jpg|300px|thumb|left|A Molex Contact Extraction Tool, Molex part number 11-03-0016]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some system 80 connector housings are &amp;quot;double sided&amp;quot; edge connectors. All of the connector housings that are double sided are black from the factory (blue colored housings are typically Jamma connectors used as replacements, and do not apply to this section of this guide).  To remove pins from these connector housings, you need a pricey yet effective tool called a Molex contact extraction tool, (commonly referred to as a Molex extractor). The Molex part number for the extractor is 11-03-0016, and can be purchased from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=11-03-0016&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= Great Plains Electronics] or other electronics vendors.  Slide the extractor behind the pin to release the &amp;quot;tang&amp;quot; that holds the pin in. Firmly grip the wire and pull the pin out of the connector.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of the repinning process can be found [https://www.youtube.com/watch?v=hErTlsFOMw4&amp;amp;t=5s here].&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] Another YouTube video of the repinning process, along with a &amp;quot;home made&amp;quot; tool, can be found [https://youtu.be/T_uj5F1fBgU here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Alternate Method of Replacing (Repinning) System 80 Connectors====&lt;br /&gt;
[[File:AlternateRepin1.jpg|300px|thumb|left|The repinning on a single sided connector]]&lt;br /&gt;
[[File:AlternateRepin2.jpg|300px|thumb|right|The repinning on a double sided connector]]&lt;br /&gt;
Some System 80 (and most System 1) connectors do not have the slot for depressing the pin ear. Most guides (as in the previous section) recommend purchasing a somewhat pricey tool to insert into the connector and depress the ear. This procedure is tedious and takes a bit of practice. If you have a decently equipped shop which includes a drill press, repinning these connectors using the following steps might be easier for you. Using this procedure, you can expect to replace each pin in less then a minute. I repinned an entire A1-J4 / A3-J1 harness in about 40 mins.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The procedure is to drill out the depression ear and pull out the pin:&lt;br /&gt;
&lt;br /&gt;
* Install a 1/16&amp;quot; bit in your drill.&lt;br /&gt;
* Set up a jig by clamping a straight edge to your drill press table. Set the jig so the hole will be 1/4&amp;quot; from the edge of the connector.&lt;br /&gt;
* Drill through the plastic housing on the back/bottom side.&lt;br /&gt;
* When you feel resistance from the metal pin, gently continue to drill until you feel and hear it destroy the pin ear.&lt;br /&gt;
* Repeat for the remaining pins.&lt;br /&gt;
* Gently pull wire by hand and it will come out very easily. Pliers shouldn&#039;t be required.&lt;br /&gt;
&lt;br /&gt;
The newly installed pins ears will correctly lock in place regardless of the holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The CPU / Driver Board Interconnect Harness===&lt;br /&gt;
[[File:Gtb sys80 harn2.JPG|300px|thumb|left|The A1-J4 / A3-J1 Interconnect Harness]]&lt;br /&gt;
[[File:Gtb sys80 harn1.JPG|300px|thumb|right|The A1-J4 / A3-J1 Interconnect Harness]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are 33 discrete signals which pass from the CPU board to the driver board via this connection.  Two of the connectors pass ground and +5v logic to the driver board [http://pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Adding_Ground_and_5V_Connections_to_Interconnect_Harness (two more can be added)].  The remaining signals are for lamp, solenoid, relay and sound control.  It is &#039;&#039;&#039;extremely important&#039;&#039;&#039; to have solid connectors installed in the CPU / driver board interconnect harness.  Without decent connections, lamps, coils, relays, and sound can either lock on or not turn on at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Adding Ground and 5V Connections to Interconnect Harness====&lt;br /&gt;
Yet one more power/ground update to make is to &amp;quot;double up&amp;quot; the 5VDC and ground connections between the MPU and the driver board. The OEM harness contains only one connection between the MPU and driver board for 5VDC and one connection for logic ground. This is an easy upgrade since spare connection positions are available in the connectors that lead to the correct edge contacts on each board.  Approximately 8 inches of wire and four bifurcated crimp on pins (bifurcated style, Molex 4366 series, Product Family KK, product ID: 08-03-0304 at [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=4366&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= Great Plains Electronics]) are needed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Crimp a pin to each end of each wire. The connectors at each end should face opposite directions. Doing this will avoid twisting the wire as you insert the pins into the connector housing. In the picture below, the red wire carries 5VDC, blue wire carries logic ground. These colors were chosen for illustrative purposes only. Any color wire will do, of course.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=3 caption=&amp;quot;MPU-to-Driver Board Harness Upgrade&amp;quot;&amp;gt;&lt;br /&gt;
File:S80HarnessUpgradeWires.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pins crimped to extra wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80HarnessSlots.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Spare pin positions in harness.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80HarnessUpgraded.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5VDC and ground upgraded.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ground updates===&lt;br /&gt;
&lt;br /&gt;
==== Recommended Ground Improvements for System 80/80A/80B Boards ====&lt;br /&gt;
&lt;br /&gt;
When the Gottlieb® System 80 board set was designed, for whatever reason, the designers did not physically attach each board to a common ground plane via a conductive back panel, standoffs and screws as Bally and Williams did. Instead, Gottlieb® relied on connectors and wires between each board to create a common ground. A poor connection due to dirty/damaged/fatigued connector pins will sever or introduce resistance into the ground between system components resulting in all sorts of odd behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To address this problem, it is important to examine each connector to ensure each pin is clean, and making solid contact (zero electrical resistance, 0 ohms) with the card edge conductor. The ultimate (and recommended) insurance is to add an additional wire from each board&#039;s ground to a common ground point. Historically, the recommended location to join separate board grounds is at the power supply. That ground is then connected to the ground strip (System 80/80A) or transformer assembly (System 80B) in the cabinet bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These ground upgrades were initially recommended and published on the Internet by [http://flippers.com/gottlieb_ground_cures.html#System80 John Robertson of John&#039;s Jukes].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=4 caption=&amp;quot;Recommended Board Ground Wire Locations&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB_Sys80_PSU_Ground.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80/80A Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80bPowerSupplyGroundMod.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B 5V Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80BAuxiliaryPowerSupplyCardEdge.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Auxiliary Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80a cpu brd grd.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;MPU Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80ab drvr brd grd.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Driver Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80 sound added ground.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80 Sound Only Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sound Speech ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Sound and Speech Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sound Speech power sup ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Sound and Speech Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb piggyback sound ground add.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80A/80B Sound Only Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GottliebSoundBoardGroundMod.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Sound Board (edge connector)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80SoundBoardHeaderGrounds.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Sound Board (header connector)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Aux Board Ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Chaser Lamp Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another design decision was to provide separate ground wires for groups of lamps and coils on the driver board. There are several variations used to tie the driver board lamp and solenoid discrete ground wires to the ground plane.  The most common method Gottlieb® used was passing the ground wires through a large, inline Molex connector. If a group of lamps and/or coils are not working, there is a significant probability that a ground is missing.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80GroundsTiedTogether.jpg|left|thumb|300px|Tying all board ground together at a single point, on a System 80 or 80A game.]]&lt;br /&gt;
[[File:Sys80B_BoardGrounds_Added.jpg|right|thumb|300px|Using the 5VDC power supply heatsink as a tie point to add ground mods to a &amp;quot;non-foil&amp;quot; back panel game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Once all of the board grounds have been installed, tie them all together to a single point, as shown at left on a Gottlieb System 80 or 80A game. Here, one of the screws on the power supply is a handy attach point. Note that the coating on the cold plate at that screw point should be sanded bare, as discussed in step 9 of this [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Recommended_Updates_and_Repairs_for_the_System_80.2F80A_Power_Supply_Board procedure].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For 80B games with &amp;quot;non-foil&amp;quot; back panels, one method is to use the +5V power supply heatsink as a tie point. Run a lead from the heatsink to the lower right bolt in the backbox. This bolt will have the factory ground straps secured to it. Make sure to sand or use a Dremel to remove the anodized coating from the heatsink where the grounds will be connected. This implementation eases subsequent board removal as fewer &amp;quot;eyelets&amp;quot; are involved to remove a specific board.&lt;br /&gt;
&lt;br /&gt;
The other method, and a good alternative for 80B games with the &amp;quot;foil&amp;quot; back panel where the heat sink is isolated from the back panel with nylon dual sided washers, is to use wires long enough to tie each board to the lower right bolt in the backbox.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80GroundTiedToCabinetGround.jpg|left|thumb|300px|Connecting all the grounds to cabinet ground (green/yellow wire).]]&amp;lt;br&amp;gt;&lt;br /&gt;
With the grounds all tied together at the power supply, tie that ground to the ground strip in the cabinet bottom. In the picture at left, the wire joined to all other grounds at the power supply is tied to a cabinet ground point (in this case the speaker housing). Cabinet ground points generally have a green wire with yellow tracer attached.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80GroundStrap.jpg|left|thumb|300px|System 80 Cabinet Bottom Ground Strip]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bottom board ground strap is where all grounds should come together for System 80 games.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Grounds Improvements for System 80A at Transformer Panel=====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|System 80A Grounds Cabinet Bottom Ground Strip]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Grounds Alien Star After.jpg|300px|thumb|left|Grounds at Transformer Panel (Alien Star)]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® did secure the grounds correctly on one particular game.  As seen in the adjacent pic, the grounds on Alien Star were attached discretely on the transformer panel.  These ground lines did not pass through a Molex connector like games before or games after.  Why Gottlieb® did not continue this practice is unknown.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Recommended Ground Improvements for System 80B====&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80A / 80B at the Transformer Panel - &amp;quot;The Games&amp;quot; to &amp;quot;Chicago Cubs Triple Play&amp;quot;=====&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*The Games&lt;br /&gt;
*El Dorado City of Gold&lt;br /&gt;
*Touchdown&lt;br /&gt;
*Ice Fever&lt;br /&gt;
*Bounty Hunter&lt;br /&gt;
*Chicago Cubs Triple Play&lt;br /&gt;
&lt;br /&gt;
After Alien Star, Gottlieb® either soldered wire leads directly to the male spade connector board on the transformer panel (games like Chicago Cubs), or used female spade connectors (games like The Games, Touchdown, and Ice Fever), and used square, inline 9-pin Molex connectors to connect to the wiring harness. These connections, if the pins in the connectors are in good shape, are solid and do not require upgrade or modification.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px&amp;gt;&lt;br /&gt;
File:Gottlieb-touchdown-transformer-panel.jpg|Grounds at Transformer Panel (Touchdown)&lt;br /&gt;
File:GTB Grounds Cubs.jpg|Grounds at Transformer Panel (Chicago Cubs Triple Play)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80B at the Transformer Panel - &amp;quot;Tag Team Pinball&amp;quot; to &amp;quot;Spring Break&amp;quot;=====&lt;br /&gt;
&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*Tag-Team Pinball&lt;br /&gt;
*Rock&lt;br /&gt;
*Raven&lt;br /&gt;
*Rock Encore&lt;br /&gt;
*Hollywood Heat&lt;br /&gt;
*Genesis&lt;br /&gt;
*Gold Wings&lt;br /&gt;
*Monte Carlo&lt;br /&gt;
*Spring Break&lt;br /&gt;
&lt;br /&gt;
Ground connections used on System 80B games from Rock to Spring Break are the most unreliable style of ground connections Gottlieb® ever used.  These connections consist of two (sometimes three) small boards each with two gangs of 9-pin male connections. The boards are fastened to the left side of the transformer panel&#039;s metal chassis.  One problem with this is that the 9-pin female connection becomes loose, and in turn, ground connections become intermittent.  Another problem is the male pins on the boards suffer from cracked solder connections.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One common symptom of poor ground connections is multiple solenoids not functioning.  If removing the 9-pin Molex plug from the ground board, rotating it 90 degrees, and reconnecting it causes non-working solenoids to function, the ground connections are bad. Whether or not this test proves that the ground connections are bad, it is highly recommended to improve the ground connections for future reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The purpose of these changes is to remove one potentially failed connection out of the equation.  The grounds will then be secured directly to the transformer chassis via solderless eyelet crimp connectors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These ground upgrades were initially recommended and published on the Internet by [http://www.flippers.com/gottlieb_ground_cures.html#System3 John Robertson of John&#039;s Jukes].  Below are the steps to properly upgrade the grounds.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=100px perrow=3 caption=&amp;quot;Gottlieb® System 80B Ground Upgrades (Tag Team Pinball to Spring Break)&amp;quot;&amp;gt;&lt;br /&gt;
File:Gtb_sys80b_trans_ground_01.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The stock ground connections plugged into the ground connection boards on the left side of the transformer panel.  This pic is a view from the left side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 02.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Remove all connections from the transformer panel.  Then, unscrew the four 5/16&amp;quot; hex head screws which secure the transformer panel from the bottom of the cabinet.  Turn the transformer panel on its side.  This will allow better access to secure the ring terminals to the side of the chassis.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 03.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut all of the ground wires as close as possible to the 9-pin connection.  Remove the two boards with the 9-pin male wafer connections.  As can be seen in the pic, Gottlieb® did actually secure the discrete transformer panel grounds to the panel&#039;s chassis with a single, soldered eyelet connector.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 04.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All the ground wires are to have their insulation stripped back longer than usual - approximately 3/4&amp;quot;.  Solderless ring terminals are crimped onto the ground wires.  The connections used in this particular application are Motormite #85443.  Motormite brand does not have to be used.  This particular brand and part number are mentioned due to the difficulty in finding the correct connectors to use. Most common ring terminals have a #10 or larger screw eyelet, which will not work effectively, if the eyelets are fastened to the side of the transformer panel chassis.  The ring terminals shown here are made for #12-#10 gauge wire with an eyelet for a #8 screw.  &amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 02.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The ground Molex plugs and connection boards which were formerly fastened to the transformer panel&#039;s metal chassis. The four ground connector plugs (some games only use three total) were cut off from the incoming ground wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 06.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Keep wires which were common to one connector together (driver board ground wires, playfield ground wires, and backbox ground wires).  In doing this, future disassembly will be possible, should any of the individual wiring harnesses need attention or the playfield removed from the game.  The ground wires are then twisted together and crimped.  From experience, a maximum of 4 larger gauge wires can be crimped in one connection.  Lighter gauge wires can be paired with or without heavier gauge wires.  When doing this, the maximum effective grouping of wires increases slightly.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 01.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The screws which were removed from the ground bus board should be reused to secure the eyelets to the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 03.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The transformer is fastened to the bottom of the cabinet with the ground upgrades in place.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground last.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pay close attention when securing the transformer panel to the cabinet.  All four mounting screws typically have flat ground straps with an eyelet.  These eyelet connections *must* be secured to the transformer panel.  Otherwise, the earth grounds will not all be tied together anymore.  Two of these ground connections are circled in the pic.  There are two more located on the backside of the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although somewhat equally difficult to locate, an alternate to the Motormite # 85443 connectors are Tyco / AMP 408-2049-4 connectors. Again, any brand can be used, but make certain the eyelet hole is for a #8 screw (not a #10 or larger), and the crimp connector can accommodate #10 / #12 gauge wires (typically yellow insulation on crimp).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80B at the Transformer Panel - &amp;quot;Arena&amp;quot; to &amp;quot;Amazon Hunt III&amp;quot; =====&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*Arena&lt;br /&gt;
*Victory&lt;br /&gt;
*Diamond Lady&lt;br /&gt;
*TX-Sector&lt;br /&gt;
*Robo-War&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Excalibur&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bone Busters Inc.&lt;br /&gt;
*Night Moves&lt;br /&gt;
*Amazon Hunt III&lt;br /&gt;
&lt;br /&gt;
Ground connections used on System 80B games from Arena to Amazon Hunt III are the not as bad as the previous design, however, they are still unreliable at times.  These connections consist of two small boards with three 10-pin .156&amp;quot; inline male header connections. The boards are fastened to the left side (or back side on newer games like Hot Shots) of the transformer panel&#039;s metal chassis.  One problem with this is that the header pins get cracked solder joints, and in turn, ground connections become intermittent. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One common symptom of poor ground connections is multiple solenoids not functioning.  If removing the 10-pin Molex plug from the ground board, and reconnecting it at a different header causes non-working solenoids to function, the ground connections are bad. Whether or not this test proves that the ground connections are bad, it is highly recommended to improve the ground connections for future reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The purpose of these changes is to remove one potentially failed connection out of the equation.  The grounds will then be secured directly to the transformer chassis via solderless eyelet crimp connectors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like the previous section, these ground upgrades were initially recommended and published on the Internet by [http://www.flippers.com/gottlieb_ground_cures.html#System3 John Robertson of John&#039;s Jukes].  Below are the steps to properly upgrade the grounds.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=100px perrow=3 caption=&amp;quot;Gottlieb® System 80B Ground Upgrades (Arena to Bone Busters)&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB 80B Victory Grounds 01.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The stock ground connections plugged into the ground connection boards on the left side of the transformer panel.  This pic is a view from the left side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 02.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Remove all connections from the transformer panel.  Then, unscrew the four 5/16&amp;quot; hex head screws which secure the transformer panel from the bottom of the cabinet.  Turn the transformer panel on its side.  This will allow better access to secure the ring terminals to the side of the chassis.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 03.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut all of the ground wires as close as possible to the 10-pin housing.  Remove the two boards with the three .156&amp;quot; 10-pin male header connections.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 04.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All of the ground wires are to have their insulation stripped back longer than usual - approximately 3/4&amp;quot;.  Solderless ring terminals are crimped onto the ground wires.  The connections used in this particular application are Motormite #85443.  Motormite brand does not have to be used.  This particular brand and part number are mentioned due to the difficulty in finding the correct connectors to use. Most common ring terminals have a #10 or larger screw eyelet, which will not work effectively, if the eyelets are fastened to the side of the transformer panel chassis.  The ring terminals shown here are made for #12-#10 gauge wire with an eyelet for a #8 screw.  &amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 05.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The ground Molex plugs and connection boards which were formerly fastened to the transformer panel&#039;s metal chassis. The five ground connector plugs were cut off from the incoming ground wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 06.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Keep wires which were common to one connector together (driver board ground wires, playfield ground wires, and backbox ground wires).  In doing this, future disassembly will be possible, should any of the individual wiring harnesses need attention or the playfield removed from the game.  The ground wires are then twisted together and crimped.  From experience, a maximum of 4 larger gauge wires can be crimped in one connection.  Lighter gauge wires can be paired with or without heavier gauge wires.  When doing this, the maximum effective grouping of wires increases slightly.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 07.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The screws which were removed from the ground bus board should be reused to secure the eyelets to the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 08.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The transformer is fastened to the bottom of the cabinet with the ground upgrades in place.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 09.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pay close attention when securing the transformer panel to the cabinet.  The four mounting screws may have flat ground straps with an eyelet.  These eyelet connections *must* be secured to the transformer panel.  Otherwise, the earth grounds will not all be tied together anymore.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although somewhat equally difficult to locate, an alternate to the Motormite # 85443 connectors are Tyco / AMP 408-2049-4 connectors. Again, any brand can be used, but make certain the eyelet hole is for a #8 screw (not a #10 or larger), and the crimp connector can accommodate #10 / #12 gauge wires (typically yellow insulation on crimp).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Problems===&lt;br /&gt;
====Replacing the Orange Filtering Capacitor====&lt;br /&gt;
[[File:AgedOrangeCap.jpg|300px|thumb|left|A worn out original 6800uf/25V Gottlieb® filter capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
If your System 80 or early System 80A game still has the original, orange 12VDC filtering capacitor in the cabinet bottom, it should be replaced. It&#039;s 30+ years old, has served the game well for a long time, and deserves a rest. Replace it with a new capacitor, valued from 6800uf to 12,000uf and at least 25V. Don&#039;t forget to acquire the right sized bracket to secure the cap to the bottom board.&lt;br /&gt;
&lt;br /&gt;
A very nice replacement for this capacitor, specified at 12,000uf, can be found [https://www.bigdaddy-enterprises.com/repairkits/gottlieb_kits.htm#g-80filters here] or [https://www.marcospecialties.com/pinball-parts/C12KM40VR here].&lt;br /&gt;
&lt;br /&gt;
This capacitor filters the rectified 12VDC which is supplied to the power supply board for regulation down to 5VDC which is used by every board in the game, including the MPU. Solid 5VDC power is critical for the game to operate properly, hence the need for a properly working cap.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sporadic / Inconsistent / Missing Voltages====&lt;br /&gt;
[[File:GTB Sys80 PS Cold Joints.jpg|300px|thumb|left|This header pin was removed from the board by wiggling it loose!]]&amp;lt;br&amp;gt;&lt;br /&gt;
One problem with the System 80 power supply sporadic, inconsistent, or missing voltages.  The game may be fine one minute, while the next minute, it loses voltage(s) completely.  One of the main culprits for this is cracked header joints.  Between vibration and the heat dissipated by the heat sink, header joints have a fairly high failure rate on System 80 power supplies.  The fix is to disassemble the power supply (as seen in the next section), and replace the stock round header pins with square headers. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Low 60v and All Displays Dim or at Half Brightness===&lt;br /&gt;
See the display section: [[#All Displays Dim or at Half Brightness|All Displays Dim or at Half Brightness]]&lt;br /&gt;
&lt;br /&gt;
====Recommended Updates and Repairs for the System 80/80A Power Supply Board====&lt;br /&gt;
[[File:GottliebSystem80PSBurnedCR7.jpg|300px|thumb|right|If CR7 on the Gottlieb power supply looks like this, the board should be rehabbed immediately.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 Power Supply board is a pretty tough bugger. Still, after years of steady operation, they do fail, and they require refurbishment / rebuild.&amp;lt;br&amp;gt;&lt;br /&gt;
The test point values are silk screened on the System 80 power supply board. They are +5VDC, +8VDC, +42VDC, and +60VDC. Ground, or &amp;quot;common&amp;quot; is also labeled.&amp;lt;br&amp;gt;&lt;br /&gt;
Given that the parts to refurbish the power supply are cheap and readily available, and that taking the power supply apart is a bit of a pain, a good strategy is to replace all failure prone parts, whether the parts have failed or not, to avoid disassembling the power supply more than once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mandatory parts list:&amp;lt;/b&amp;gt;&lt;br /&gt;
#.156 male header pins without friction lock, 9-pin, 7-pin, 6-pin, or break to size.&lt;br /&gt;
#500 ohm resistor cermet trimmer potentiometer. A quality sealed one like the one pictured is advised.&lt;br /&gt;
#3 inches of 18 gauge wire&lt;br /&gt;
#680 ohm 1/2 watt resistor (470, 510, 560, or 620 works also) replacement for R10, originally a 30 ohm 2W resistor and &amp;lt;b&amp;gt;must be replaced&amp;lt;/b&amp;gt; if CR7 is replaced with a 1N4738 (below)&lt;br /&gt;
#1N4738 8.2V 1 watt zener diode (CR7, originally a 1N3445 8.2V 2W zener)&lt;br /&gt;
#12K ohm, 1/2 watt resistor (R3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Optional parts list:&amp;lt;/b&amp;gt;&lt;br /&gt;
#1N4746 18V 1 watt zener diode (CR6, optional)&lt;br /&gt;
#47uf, 100V axial capacitor (C2, optional)&lt;br /&gt;
#LM723 voltage regulator and 14-pin socket (IC1, optional if the 5V section is operational)&lt;br /&gt;
#2N6057, 2N6059, or 2N6284 Darlington transistor (Q3, optional if the 5V section is operational)&lt;br /&gt;
#heat sink compound (optional as required)&lt;br /&gt;
#TO-3 mica insulator or heat sink gasket (optional as required)&lt;br /&gt;
#TO-3 transistor spacer (optional as required) Keystone 4616 or Mouser Electronics 534-4616&lt;br /&gt;
#2N5550 or 2N5551 transistor (Q2, optional)&lt;br /&gt;
#470uf/100V axial capacitor (C1, optional if the 42v/60v section is operational, this cap is often the cause of the 1/4A HV fuse blowing)&lt;br /&gt;
#TIP31C TO-220 NPN transistor (Q1, optional if the 42v/60v section is operational)&lt;br /&gt;
#TO-220 mica insulator (optional as required)&lt;br /&gt;
#TO-220 Passive Heatsink - Aavid Thermalloy 563002B00000G (only necessary if the existing heatsink is damaged or missing the PCB mounting tabs)&lt;br /&gt;
#TO-220 Nylon Bushing Insulator (only necessary if missing or damaged)&lt;br /&gt;
#Green LEDs (optional...use to identify that the board has been rebuilt)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&lt;br /&gt;
#Remove the 4 screws that fasten the PCB to the cold plate (heat sink).&lt;br /&gt;
#Remove the 2 screws that fasten the back mounted transistor Q3 to the PCB and cold plate.&lt;br /&gt;
#Use a solder removal tool to remove the solder from the legs of Q3 that extend through the PCB. This is the toughest part of the job. If the board had been really hacked, two irons and a friend may be needed to accomplish this.&lt;br /&gt;
#Once the cold plate and Q3 have been removed, set those parts to the side.&lt;br /&gt;
#Replace parts on the PCB as recommended and advised by the particular failure.&lt;br /&gt;
#On the solder side of the PCB, solder a 3&amp;quot; wire from the ground trace to the screw mount, as shown in the picture below.&lt;br /&gt;
#When replacing the original round header pins with new square header pins, the through holes may require slight enlargement using a pick as shown in the picture below. Alternatively, the holes can be drilled with a small bit from the solder side of the board. Pressing the pins into the through holes without enlarging them might cause the solder pad to pop off the board. Key pins must be removed prior to installation as the PCB has no holes at the key pin position.&lt;br /&gt;
#Recheck all of the work performed.&lt;br /&gt;
#Sand the black insulating coating from the top/right screw hole on the front of the cold plate, as shown in the picture below. The insulating coating is very tough. A drum sander attachment on a Dremel works very well for this.  To ensure enough has been sanded, use a meter to &amp;quot;buzz&amp;quot; between screw holes. The screw hole will be used later to tie the ground from each PCB together.&lt;br /&gt;
#Install Q3 (note that it will only install one way) onto the cold plate using the transistor spacer, mica insulator, and heat sink compound.&lt;br /&gt;
#Mate the two halves of the power supply together and reinstall the two screws which secure Q3.&lt;br /&gt;
#Solder the leads of Q3 to it&#039;s through-holes.&lt;br /&gt;
#To ensure continuity at each leg&#039;s solder joint, &amp;quot;buzz&amp;quot; the connection between the left leg of Q3 and the top leg of R9.&lt;br /&gt;
#Also &amp;quot;buzz&amp;quot; the connection between the right leg of Q3 and the bottom leg of R11.&lt;br /&gt;
#Install the remaining 4 screws around the perimeter of the power supply board. &lt;br /&gt;
#Lastly, ensure there is NO continuity between Q3 and the cold plate, as shown in the picture below. This is an essential step to ensure proper operation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=170px heights=100px perrow=3 caption=&amp;quot;System 80/80A Power Supply Repair&amp;quot;&amp;gt;&lt;br /&gt;
File:Parts.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Required&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsRemoved.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front Side, Parts Removed and Board Cleaned Up&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsRemovedBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Back Side, Parts Removed&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:EnlargingHoles.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Enlarging Header Pin Holes&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsReplaced.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Replaced, Front Side&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsReplacedBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Replaced and Ground Updated, Back Side&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:R10ThermalStrainRelief.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Strain Relief for R10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Sys80PSAllDone.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All Done&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Transistor-to-ColdPlateContinuityTest.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Ensuring no continuity between Q3 and the cold plate&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once fully assembled, reinstall the power supply into the game. Connect ONLY J1 (the lower 9-pin connector) at this time. Power the game on, looking for the two LEDs to light. If they do not light, there will be rework to perform. Assuming that they do light, test each of the voltages that the power supply creates to ensure the correct power is being generated/regulated. Since the power is not &amp;quot;under load&amp;quot;, each of the voltages may read 10% or so high. While measuring the 5V test point, adjust the 5V trim pot to about 5.1VDC.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
That&#039;s it! Done.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: once the other boards are connected to the power supply, the 5V may sag some. Measure the 5V across the electrolytic cap just to the right of the MPU power connector. Using the 5V trim pot, adjust the 5V power to between 5.0 and 5.1VDC.&lt;br /&gt;
&lt;br /&gt;
====Recommended Repairs for the System 80B Power Supply Board====&lt;br /&gt;
[[File:Gtb sys80b psu.JPG|300px|thumb|left|System 80B +5 VDC Power Supply. The adjustment POT is at the top of the PCB.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Step one to improving power supply reliability is to replace the original 500 ohm 1 watt adjustment pot.  This procedure can be done easily without removing the large heat sink.  A replacement sealed pot is recommended, but not completely necessary.&lt;br /&gt;
&lt;br /&gt;
Next, remove all the old solder from the all of the .156&amp;quot; header pins, and reflow new solder onto the joints. The top header pins (J2) supply +5VDC to the majority of the associated circuit boards in the back box.  Provided that the power supply is delivering acceptable voltages in the +5VDC range, these two relatively simple repairs are the only things needed for this board.&lt;br /&gt;
&lt;br /&gt;
However, if you&#039;ve adjusted the pot as much as possible in the appropriate direction, and the power supply is still delivering voltages higher or lower than around +5VDC, it&#039;s probably time to look at replacing the LM338K voltage regulator.  While not a frequent occurrence, the voltage regulator will sometimes fail. &lt;br /&gt;
&lt;br /&gt;
If the voltages measured are less than 1VDC, the grounds for the power supply (located at the transformer panel) will more than likely need attention.  Once the grounds at the transformer panel are better secured, recheck the voltage at the power supply.&lt;br /&gt;
&lt;br /&gt;
Note: When measuring the +5VDC provided by the power supply, first disconnect J2 on the power supply. Measure power at the J2 male headers first. Once within an acceptable range, turn power off and reconnect J2. Measure power across C1, the 100uf/10V capacitor that is next to J1 (power connector) on the MPU. The MPU may drag the +5VDC supply down a bit. If you find this to be the case, adjust the trim pot on the power supply until a steady +5VDC is seen at the MPU. Poor connections between the +5VDC power supply and the MPU board may also reduce the voltage measured at the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Optional Bling...Adding Power Indicating LED&#039;s to Boards====&lt;br /&gt;
=====CPU Board LED=====&lt;br /&gt;
How to add a &amp;quot;+5 volt&amp;quot; indicator for the Gottlieb System 80 Generation 1 CPU board (the D102 board). This will light up when + 5 volts are present on the CPU board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; diameter holes spaced about 3mm apart in the spot indicated just below power connector J1. This area has no traces to interfere with drilling.&lt;br /&gt;
#Install LED into board with flat side facing toward the power connector J1.&lt;br /&gt;
#Bend the flat side&#039;s lead to the negative (ground) point shown in the picture and solder it.&lt;br /&gt;
#The other lead of the LED will connect to one side of the 330 ohm resistor. The other end of the resistor will be soldered to the positive trace shown in the picture. You&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is powered on, this LED will indicate that the CPU board is receiving +5 volts from the power supply.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDholesfront.JPG|300px|thumb|left|Holes drilled on front of board]]&lt;br /&gt;
[[File:Sys80CPULEDholesrear.JPG|300px|thumb|right|Holes drilled on rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Circled areas are where to drill the two holes for the LED. Any color of LED can be used, but red or green are preferred.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDwiring.JPG|300px|thumb|left|Wiring on solder side of board]]&lt;br /&gt;
[[File:Sys80CPULEDfront.JPG|300px|thumb|right|LED installed on board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED. Note the location of the flat side of the LED.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDlitup.JPG|300px|thumb|left|Finished installation of LED]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Completed installation with LED lit up indicating the +5 volts is present on the CPU board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Driver Board LED=====&lt;br /&gt;
Adding a &amp;quot;+5 volt&amp;quot; indicator to the System 80 Driver Board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohm quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; holes spaced about 3mm apart in the board at the location shown in the pictures to the left of the electrolytic capacitor near chip Z1. There should be no traces at that area.&lt;br /&gt;
#Install the red LED with the flat side facing the trace going to the negative side of the electrolytic capacitor. Bend the LED&#039;s flat side lead down to that trace and scrape away some of the green paint at the point you will be soldering it. Now solder that lead to the trace.&lt;br /&gt;
#Solder one end of the 330 ohm resistor to the other lead of the LED.&lt;br /&gt;
#The other end of the resistor will now get soldered to the trace that goes to the positive side of the electrolytic capacitor. Again, be sure to scrape some of the green paint off of the trace where the resistor lead will be soldered. You are done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is on, the LED will be lit indicating that the driver board is receiving +5 volts from the CPU board.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LED_holesfront.JPG|300px|thumb|left|Drilled holes on front of board]]&lt;br /&gt;
[[File:Sys80LEDholesrear.JPG|300px|thumb|right|Drilled holes on the rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Views of the holes drilled for the LED looking from the front and rear of the System 80 driver board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LEDrear.JPG|300px|thumb|left|Wiring of the LED and resistor]]&lt;br /&gt;
[[File:Sys80LEDflat.JPG|300px|thumb|right|Finished installation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED. Notice the location of the flat side of the LED. Any color of LED can be used, but red or green is prefered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LEDlitup.JPG|300px|thumb|left|Finished installation with LED lit]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Completed installation showing the LED lit up indicating +5v power is present on the driver board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pop Bumper Driver Board LED=====&lt;br /&gt;
How to add a &amp;quot;+5 volt&amp;quot; indicator for the Gottlieb System 80 Pop Bumper Driver Board. This will light up when + 5 volts are present on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#From the solder side, mark and drill four 1/16&amp;quot; diameter holes spaced as shown in the spot indicated. &lt;br /&gt;
#Install LED into board with flat side facing toward the power connector J1.&lt;br /&gt;
#Bend the flat side&#039;s lead to the negative (ground) point shown in the picture and solder it.&lt;br /&gt;
#The other lead of the LED will connect to one side of the 330 ohm resistor.&lt;br /&gt;
#The other end of the resistor will be soldered to the positive trace shown in the picture.&lt;br /&gt;
#You&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is powered on, this LED will indicate that the CPU board is receiving +5 volts from the power supply.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px perrow=3&amp;gt;&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-supplies.jpg|Supplies needed.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-1.jpg|Mark holes on solder side as shown.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-2.jpg|Drill holes.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-3.jpg|Stuff parts shown. Note the polarity of the LED.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-4.jpg|Bend component legs as shown.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-5.jpg|Solder all 3 connections as shown.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Repeat for each Pop Bumper Driver Board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary Lamp Driver Board LED=====&lt;br /&gt;
Adding a &amp;quot;+5 volt&amp;quot; LED indicator for the auxiliary lamp driver board used to create &amp;quot;chase lamps&amp;quot; in many System 80/80A/80B games.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red or green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, 1/4 watt&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; diameter holes about 3mm apart in the locations indicated in the pictures.&lt;br /&gt;
#Mount LED with the flat side toward the edge of the board.&lt;br /&gt;
#The lead from the LED&#039;s flat side will be soldered to pin 2 (ground) of connector A11P1. Be sure to slide a piece of heat shrink tubing over this lead so it does not accidently short to the other connector pins.&lt;br /&gt;
#The other lead of the LED will be soldered to one end of the 330 ohm resistor.&lt;br /&gt;
#The other end of the resistor will be soldered to pin 4 (+5 volts) of connector A11P1.&lt;br /&gt;
&lt;br /&gt;
Whenever the machine is on, the LED should be lit, indicating the auxiliary lamp driver board is receiving power. &lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDfrontholes.JPG|300px|thumb|left|Drilled holes on front of board]]&lt;br /&gt;
[[File:ALDLEDrearholes.JPG|300px|thumb|right|Drilled holes on rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
View of the holes drilled for the LED as viewed from the front and rear of the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDfront.JPG|300px|thumb|left|LED installed on board]]&lt;br /&gt;
[[File:ALDLEDrear.JPG|300px|thumb|right|Resistor and LED wiring]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED on the rear of the board. Notice the location of the flat side of the LED.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDlitup.JPG|300px|thumb|left|LED is lit up]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Finished installation with LED lit up indicating presence of +5 volts power on the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound/Speech Power Supply Board LED&#039;s=====&lt;br /&gt;
The Sound/Speech power supply board will get a total of four LED&#039;s! These are to indicate the presence of -12 volts, +12 volts, and +30 volts going out to the actual sound/speech board and also to indicate +24 volts coming in to the power supply board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*4 Red or green LED&#039;s&lt;br /&gt;
*2 Resistors, 1 k, 1/4 watt&lt;br /&gt;
*1 Resistor, 2.2k, 1/4 watt&lt;br /&gt;
*1 Resistor, 3.0 k, 1/4 watt&lt;br /&gt;
&lt;br /&gt;
#Drill a total of eight 1/16&amp;quot; holes at the points shown in the pictures near connector A7P1. Lead spacing per LED is about 3mm. Be sure the LED&#039;s are not too close to each other to interfere with sitting flat against the board. The +12 and +30 volt LED&#039;s will mount with the flat side facing diagonally (7 o&#039;clock) toward the lower left board mounting hole.&lt;br /&gt;
#The -12 volt LED will have the lead of the round side (anode) soldered to the heavy ground trace of the board. You&#039;ll need to scrape some of the green paint off the trace first. The other lead of this LED will be soldered to one end of a 1k resistor. The other end of this resistor will be soldered to the junction point of resistor R2 and the anode of zener diode CR2.&lt;br /&gt;
#The +24 volt LED will have the lead from the flat side (cathode) of the LED soldered to the heavy ground trace on the board. You&#039;ll need to scrape a bit of the green paint off the trace first. The other lead of the LED will be soldered to one end of a 2.2k resistor. The other end of the resistor will be soldered to the trace going to connector A7P1 pin 6 (+24 volts). Again, you&#039;ll need to scrape some of the green paint from the trace first.&lt;br /&gt;
#The +12 volt LED will have the lead from the flat side (cathode) of the LED soldered to the heavy ground trace. You will need to scrape some of the green paint off the trace first. The other lead of the LED will be soldered to one end of a 1k resistor. The other end of this resistor will be soldered to to the trace going to connector A7P1 pin 1 (+12 volts). You will need to scrape some of the green paint off of the trace first.&lt;br /&gt;
#The +30 volt LED will have the lead of the flat side (cathode) soldered to the heavy ground trace. You will need to scrape off some of the green paint from the trace first. The other lead of the LED will be soldered to one end of a 3 k resistor. The other end of this resistor will be soldered to the trace going to connector A7P1 pin 2 (+30 volts). You will need to scrape some of the green paint from the trace first.&lt;br /&gt;
#These LED&#039;s above are all optional. The board never originally came with anything to indicate presence of voltages. If you only want to install one, that&#039;s fine. I chose to install all four so I can see at a glance that all four voltages are present. You don&#039;t have to install all four if you don&#039;t want to.&lt;br /&gt;
&lt;br /&gt;
In the picture of the finished front of the board the LED&#039;s from top to bottom are:&lt;br /&gt;
&lt;br /&gt;
*-12v&lt;br /&gt;
*+24v&lt;br /&gt;
*+12v&lt;br /&gt;
*+30v&lt;br /&gt;
&lt;br /&gt;
In the picture of the wiring on the back (foil) side of the board, the resistors top to bottom are:&lt;br /&gt;
&lt;br /&gt;
*1K&lt;br /&gt;
*2.2K&lt;br /&gt;
*1K&lt;br /&gt;
*3K &lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDfrontholes.JPG|300px|thumb|left|Drilled holes for the LED&#039;s on the front of board]]&lt;br /&gt;
[[File:SSPSLEDrearholes.JPG|300px|thumb|right|Drilled holes for the LED&#039;s on the rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Views of the drilled holes for the LED&#039;s looking from the front and rear of the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDlower.JPG|300px|thumb|left|+12 and +30 LED&#039;s installed on front]]&lt;br /&gt;
[[File:SSPSLEDupper.JPG|300px|thumb|right|-12 and +24 LED&#039;s installed on front]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All four LED&#039;s installed on the front of the board. Notice the location of the flat sides of all the LED&#039;s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLED_wiring.JPG|300px|thumb|left|Wiring of the resistors on the rear of board]]&lt;br /&gt;
[[File:SSPSLEDfinished.JPG|300px|thumb|right|All four LED&#039;s installed on front of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistors and LED&#039;s on the rear of the board. All four LED&#039;s installed on front of board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDlitup.JPG|300px|thumb|left|Finished and all LED&#039;s lit]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All four LED&#039;s installed and lit up indicating the presence of the four different voltages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80/80A Power Supply Board LED=====&lt;br /&gt;
The System 80 and System 80A power supply board already has LED&#039;s installed to indicate the +5 volts and +12 volts. This project will add an LED to indicate the presence of the +60 volts which is used to operate the score displays. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 LED, any color&lt;br /&gt;
*1 Resistor, 10k, 2 watts&lt;br /&gt;
&lt;br /&gt;
#Drill a total of four 1/16&amp;quot; diameter holes at the points indicated between the foil traces in the pictures. Try to keep the holes in a straight line.The LED installs in the top two holes and with the flat (cathode) side facing downward toward the bottom end of the board. The resistor will install in the other remaining two holes which are the also the farthest spaced. Be sure to scrape the paint off of the foil traces at the points shown in the pictures.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_holes_front.JPG|300px|thumb|left|Holes drilled viewed from front of board]]&lt;br /&gt;
[[File:SYS80PS_holes_rear.JPG|300px|thumb|right|Holes drilled as viewed from rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wiring it all up:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The flat (cathode) side of the LED will be soldered to the top end of the 10k 2 watt resistor. Be sure to keep all component leads pressed down as close to the foil traces as possible to prevent shorting to the metal frame when the board is re-assembled to the metal frame. There is very little clearance between the board and the metal frame when everything is re-assembled. The lower end of the resistor will be soldered to the foil trace that goes to connector J3, pins 4 and 5 (ground). The round (anode) side of the LED will be soldered to the foil trace that goes to connector J3 pin 1 (the +60 volts). Put a short piece of heat shrink tubing or sleeving over that lead to prevent it from shorting to the trace it crosses over. Now carefully bend that lead of the LED down onto the correct foil trace as shown in the pictures and solder it. Be sure to label the new LED on the parts side of the board as &amp;quot;+60V&amp;quot;. This completes the wiring.&lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_parts.JPG|300px|thumb|left|Resistor and LED mounted on board]]&lt;br /&gt;
[[File:SYS80PS_soldered.JPG|300px|thumb|right|Parts soldered to foil traces]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new LED should be lit at all times the machine is turned on. It indicates that +60 volts DC is present to operate the score displays. The other display voltage, +42 volts, is derived from the +60 volts. &lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_finished.JPG|300px|thumb|left|Finished installation with +60v marking]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80 First Generation &amp;quot;Sounds Only&amp;quot; Sound Board LED&#039;s=====&lt;br /&gt;
This board was used in early System 80 games such as Panthera. It operates on three power sources, -12 volts, +12 volts, and +5 volts. The +12 volts is obtained from the bottom panel in the machine. The +5 volts is obtained from the game&#039;s power supply board. The -12 volts is generated on this sounds only board by receiving ac power input on J1 pins 3 and 4. You can measure the -12 volts by connecting your volt meter across zener diode CR5 (1N4742A).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MATERIALS NEEDED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*2 LED&#039;s, any color&lt;br /&gt;
*1 Resistor, 1k @ 1/4 watt&lt;br /&gt;
*1 Resistor, 330 ohm @ 1/4 watt&lt;br /&gt;
*1 Short piece of small diameter heat shrink tubing&lt;br /&gt;
&lt;br /&gt;
#Drill two pairs of holes 1/16&amp;quot; diameter and about 3mm apart at the locations as shown in the pictures. Be sure not to drill through any foil traces.&lt;br /&gt;
#The +12 volt LED will have the flat side (cathode) of the LED soldered to the ground trace coming from pin 6 of connector J1. You&#039;ll need to scrape a bit of green paint off of the trace first in order to solder it. The other lead of the LED will be soldered to one end of a 1k @ 1/4 watt resistor. The other end of the resistor will be soldered to pin 1 of connector J1 (the +12 volt source). Be sure to slide a short piece of heat shrink tubing over this end of the resistor before soldering since this lead will pass over a couple of traces. This will prevent the resistor lead from shorting to those traces and causing damage.&lt;br /&gt;
#The +5 volt LED will have the flat side (cathode) of the LED soldered to the ground trace coming from pin 6 of connector J1. You&#039;ll need to scrape a bit of the green paint off of the trace first in order to solder it. The other end of the LED will be soldered to one end of a 330 ohm @ 1/4 watt resistor. The other end of the resistor will be soldered to pin 5 of connector J1 (the +5 volt source).&lt;br /&gt;
#When finished, be sure to note that the flat sides of both LED&#039;s will be facing each other on the front side of the board. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80so_holes_front.JPG|300px|thumb|left|Holes drilled in front of board]]&lt;br /&gt;
[[File:Sys80so_holes_rear.JPG|300px|thumb|right|Holes drill in rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80so_LEDS.JPG|300px|thumb|left|LED&#039;s installed on board with flat sides facing each other]]&lt;br /&gt;
[[File:Sys80so_resistors.JPG|300px|thumb|right|Wiring on solder side of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====F2 Fuse Blows At Power Up on 80A games====&lt;br /&gt;
If the F2 fuse blows at power up, there is one overlooked problem that is good to check. This could also apply to 80B games, but a different fuse may blow.&lt;br /&gt;
&lt;br /&gt;
On the transformer panel, there is a pair of cement resistors are soldered to a solder tab, which is screwed down to a small square plastic post. Check to make sure that this has not been moved to another screw hole in the metal of the transformer panel. Screwing this line to the metal of the transformer panel ties one of the AC lines to ground. Since this line is shorted/tied to ground, it also has the side effect of making the bridge rectifier test bad, since there is a tab tied to ground when there shouldn&#039;t be one. It is likely that the bridge rectifier will test good as soon as the solder tab is moved to the correct place.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300&amp;gt;&lt;br /&gt;
File:sys80-f2-fuse-blows-issue-2.jpg|Correct place to screw the solder tab (on the square plastic post)&lt;br /&gt;
File:sys80-f2-fuse-blows-issue-1.jpg|Incorrect place to screw the solder tab. This causes a short.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MPU boot issues===&lt;br /&gt;
&lt;br /&gt;
There are a large and varied number of reasons that a System 80 MPU will fail to boot. Unfortunately, as has been said before, &amp;quot;this is not a Bally world&amp;quot;. That is, unlike &amp;quot;classic&amp;quot; Bally and Stern MPUs the System 80 MPU provides absolutely no indication as to why it may have failed to boot.&lt;br /&gt;
&lt;br /&gt;
Debugging a non-booting MPU is somewhat of an art. A few basic steps are listed below.&lt;br /&gt;
&lt;br /&gt;
#Ensure the power supply is providing a solid 5VDC power source&lt;br /&gt;
#Replace the orange electrolytic cap in the cabinet bottom if still original&lt;br /&gt;
#Take the board to the bench&lt;br /&gt;
#Examine the board for alkaline damage. Abate all alkaline corrosion.&lt;br /&gt;
#Ensure the reset section of the board is working. Pin 40 of the 6502 should begin &amp;quot;low&amp;quot;, then after about 1/2 second, transition to &amp;quot;high&amp;quot;. Note that the reset transition will be slightly longer if using a modern reset generator (ala DS1811) as outlined in subsequent sections&lt;br /&gt;
#Check the clock signals at the 6502. A logic probe will show a rhythmic pulse. An Oscilloscope should show the 3.58Mhz pulse. If the clock signal is not pulsing, work backwards through the 74xx logic all the way to the crystal if necessary&lt;br /&gt;
#Check the IRQ signal at the 6502. Ensure it isn&#039;t &amp;quot;stuck&amp;quot;. Only the 6532 RIOTs can pull the IRQ signal low. Once the 6502 software processes the IRQ, the 6502 will release the IRQ signal&lt;br /&gt;
#Check the R/W (read/write) signal at the 6502. Again, ensure it isn&#039;t stuck&lt;br /&gt;
#Check the address and data lines to ensure that they are pulsing&lt;br /&gt;
#Feel each of the masked ROM chips at U2 and U3 as well as the 6532 RIOT chips at U4, U5, and U6. If the IC is too hot to touch, it has probably failed and should be replaced. Note that the 6532 RIOTs run hot normally. If one is noticeably hotter than the other, that may be an indication of failure.&lt;br /&gt;
#Test each of the 74XX chips in the switch matrix (Z11 - Z15) using this [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit procedure].&lt;br /&gt;
#If the board has the original masked game ROM(s), replacement of those ROM(s) is advised. System 80 and 80A games used a 2716 originally at the PROM1 position (early games used dual 2708s at PROM1 and PROM2). System 80B games used a 2764 for the game ROM (which also replaces U2 and U3) and generally a 2716 at the PROM1 position. Of course, the ROM image can be doubled or even quadrupled so that it fits snugly into a larger capacitor ROM as long as that ROM footprint matches the OEM ROM footprint (number of pins)&lt;br /&gt;
#System 80B MPUs employ a &amp;quot;daughter card&amp;quot;. Fractured solder joints where the &amp;quot;riser pins&amp;quot; connect to the daughter card are often an issue. These joints can&#039;t be examined without removing the daughter card. And removing the daughter card is not trivial. If flexing the daughter card causes the board to boot or to crash, fractured solder joints are a solid suspect.&lt;br /&gt;
&lt;br /&gt;
====Power on &amp;quot;Thunk&amp;quot;====&lt;br /&gt;
Some System 80 games exhibit a &amp;quot;thunk&amp;quot; upon power up. The manifestation of this is the unpredictable lighting of lamps, running of motors, and actuation of coils / relays.  The symptom is unpredictable in that swapping either the driver or the MPU board might change the behavior. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;thunk&amp;quot; can be suppressed via a process detailed [http://www.flippers.com/gott-system80.html#thunk here] by John Robertson.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80 Driver Reset Front.JPG|thumb|left|300px|The addition of an MCP130-460HI/TO reset generator on the driver board.]]&lt;br /&gt;
[[File:Sys80 Driver Reset Back.JPG|thumb|right|300px|The addition of an MCP130-460HI/TO reset generator on the driver board w/ traces cut and jumpers run.]]&amp;lt;br&amp;gt;&lt;br /&gt;
As an alternative to John&#039;s approach, another method has been developed. The method employs the use of a reset generator tied to the &#039;&#039;&#039;CLR&#039;&#039;&#039; leg (pin 1) of the appropriate 74175 flip-flops (those that control devices that &amp;quot;thunk&amp;quot;). The reset generator is added to the front of the driver board in the upper right hand corner. There is a &amp;quot;star via&amp;quot; in this location. Solder should be removed from the star via exposing a through hole. Next, two very small holes should be drilled into the board on either side of the via. Make certain not to drill through traces on the solder side of the board, and that neither hole touches the &amp;quot;star via&amp;quot;. Next, scrape the solder mask from the two thick traces on the solder side which pass closest to the star via. These traces terminate at capacitor C1 on the driver board.  The closest trace is ground and the other trace is +5v. Next, place a MCP130-460HI/TO reset generator through the driver board. The center leg (&#039;&#039;&#039;RESET&#039;&#039;&#039;) will pass through the star via, while the outer legs will go through the newly drilled holes. The flat side of the reset generator should be facing the components on the driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
Next, bend the GND and 5V legs of the reset generator onto the appropriate traces where the masking was scraped.  Next, the traces on Z3, Z4, and Z5 should be cut between pin 1 and pin 16. This is the wide trace at the very top of the chip. Additionally, there is a thick trace to the right of pin 1 on Z4 which must be severed. After cutting this trace, pin 16 and the isolated trace must be tied together with a jumper.  This connects 5VDC to pin 16 of Z4. Now that pin 1 is isolated from 5VDC on chips Z3, Z4, and Z5, trace wire must be routed from the center leg (&#039;&#039;&#039;RESET&#039;&#039;&#039;) of the reset generator to pin 1 of each of these chips. Once this modification is completed, the coils associated with these chips will no longer be pulsed when the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Like the modification which John Robertson lays out, it may not be necessary to isolate pin 1 of Z3, Z4, and Z5 for every game. However, isolating these 3 chips accommodates most System 80/A/B games that use lamp transistors to pre-drive coils / relays. The game over and tilt relays will still pulse briefly upon turning the game on but that behavior is generally acceptable. Isolating pin 1 of Z1 and tying pin 1 to the reset line of the reset generator will resolve this residual behavior.&lt;br /&gt;
&lt;br /&gt;
Note that the trace wire shown in the pic on the right could have been routed more elegantly.  This was in part due to an afterthought in having Z3 tied to the reset generator.&lt;br /&gt;
&lt;br /&gt;
Since the &amp;quot;thunk&amp;quot; is really just a minor irritation, most owners do not think that the resolution is worth the effort. However, on some games, the thunk can be very annoying by pulsing the ball release coil under the lower apron. The result is a ball being served into the shooter lane, before the MPU board even boots up. Most System 80B Genesis games run the &amp;quot;Reveal Motor&amp;quot; as a result of the &amp;quot;thunk&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ResetGeneratorPinExplanation.jpg|thumb|left|300px|Part number explanation and pin configuration for various reset generators.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Other reset generators may be used as long as the pinout of the legs is observed. Shown at left is a snippet of the datasheet that explains reset generator part numbers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AlternateDethunkFront.jpg|thumb|left|300px|Using an MCP130-460DI/TO reset generator. Take care to drill the holes so that only one reset generator leg touches the star.]]&lt;br /&gt;
[[File:DethunkAlternateBack.jpg|thumb|right|300px|Jumpers are still connected to the &amp;quot;star via&amp;quot; but the new holes are drilled in different locations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One alternate reset generator to use is the MCP130-460DI/TO which is also used in the section that discusses System 80 MPU alkaline corrosion abatement. The installation is a bit different as is shown in the adjacent pictures. The (&#039;&#039;&#039;RESET&#039;&#039;&#039;) signal is on the left leg of the reset generator while Vdd (5VDC) is in the center and Vss (Ground) is on the right leg.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Erratic Boot Issues with Later 80B Games (Hot Shots, Bad Girls, and Big House)====&lt;br /&gt;
Some erratic boot issues have been observed with the following games: Hot Shots, Bad Girls, Big House, and Excalibur, however, the list of games may be more extensive.  The issues included are a locked on display with garbage characters shown, no display illuminating at all, sound board not booting (LED stuck on), locked on lamps, no controlled lamps, locked on coils, etc.  The source of the problem seems to stem from the fluorescent tube starter located in the backbox.  It is unknown why exactly this anomaly occurs.  Removal of the starter should resolve the booting issues.  Worst case scenario, remove the 110v panel fuse on the transformer panel use for the fluorescent light circuit.  Unfortunately, this is the only resolution known at this time.&lt;br /&gt;
&lt;br /&gt;
====Battery Leakage and Corrosion====&lt;br /&gt;
Like most any other pinball machine manufactured, Gottlieb® uses batteries to supply power to the non-volatile RAM memory.  Certain game settings, high score thresholds (including high score to date), audit information, and bookkeeping information are all options which are saved when the game is powered off.  And unless some kind soul, who worked on your machine before, either removed the battery and mounted it remotely away from circuit boards, or just plain removed the battery, there will be some variety of a 3.6v Nickel Cadmium (NiCad) rechargeable battery soldered onto your CPU board.  &lt;br /&gt;
&lt;br /&gt;
So, what&#039;s so bad about having a battery on the CPU board?  Well, nothing really, unless it&#039;s forgotten, and in most cases, it is.  While you let your pinball machine sit unplayed for weeks, months, or even years at a time, the battery remains perched on the circuit board like a ticking time bomb.  I&#039;m not saying the battery is going to blow up, although some replacement non-rechargeable batteries could overheat and / or explode if not correctly installed.  The battery is like a ticking time bomb, because it is a threat to the overall health of the electronic components, traces, and connectors attached to your CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now that I have your attention regarding the whole battery thing, let&#039;s talk about the battery, and what happens. . .&#039;&#039;&#039;WHEN GOOD BATTERIES GO BAD&#039;&#039;&#039;.  It&#039;s not that some batteries were born on the wrong side of the tracks or anything. Any good battery can go bad without much warning.  It takes time, but eventually you will find that your battery has crossed over to the &amp;quot;dark side&amp;quot;.  That particular time is typically when you turn your game on, the lights come on, and that&#039;s it.  The displays don&#039;t light up. The start up sounds don&#039;t resonant. And, the silver ball stays in its comfy little home.  Nada...nothing...no signs of anything resembling a fun game of pinball.  &#039;&#039;&#039;UH-OH!&#039;&#039;&#039; So what happened?  The pinball machine worked fine the last time you played it.  &lt;br /&gt;
&lt;br /&gt;
Well, while you were out having a good time and enjoying life, the poor, aged, neglected battery decided to wreak havoc all over the reset section, clock section, or possibly more regions on your CPU board.  The CPU battery spewing its guts all over the place is akin to the batteries in the flashlight you haven&#039;t turned on since the last power outage a year or two ago.  You go to turn on the flashlight when you need it most, and find out there&#039;s something wrong.  So being the curious type, you open the flashlight&#039;s battery compartment only to find some kind of blue-green funk leaking all over, or the batteries now look like they need a shave.  The resolution to the flashlight scenario is pretty simple. Throw it away, and buy a new one. Your CPU board problem can be resolved the same way, except it will be a lot more costly, and is not recommended to just pitch it in the trash. If the battery damage to the CPU board is not overly extensive, attempt to repair it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80A bat damage01.JPG|300px|thumb|left|Typical Battery Found on a System 80 CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s unfortunate, but every battery has a life expectancy.  The only silver lining is that some of the Ni-Cad batteries installed on Gottlieb® CPU boards can last longer than others.  Probably the worst culprit of board destruction is the &#039;&#039;&#039;Data Sentry&#039;&#039;&#039; pack, and its associated knock-offs.  This battery comes in a black rectangular plastic package.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB sys80A battery.jpg|300px|thumb|left|Typical Battery Found on a System 80A / 80B CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another battery pack style which looks very similar to the NiCad battery packs found in &amp;quot;old school&amp;quot; cordless phones.  It is actually three small NiCad cells wrapped separately in an orange poly material, which is wrapped in a outer white poly material.  These don&#039;t leak nearly as badly, but they still have the potential to fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Replacement nicad.jpg|300px|thumb|left|Typical NiCad Battery Which was Replaced]]&amp;lt;br&amp;gt;&lt;br /&gt;
The final common battery style is a what looks like an AA battery on steroids.  This style is a fraction longer and fatter than an AA battery&#039;s physical form, and has two soldered leads on either end.  If you find one of these, it means the battery was previously replaced.  The good news is that this battery is newer than the original. However, the same results of battery seepage can occur.  The only benefit of this type of battery is that it can be carefully cut (in most cases) from the board without removing the board from your game.  This is a plus if no battery damage has occurred.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80A bat damage03.JPG|300px|thumb|left|NiCad Battery Damage to a System 80A CPU Board&amp;lt;br&amp;gt;(Note:  This is considered very mild damage!)]]&lt;br /&gt;
[[File:Gtb sys80A bat damage04.JPG|300px|thumb|right|Damage from the battery may also occur on the back side of the board, especially on the edge connection fingers]]&amp;lt;br&amp;gt;&lt;br /&gt;
So what happens if you don&#039;t heed the above warnings, and the battery is allowed to remain on the board?  Plain and simple - &#039;&#039;&#039;THE BATTERY WILL LEAK!&#039;&#039;&#039;  It&#039;s only a matter of time.  Equally, the path of destruction is uncertain.  Batteries don&#039;t just leak - they release caustic, alkaline fumes.  These fumes attack wherever there is copper, even tinned or soldered copper.  The end results are:&lt;br /&gt;
&lt;br /&gt;
*solder joints which become green or gray and crusty as opposed to a shiny silver&lt;br /&gt;
*connectors which are also now green / gray or potentially broken&lt;br /&gt;
*solder mask, the green covering the electronic traces, on the circuit board has either flaked off or is partially delaminating (lifting)&lt;br /&gt;
*insulated wire becomes less flexible and brittle&lt;br /&gt;
*sometimes the alkaline &amp;quot;cloud&amp;quot; in the game&#039;s backbox causes every board in the head to be affected.&lt;br /&gt;
&lt;br /&gt;
Electronic components, related solder joints, circuit board traces, connectors, and even insulated wire will become unreliable and/or fail.  In all cases, the affected components are less conductive.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If battery damage has occurred, the related parts must now be replaced.  Attempting to remove soldered through components on the circuit board is now even more of a task.  The green / gray dull solder does not transfer heat well.  Battery damaged solder does not flow like clean solder.  Also, crimped connectors are more difficult to remove from their housings, and have a tendency to break before they can be successfully pulled out.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After all the effected electronic components are removed, the board must be treated.  This process starts by sanding the traces and solder pads until shiny copper is exposed.  It is worth mentioning that a battery damaged board can be treated by bead blasting instead of sanding, however, most people do not have access to such a machine.  After the copper areas of the board have been either sanded or bead blasted, an acidic bath of 50% vinegar and 50% (preferably distilled) water is applied to the board.  A small brush like a toothbrush can be used to scrub the board&#039;s area. The purpose of introducing an acid to the effected area is to neutralize what the battery has left behind.   The liquid and fumes from the battery are actually a base, not an acid.  Next, rinse the area of the board with water.  Once the board is clean, isopropyl alcohol (the higher the alcohol percentage the better) is applied to the same area to rinse away the acid bath, and hopefully dissipate any remaining water.  Finally, the board is either blown dry or air dried.  This may be a given, but &#039;&#039;&#039;DO NOT ATTEMPT TO APPLY POWER TO THE BOARD IF IT IS STILL WET!&#039;&#039;&#039;  Most liquids are conductive to some extent. After the previous steps are performed, the task of installing the new components begins.  If any traces or solder pads were damaged, see the [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 Repairing Traces] portion of this Wiki guide on to to fix them.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The point I&#039;m trying to ultimately make is this...regardless of age, shape, or form, &#039;&#039;&#039;remove the battery from the CPU board&#039;&#039;&#039;, as soon as it realized that there is a battery on the board.  If not, the board can be damaged, nonfunctional, and become more difficult or even impossible to repair.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
The first thing that should be done to any System 80 MPU is remove the rechargeable NiCad battery from the MPU board. All batteries leak. They are like ticking bombs. It is merely a matter of when they will leak and possibly damage (sometimes irreplaceable) boards.  &lt;br /&gt;
&lt;br /&gt;
There are at least &amp;lt;b&amp;gt;five&amp;lt;/b&amp;gt; methods of relocating and/or replacing the battery on a System 80/80A/80B MPU.&lt;br /&gt;
&lt;br /&gt;
*Remove the battery completely without replacing it. The 5101 memory will not store information from power-on to power-on and therefore, high scores, replay levels, and credits will be lost.&lt;br /&gt;
[[File:System80battery.jpg‎|300px|thumb|right|Remote Battery]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Mount a remote battery pack that uses standard AA batteries (x3) to protect your board.  A blocking diode must be installed (1N4004, although a 1N4001 will work just as well) to prevent the game circuitry from attempting to charge the batteries. Install the blocking diode in series with the positive lead of the battery pack, with the band oriented toward the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:MemorySuperCap.jpg‎|300px|thumb|right|Here a 5.5V, 1F Super Cap is used to retain 5101 memory for up to 30 days]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the battery with a 1F 5.5V &amp;quot;SuperCap&amp;quot;. The capacitor will never leak, will charge during power-on cycles, and will retain 5101 memory for about 30 days. If you&#039;ve sanded traces as was done in the picture, use a non-conductive material to cover the trace under the cap to ensure that the negative side of the cap doesn&#039;t short a trace (such as clear nail polish, green overcoat pen, electrical tape, or fishpaper). Cut the tape in a circular shape and poke the capacitor leads through it so it can&#039;t fall off in the future. (Electric tape is notorious for slipping.)  An alternate solution would be get a piece of fishpaper insulator, cut that into a circle and poke holes in it for the capacitor leads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:GTB Sys80 H Mem Cap.JPG|300px|left|thumb|Alternate method for installing a memory cap]]&lt;br /&gt;
[[File:GTB Sys80 H Mem Cap Back.JPG|300px|right|thumb|Tying the negative lead of the memory cap to the negative pad on the MPU board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The memory cap can also be installed in the two leftmost holes, where the Ni-Cad battery formerly resided.  The negative lead of the memory cap will then have to be tied to the negative (ground) through hole of the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Remotely mount a replacement NiCad battery in a location that, should it leak, won&#039;t damage valuable circuit boards.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:GottliebCR2032.jpg‎|300px|thumb|left|a CR2032 Lithium &amp;quot;Button Cell&amp;quot; Battery Installed]]&lt;br /&gt;
[[File:GottliebBlockingDiode.jpg‎|300px|thumb|right|A 1N4004 Blocking Diode Installed &amp;quot;inline&amp;quot; with the Positive Connection]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the original NiCad battery with a Lithium button cell CR2032 battery and holder. The holes for the original battery can be repurposed to connect the button cell holder and to add the &amp;lt;b&amp;gt;necessary&amp;lt;/b&amp;gt; blocking diode in the positive side of the circuit.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Using a Reset Generator for the CPU Reset Section ====&lt;br /&gt;
If you find that the battery has leaked, alkaline damage can be cleaned up, traces repaired, and new components installed with kits available from several sources, including Great Plains Electronics.&lt;br /&gt;
&lt;br /&gt;
An alternative to replacing a great many of the components is to use the Dallis/Maxim DS1811 reset generator. The DS1811-10 has a typical trip point of 4.35VDC. You may also use the Microchip Technology equivalent, part number [http://www.greatplainselectronics.com/proddetail.asp?prod=MCP130-460DI%2FTO MCP130-460DI/TO], available from Great Plains Electronics. Remove all reset section components, clean up residual alkaline damage, add four jumpers, and install the reset generator as pictured below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After jumpers and the reset generator are added, make certain there is continuity between the three legs of the reset generator and the appropriate locations on the circuit board.  Below is a list of the reset generator legs and the board locations.  Pin 1 of the reset generator is the left leg, when the flat side of the unit is facing towards the user.&lt;br /&gt;
&lt;br /&gt;
*Pin 1 of reset generator to pin 2 of Z4&lt;br /&gt;
*Pin 2 of reset generator to +5VDC line (lower leg of C2)&lt;br /&gt;
*Pin 3 of reset generator to ground (upper leg of C2)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=500px heights=500px perrow=2 caption=&amp;quot;Using the Dallas Maxim 1811 Reset Generator&amp;quot;&amp;gt;&lt;br /&gt;
File:Dallas_Maxim_Reset_scaled.JPG|A System 80 MPU with alkaline damage repaired/cleaned. Reset circuitry replaced with the much simpler Dallas Maxim 1811&lt;br /&gt;
File:Gtb sys80 reset gen jumpers updated.png|Illustrated picture of components to remove, keep, and jumpers to add.&lt;br /&gt;
File:Dallas_Maxim_Reset_scaled_with_markup.JPG|The same image, but with indications of jumper locations (yellow dots) and where to install the Dallas Maxim 1811, flat side facing the bottom of the board. &amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Note: View at full resolution&amp;lt;/b&amp;gt;&lt;br /&gt;
File:S80ResetCircuitDS1811Mine.png | Schematic, updated to reflect DS1811 implementation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80 Corrosion Area Parts Identification&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:System80CorrosionAreaPartsIdentification.jpg|1000px|center|System 80 Corrosion Area Parts Identification]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys80 MCP120 Reset Gen.JPG|300px|left|thumb|MCP120 reset generator installed with 4.7K pullup resistor]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a reset generator with an internal pullup resistor (MCP130 series) is not available, an MCP120 reset generator can be installed.  However, an external resistor must be installed between the reset and +5v.  The easiest location to install the resistor is between the through hole where the top leg of Q4 was, and through hole where the bottom leg of Q2 was.  In the adjacent image, an MCP120-460DI/TO is installed with the 4.7K 1/4 watt external pullup resistor highlighted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When installing this type of reset generator, remove all of the components, and add all of the jumpers related to the installation of an MCP130-460DI/TO reset generator.  Adding the external pullup resistor is the only additional step.  Failure to add the pullup resistor will result in the reset signal not going high, and the board will not boot.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TC1 Test Connector Connectivity Table====&lt;br /&gt;
[[File:TC1ContinuityTestChart.png|300px|thumb|left|TC1 Connectivity Table. Click for slightly larger image.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The table at left indicates connections between the 6502 microprocessor and the TC1 test connector. This may be useful when debugging corroded MPU boards.&lt;br /&gt;
&lt;br /&gt;
The signal at each TC1 pin is also shown.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slam Switch Modification ====&lt;br /&gt;
In order to test the CPU board on the test bench, a modification must be made to the CPU board to make the CPU think that the slam switch is closed. If the CPU thinks that the slam switch is not closed, the CPU will not complete the boot process, instead booting into a mode where the displays flicker all zeros at a very rapid rate (System 80 and 80A). See the image [[Gottlieb_System_80#Open_Slam_Switch | here]] for a depiction of what you&#039;ll see.  When the slam switch is open on a System 80B game, (the appropriate games where the slam switch is supposed to be closed), an &amp;quot;OPEN SLAM SWITCH&amp;quot; message will be shown on the display.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gottlieb® designed the slam switch as a normally closed switch. That is, the switch must be closed for the machine to operate normally. When a brute kicks the machine, the slam switch will open from the inertial force on the weight attached to the switch, and the slam switch will open. Since the CPU is on the bench, we need a way to have this switch closed at all times to properly test the board.&lt;br /&gt;
&lt;br /&gt;
Additionally, slam switches themselves fail. It&#039;s a good idea to implement this change as a preemptive fix for slam switch failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Slammod.png|300px|thumb|left|Slam Switch Mod]]&amp;lt;br&amp;gt;&lt;br /&gt;
The slam switch can effectively be permanently closed by making a small solder bridge across two traces to the right of Z26 (which is on the lower right side of the CPU board). To permanently close the switch, remove the solder mask by scraping with a sharp knife or screwdriver. Create the solder bridge between the two now bare traces. This change will connect pin 13 of Z26 to ground, permanently closing the switch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DefeatSlamSwitch.jpg|300px|thumb|left|Alternative Slam Switch Mod]]&lt;br /&gt;
[[File:Z26RemovedSlamSwitch.jpg|300px|thumb|right|Z26 removed. One can easily see that the two methods of defeating the Slam switch are equivalent.]]&amp;lt;br&amp;gt;&lt;br /&gt;
An alternate method of achieving the same results is to solder a clipped resistor leg across the bottom of capacitor (C30) and resistor (R20), both immediately to the left of Z26.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Ni-WumpfSlamMod.jpeg|300px|thumb|left|Slam Switch Mod for Ni-Wumpf CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
To permanently close the slam switch on a Ni-Wumpf CPU board, you need to connect pin A1J5-10 to ground on the board.  This picture shows how to do this from the back of the board by soldering a jumper wire.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the last 4 Gottlieb® System 80B games were released with normally open slam switches.  Do not perform the slam switch modification on these games.  This includes the following games:&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bonebusters, Inc.&lt;br /&gt;
*Night Moves (made by International Concepts using the 80B board set)&lt;br /&gt;
&lt;br /&gt;
Regardless of what platform the game is based on, there is only one slam switch used in a System 80/80A/80B game.  It is the weighted switch located on the coin door.  There is some confusion that the ball roll tilt and weighted tilt switch on the playfield are slam switches.  They are not.  These switches along with the pendulum tilt are all tilt switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== System 80B Daughter Board Solder Joints ====&lt;br /&gt;
[[File:GTB sys80B CPU.JPG|300px|thumb|left|A typical System 80B MPU Board, showing the location of the &amp;quot;daughter board&amp;quot;.]]&lt;br /&gt;
[[File:System80BFracturedJointsDaughterCard.jpg|thumb|right|300px|A closeup of Gottlieb® System 80B Daughter Board Male Header Pins with fractured solder joints. This board was cleanly removed from the CPU with great care.]]&lt;br /&gt;
Games with System 80B MPUs feature a &amp;quot;daughter board&amp;quot; to accommodate the 2764 game ROM as shown in the picture on the left. The daughter board connects to the MPU board at the location occupied by U3 in System 80/80A MPUs, via a 24-pin male header. That connection is a two-sided solder joint that can fail. As can be seen in the picture at right, these same header pins connect to the daughter board via a single sided solder joint. Since the daughter board is cantilevered over both the former location of U2 and U3, pressing on this board over time commonly results in fractured solder joints (as seen, right) at the single sided joint and sometimes at the two-sided joint.&lt;br /&gt;
&lt;br /&gt;
Typical symptoms of fractured solder joints at this location are failure to boot, random resets, and random lockups. Sometimes pressing on the daughter board will &amp;quot;fix&amp;quot; the issue temporarily. This is a sure indication of cracked solder joints.&lt;br /&gt;
&lt;br /&gt;
Correction of this issue is easier said than done. And, if you do not possess the tools, skills, and experience to desolder the daughter board, this task is best left to a professional pinball circuit board repair technician. Desoldering the 24 male header pins from the delicate solder pads without damaging the pads or pulling traces is non-trivial.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Continuity Chart of Pinouts for Damaged U2 / U3 Area=====&lt;br /&gt;
It is far too easy for inexperienced technicians to tear up the traces or eyelets at positions U2 and U3 when attempting to remove the daughter board from the System 80B MPU.  If the traces or through holes are damaged, clearly they must be repaired.  Nearly all of the signals which pass from U2 and U3 continue on to the 3 RIOTs at U4, U5, and U6 and also to the PROM 1 position. Below is a handy chart which can be used to ensure continuity between critical parts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U2 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U3 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U4, U5 &amp;amp; U6 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U1&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Signal&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A7&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A6&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A5&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A4&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A3&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A2&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A1&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A0&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D0&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;32&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;32&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D1&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;31&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;31&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D2&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1,21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;GND&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D3&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D4&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;28&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;28&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D5&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;27&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;27&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D6&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;26&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;26&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D7&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;19&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;19&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z12 Pin 10&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 12&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;/BAB12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z7 Pin 10&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;22&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;22&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A9&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;23&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;23&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A8&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;24&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;24&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;+5V&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====System 80B Daughter Board Replacement Options=====&lt;br /&gt;
[[File:U2U3AdapterGPE.jpg|300px|thumb|left|Replacement daughter board engineered by Great Plains Electronics. &#039;&#039;Image used with permission from Great Plains Electronics.&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Great Plains Electronics produced a better replacement daughter board. This board is designed to be installed in both the U2 and U3 sockets, eliminating the problem of board flex and cracked solder joints with the daughter board. Unfortunately, it is no longer available. If it needs to be installed on an MPU (especially where the U2/U3 chips are not socketed for easy removal), it is recommended to desolder the chips, fit the replacement board into quality machine pin sockets, then fit the entire assembly into the MPU board for soldering. The board is also designed with redundant traces for all but a few of the signals, as almost all signals are present at both the U2 and the U3 sockets.&lt;br /&gt;
&lt;br /&gt;
Pinitech has another replacement option called [https://www.pinitech.com/products/gottlieb_piggydeux.php Piggy Deux], but at the time of writing, it is not currently available. This module fits into the TC1 test socket near top of the MPU, which saves a lot of trouble by not requiring removal or repair of the original daughter board. The 2764 EPROM chip simply needs to be removed from the original daughter board and installed into the Piggy Deux module.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====An Alternate to the Daughter Board on System 80B MPU Boards=====&lt;br /&gt;
[[File:GTB Sys80B Alt D-Board.jpg|thumb|left|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 (Genesis)]]&lt;br /&gt;
[[File:GTB Sys80B Raven No D-Board jecourie.jpg|thumb|right|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 (Raven)]]&lt;br /&gt;
[[File:GTB Sys80B Alt D-Board_Back.jpg|thumb|left|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 - Back Side (Genesis)]]&lt;br /&gt;
[[File:GTB Sys80B Raven No D-Board back jecourie.jpg|thumb|right|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 - Back Side (Raven)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:GTB_Sys80B_Alt_D-Board_Cut_Trace.jpg|thumb|left|300px|Trace cut on an 80B MPU Board with an MCM68766 PROM installed at U3 (Genesis)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Connecting a logic probe to the MPU ====&lt;br /&gt;
A great place to source power for your logic probe while diagnosing the board is across the filter capacitor in the vicinity of connector J1. Connect the black lead of your logic probe to the negative lead of the capacitor for ground. Connect the red lead of your logic probe to the positive lead of the capacitor for 5V. The red lead can also connect to E1, the vertically-aligned 5V jumper wire, below the 6502 chip. Take care to ensure that the clips don&#039;t short to adjacent components.&lt;br /&gt;
&lt;br /&gt;
==== Using a PC Power Supply For Bench Testing ====&lt;br /&gt;
The MPU board is much easier to work on if it is removed from the backbox and placed on the test bench. An AT-style PC power supply can be used to power the MPU board on the bench. &lt;br /&gt;
&lt;br /&gt;
Obtain an old PC power supply. If you don&#039;t have an old computer laying around, head on off to the thrift store and pick one up. Remove the power supply from the case by unscrewing the appropriate screws. Be careful not to unscrew the power supply case itself.&lt;br /&gt;
&lt;br /&gt;
[[File:PowerSupply.png|300px|thumb|left|Power Supply]] &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Clip one of the connectors from the power supply wire bundle and clearly mark on the power supply box the value of each of the colored wires from the power supply. Typically, the yellow wire is 12V, red is 5V, and the black is ground. Strip insulation from the end of the red wire and the black wire as the System 80 MPU requires only 5V and ground to boot. Use alligator clips to connect 5v and ground to the appropriate J1 connection. I use larger alligator clips to make the connection easier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:MPUPower.png|300px|thumb|left|J1 Connector]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mark connector J1 where the positive and negative (common) connection is for the five volts from the computer power supply. The ground connection is on the top of the connector, the 5V connection is on the bottom. The image shows A1J1 with the markings. I took the picture with the board still mounted in the machine. Connect the 5v supply with alligator clips to the positive connector on J1 and the black wire (ground) to the negative connector of J1.&lt;br /&gt;
That&#039;s it! you&#039;re good to go!&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====List of Acceptable TTL Chip Substitutes on a System 80 CPU Board====&lt;br /&gt;
Several years ago, Ed from GPE replied to a System 80 chip substitution question on rec.games.pinball [http://groups.google.com/group/rec.games.pinball/msg/86f37cb479ece4c4 here] and later on Pinside [https://pinside.com/pinball/forum/topic/gottlieb-system-80-chip-replacement#post-4139713 here]. The info from those responses are summarized below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Most of the parts can be freely substituted.  But many cannot.  The clock oscillator circuit (Z3) is one example of a part that cannot be subbed.  Also, some IC&#039;s have hefty loads and cannot be subbed (some of the 7404&#039;s and a 7432).  The 7474 in question on this board can be freely subbed with a 74LS74 or a 74HCT74.  I went through all the standard logic devices on the Gottlieb System 80 MPU.  Based on loading and output characteristics, this is what I get as valid subs for the System 80 MPU.  Of course, substituting some of the parts will ripple through and allow others to be substituted as well - but this can get quite convoluted.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Chip Designation&lt;br /&gt;
!Part #&lt;br /&gt;
!Substitute (Y/N)&lt;br /&gt;
!Acceptable Substitutes&lt;br /&gt;
|-&lt;br /&gt;
|Z1 || 4528 || N ||&lt;br /&gt;
|-&lt;br /&gt;
|Z2 || 7474 || Y || 74LS74 and 74HCT74&lt;br /&gt;
|-&lt;br /&gt;
|Z3&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; || 7404 || ? || Possibly 74LS04 and/or 74F04; See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z4 || 4081 || N ||&lt;br /&gt;
|-&lt;br /&gt;
|Z7 || 74LS04 || Y || 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
|Z8 || 7402 || Y || 74LS02 and 74HCT02&lt;br /&gt;
|-&lt;br /&gt;
|Z9 || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z10&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt;  || 74LS05 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z11&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z12&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z13&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z14&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z15 || 7432 || Y || 74F32 and 74S32&lt;br /&gt;
|-&lt;br /&gt;
|Z16&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt;  || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
||Z17 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z18 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z19 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z20 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z21 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z22 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z23 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z24 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z25 || 74154 || Y ||74LS154 and 74HCT154&lt;br /&gt;
|-&lt;br /&gt;
||Z26 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z27 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z28 || 74LS139 || Y ||74HCT139&lt;br /&gt;
|-&lt;br /&gt;
||Z29 || 7416 || Y ||7406&lt;br /&gt;
|-&lt;br /&gt;
||Z30 || 7416 || Y ||7406&lt;br /&gt;
|-&lt;br /&gt;
||Z31&amp;lt;sup&amp;gt;(6)&amp;lt;/sup&amp;gt; || 7408 || Y ||74LS08&lt;br /&gt;
|-&lt;br /&gt;
||Z32 || 7417 || Y ||7407&lt;br /&gt;
|-&lt;br /&gt;
||Z33 || 74154 || Y ||74LS154 and 74HCT154&lt;br /&gt;
|-&lt;br /&gt;
||Z34&amp;lt;sup&amp;gt;(7)(8)&amp;lt;/sup&amp;gt;  || 7404 || Y ||74LS04, see note below&lt;br /&gt;
|-&lt;br /&gt;
||Z35&amp;lt;sup&amp;gt;(7)&amp;lt;/sup&amp;gt;  || 7404 || Y ||74LS04&lt;br /&gt;
|-&lt;br /&gt;
||Z36 || 4069 || N ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Note: Z3 cannot use a 74HC04 or 74HCT04, since these have &amp;quot;high impedance inputs&amp;quot; and won&#039;t work properly in an oscillator circuit. A 74LS04 should work, and possibly 74F04, but the better candidate would be a 74LS04. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; Note: Untested, but it may be possible to use an 74LS00 or 74HCT00 at Z10 in place of 7405. However, this will defeat the ability to test the MPU using the [https://www.greatplainselectronics.com/proddetail.asp?prod=120-102 QuickScan80 tester].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; Note: Z11 &amp;amp; Z12 only have to sink ~2mA, so they might be able to be replaced with 74LS04, but this might result in noisy switching.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; Note: Z13 &amp;amp; Z14 are in the switch matrix. 74LS00 might a possible substitute, but substitutions can result in noisy switching, and isn&#039;t recommended here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt; Note: If Z18, 20, and 22 are 74175, do not substitute.  If Z18, 20, and 22 are 74LS175 or 74HCT175, acceptable subs are 74LS04 and 74HCT04.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(6)&amp;lt;/sup&amp;gt; Note: Z31 can use 74LS08. 74HCT08 can be used as well, but 74HCT08 is not a good board-to-board driver, and isn&#039;t the best option here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(7)&amp;lt;/sup&amp;gt; Note: 74HCT04 can be used at Z34 &amp;amp; Z35 as well as 74LS04, but 74HCT04 is not a good board-to-board driver, and isn&#039;t the best option here. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(8)&amp;lt;/sup&amp;gt; Note: Had issues with a 74LS04 installed at Z34 in a Haunted House. The side effects were the lower playfield VUK would fire and partially lock on when the lower playfield 5-bank drop target would reset.  Also, the 5-bank drop target would continuously tried to reset when the lower playfield VUK switch was closed. The issue acted as if there was a switch matrix issue, but there wasn&#039;t.&lt;br /&gt;
&lt;br /&gt;
====Replacing the quartz crystal with a TTL Oscillator====&lt;br /&gt;
&lt;br /&gt;
Alkaline corrosion may damage the board in such a way that it&#039;s advantageous to replace the original quartz crystal oscillator with a TTL oscillator.&lt;br /&gt;
&lt;br /&gt;
[[Image:Clock_logic_sys80.jpg|300px|thumb|left|Clock section of the system 80 MPU]]&lt;br /&gt;
[[Image:oscillator.jpg|300px|thumb|right|The original crystal, Z3, and a few resistors may be replaced with a 900 kHz TTL Oscillator that is packaged like this 16Mhz version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 clock signal is produced by a 3.57Mhz crystal, a few resistors, and Z3 (a 7404). Z2 divides the clock by 4, resulting in a clock signal of approximately 900 KHz, which is provided at pin 9 of Z2.&lt;br /&gt;
&lt;br /&gt;
[[Image:CrystalGuts.jpg ‎|300px|thumb|left|The &amp;quot;guts&amp;quot; of an original S80 crystal. The quartz crystal is the round &amp;quot;disk&amp;quot; like part. It is sandwiched between two electrodes]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a 900 KHz TTL oscillator can&#039;t be obtained, a 1MHz oscillator works perfectly fine and gives your pin a 10% speed bump. Game play shouldn&#039;t be impacted, as long as the game doesn&#039;t have a timer related feature that was implemented via software timing, like Timeline. Even games like Timeline are minimally impacted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Clock_system80_vorher.jpg|300px|thumb|left|The original clock section as found on every System 80, 80A and 80B MPU]]&lt;br /&gt;
[[Image:Clock_system80_nachher.jpg|300px|thumb|right|The clock section after installing a TTL oscillator. Note that pin 1 of the oscillator is upper left in this image.]]&amp;lt;br&amp;gt;&lt;br /&gt;
To accomplish this mod, remove the following parts&lt;br /&gt;
*Y1 (Crystal)&lt;br /&gt;
*Z2 (TTL 7474)&lt;br /&gt;
*R3, R4 and R5 (the three resistors above Z2). &lt;br /&gt;
&lt;br /&gt;
Z3 is still required for other functions. Leave it in place. Install the DIP-14 oscillator (4-pins) into position Z2, with the ‘dot’ (pin 1) in the upper left corner. Since the clock signal previously emanated from Z2 pin 9, install a jumper (or solder bridge) between pin 8 and pin 9 of the original Z2 position. This connects the oscillator output to pin 9.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Using a WDC 65C02 in a System 80/80A/80B MPU====&lt;br /&gt;
[[File:65C02.png ‎|300px|thumb|left|Gottlieb® System 80 MPU using a WDC 65C02, requiring a 3K resistor between pin 36 and 5V. In this case, 5V is picked up from pin 8 of the 65C02]]&amp;lt;br&amp;gt;&lt;br /&gt;
Western Design Center (WDC) has reproduced the 6502 in a CMOS version designated 65C02. It works perfectly in all System 80 MPUs with one modification. Pin 36 of the 65C02 must be pulled up to Vcc (5VDC) via a 3K (or 3.3K) pull-up resistor. Pin 36 (BE) is the &amp;quot;bus enable&amp;quot; input which allows external control of the 65C02 busses. Pin 36 is unused by original 6502s and not connected to anything on System 80 MPU boards. Simply tack soldering a 3 - 3.3K resistor between pin 36 and a 5VDC trace will do the trick. An easy place to pick up 5VDC is pin 8 of the 65C02, as pictured at left&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Aftermarket Test Devices====&lt;br /&gt;
=====Great Plains Electronics (GPE) QuikScan80=====&lt;br /&gt;
[[File:QS80.jpg|300px|thumb|left|The Great Plains Electronics QuickScan 80 (no longer available)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video demonstrating both the GPE QS80 tester (NLS) and the Marco Test ROM in a PiniTech Test Device can be found [https://youtu.be/M58CB1xar6s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
The venerable QuickScan80, developed by Ed Kryzicki of Great Plains Electronics many years ago, is an excellent tool for testing every aspect of System 80/80A/80B MPU system operation. Unfortunately, this test device is no longer being manufactured with little prospect of ever being produced again.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Marco&#039;s Test ROM=====&lt;br /&gt;
[[File:PiggyDeux.jpg|400px|thumb|right|The Pinitech &amp;quot;PiggyDeux&amp;quot;]]&lt;br /&gt;
The Marco test ROM was developed by Marco Albus. It is easily paired with a chip carrier called [https://www.pinitech.com/products/gottlieb-piggydeux.php the &amp;quot;PiggyDeux&amp;quot; (developed by Pinitech)], but is not often available.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marco test ROM blink indications:&#039;&#039;&#039;&lt;br /&gt;
* May barely blink once at power on. This is just an artifact.&lt;br /&gt;
* Blink one time to indicate software is running.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by one blink indicating 5101 CMOS memory tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by two blinks indicating U4 6532 RIOT tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by three blinks indicating U5 6532 RIOT tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by four blinks indicating U6 6532 RIOT tested good.&lt;br /&gt;
* LED will continue to blink at about 1Hz as long as power is applied.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Marco&#039;s Test ROM Download&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:Download.png|link=File:MarcoSystem80MPUTestROMv33.zip]] Marco&#039;s test ROM can be found [[Media:MarcoSystem80MPUTestROMv33.zip|&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]].&amp;lt;br&amp;gt;&lt;br /&gt;
Many thanks to Marco for making this test ROM available.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====GoRaT80 Test Device=====&lt;br /&gt;
[[File:GoRaT80.jpg|300px|thumb|left|The LISY Project&#039;s GoRaT80 Test Device and Daughter Card Substitute]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another recent (May, 2025) addition to the System 80 test arsenal is the GoRaT80 (Gottlieb ROM and Test for System 80) designed by the [https://lisy.dev/gorat80.html LISY project].&lt;br /&gt;
&lt;br /&gt;
This handy board can carry Leon&#039;s Test ROM or Marco&#039;s Test ROM as well as replace original game ROMs in the same manner as the (no longer available) Pinitech &amp;quot;PiggyDeux&amp;quot;. The ROM image to execute is selected via DIP switches 3 and 4 on the device.&lt;br /&gt;
&lt;br /&gt;
Documentation in the manual indicates that DIPSW 4 ON maps test ROM software into the address space.&amp;lt;br&amp;gt;&lt;br /&gt;
Turning DIPSW 3 and 4 on maps game ROM software into the address space.&lt;br /&gt;
&lt;br /&gt;
This method is quite flexible as any two 64K images can be mapped into the normal address space occupied by U2/U3 (System 80/80A) or the daughter card (System 80B).&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating Marco&#039;s TEST ROM as well as TX Sector game ROMs in the GoRaT80 Test Device can be found [https://youtu.be/01MrEt6DLq8 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Resets===&lt;br /&gt;
System 80 games sometimes exhibit &amp;quot;resets&amp;quot;, especially when high power coils fire. Assuming you&#039;ve updated the power supply grounds and reflowed or replaced the header pins on the Power Supply, there are a few typical causes for System 80 resets.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 bad caps.JPG|300px|thumb|right|Gottlieb® System 80A Filtering Capacitors]]&amp;lt;br&amp;gt;&lt;br /&gt;
#The 12VDC filter capacitor in the cabinet bottom which, if still original, should always be replaced. Originally, this was a 6800uf/25V capacitor. Replace with a 6800uf to 12,000uf/25V cap such as [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=RCT123M025V3550B&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat=| this one] from Great Plains Electronics. The filtered 12VDC is regulated down to 5VDC on the power supply board.  Note that some games have two of these capacitors (as shown). Note: purchase a [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=VR3A&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= VR3A capacitor clamp] from Great Plains Electronics when replacing the large capacitor for a clean looking job.&lt;br /&gt;
#The bridge rectifier that originates the 12VDC&lt;br /&gt;
#Missing, broken, or failed coil diodes&lt;br /&gt;
#Poor 5VDC power connections between the power supply and the MPU. The female connector on the MPU connects 5VDC to the MPU via molex crimp-on pins and a &amp;quot;double-wide&amp;quot; edge connector pad. Ground is connected in the same way. But you&#039;ve done the ground mods, right?&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A / 80B Resets====&lt;br /&gt;
A failed or failing reset board can &#039;&#039;cause&#039;&#039; resets.  The reset board may cause problems all of the time, or just when the game is under stress, like multiball.&lt;br /&gt;
&lt;br /&gt;
To see if the reset board is the problem, disconnect it.  If disconnecting the reset board resolves the issue, there are two fixes:&lt;br /&gt;
&lt;br /&gt;
* Replace the large caps (C3 and C4).  These have dried out over the years and screw up the timing of these boards.&lt;br /&gt;
* Leave the reset board disconnected&amp;amp;mdash;if someone will always be in the general vicinity of the game to turn it off should the CPU lock up.&lt;br /&gt;
&lt;br /&gt;
When first trying to get a System 80A or System 80B game to boot properly, it is best to disconnect the reset board until the game is working.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Electrolytic capacitors C3 and C4 are both 470 uf @ 16 volts. C1 is a 47 uf @ 16 volts. Be careful when unsoldering these capacitors as the foil traces are very delicate. The connector pins also develop bad solder joints so it is wise to resolder it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Updating a dual game PROM MPU (1st generation) to a single game PROM configuration (2nd generation)===&lt;br /&gt;
&lt;br /&gt;
As noted earlier, the first five system 80 games used both sockets at PROM1 and PROM2, populating them with 512 byte masked ROMs. Should one of these ROMs fail, replacements might be obtainable, but they are becoming more pricey, more difficult to find, and are still prone to failure as they age.&lt;br /&gt;
&lt;br /&gt;
A more flexible solution would be to update the MPU to use a single 2716 UVEPROM at the PROM1 socket. &lt;br /&gt;
&lt;br /&gt;
Modifications must be made to both the solder side and the component side of the board. See the pictures below.&lt;br /&gt;
&lt;br /&gt;
Component side modification:&lt;br /&gt;
#Cut the trace that extends from the left of Z10 between pins 6 and 7. A Dremel with a &amp;quot;ball shaped&amp;quot; cutter bit works beautifully for this. In the second picture below, the cut has already been made. I&#039;ve filled the cut hole with black Sharpie! to better show the location of the cut.&lt;br /&gt;
&lt;br /&gt;
Solder side modifications:&lt;br /&gt;
#Cut the traces leading to PROM1 socket, pins 19 and 21. Again, the cuts have been highlighted with black Sharpie!&lt;br /&gt;
#Jumper from the PROM1 socket, pin 19, to the PROM2 socket, pin 21 (connects A10)&lt;br /&gt;
#Jumper from the PROM1 socket, pin 21, to the PROM1 socket, pin 24 (connects +5V to Vpp)&lt;br /&gt;
#Jumper from the PROM1 socket, pin 22, to the PROM2 socket, pin 18 (connects A9)&lt;br /&gt;
#Jumper from Z10, pin 13 to the via just below and to the right of Z9 (when viewing the back of the board)&lt;br /&gt;
&lt;br /&gt;
The MPU board is now configured for any System 80 game. All that remains is to acquire a 2716 EPROM containing the game&#039;s code. When using the original ROM images, which are 512 bytes, the DOS command to combine them is shown below. Note that in addition to combining the ROM images, this command also &amp;quot;doubles&amp;quot; the image so that it fills the 2716 EPROM. Modify as appropriate to match the file names.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;&lt;br /&gt;
copy /b prom1.bin + prom2.bin prom1.bin + prom2.bin combined.716&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This should result in a 2K image as shown by the computer&#039;s file manager&lt;br /&gt;
&lt;br /&gt;
A 2732 EPROM may also be used, even if the game doesn&#039;t require a 2732. This is possible because a 2732 has the same number of pins as a 2716. Build the EPROM image for a 2732 in much the same way, by doubling the 2716 image.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;&lt;br /&gt;
copy /b combined.716 + combined.716 combined.732&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This should result in a 4K image as shown by the computer&#039;s file manager&lt;br /&gt;
&lt;br /&gt;
The MPU may also be used in a System 80A game if U2/U3 are updated, and in a System 80B game if considerably more mods are made which frankly, just aren&#039;t worth it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px perrow=2 caption=&amp;quot;System 80 1st Generation to 2nd Generation Board Updates&amp;quot;&amp;gt;&lt;br /&gt;
File:DremelBallCutter.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Dremel Tool with &amp;quot;Ball Cutter&amp;quot;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Z10TraceCut.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut in trace extending Left from Z10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PROM2-to-PROM1JumpersAndTraceCuts.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;PROM2-to-PROM1 Socket Cuts and Jumpers&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Z10-Pin13-to-ViaJumper.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper connecting Z10, pin 13 to a &amp;quot;via&amp;quot;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Using a 2732 at the PROM2 position in a System 80B MPU===&lt;br /&gt;
====...in games that &amp;quot;normally&amp;quot; use a 2716====&lt;br /&gt;
It is easy to use a 2732 at position PROM2 with an MPU jumpered to use a 2732 for a game that normally populates that position with a 2716. Simply &amp;quot;double-up&amp;quot; the 2716 ROM image, and burn it into a 2732.&lt;br /&gt;
&lt;br /&gt;
The DOS command to accomplish this is ... &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;copy /b image.2716 + image.2716 image.2732&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====...using an MA-1133 or MA-774 MPU in games that REQUIRE a 2732====&lt;br /&gt;
Some System 80B games require 4K of code space at PROM 2, which dictates a 2732 EPROM. An MPU built to use a 2716 EPROM at PROM2 can be modified to work, as is discussed below. &lt;br /&gt;
&lt;br /&gt;
The CPU schematics of game manuals, such as &amp;quot;Bad Girls&amp;quot; and &amp;quot;Big House&amp;quot;, state that E3 is directly connected to AB15 (address bus 15).  However, there is no mention of the factory modification (outlined below) performed on CPU boards stamped MA-1133.  Equally, should the user have an MA-774 CPU board, (used in games starting with Chicago Cubs Triple Play and ending with Robo-War), this modification can be performed to use the board in the following games.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Excalibur&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bone Busters, Inc.&lt;br /&gt;
*Night Moves (made by International Concepts using the 80B board set)&lt;br /&gt;
&lt;br /&gt;
PROM2 is actually located at the socket marked &amp;quot;PROM 1&amp;quot; on the PCB. The area on the board marked &amp;quot;PROM 2&amp;quot;, which has solder pads but no socket, is a legacy carried over from the first generation System 80 CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following information was taken from a service bulletin located in the back of the 1992 Gottlieb® parts catalog.  This modification makes AB15 available to PROM 2, allowing the use of a 2732 EPROM at this position. &lt;br /&gt;
&lt;br /&gt;
This procedure can be used in reverse if you have an MA-1133 board and you need to use a 2716 at position PROM2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Procedure:&lt;br /&gt;
#If jumper E4 is installed, remove it. You will find the top of the E4 jumper located immediately to the right of the socket marked &amp;quot;PROM 1&amp;quot;.&lt;br /&gt;
#Install a jumper at E3. This connects the pad marked E3 to the dual pad marked E4.&lt;br /&gt;
#On the solder side of the board, follow the trace from the pad marked E3 Southeast 1/8 inch, then South about 1/2 inch to a via. &lt;br /&gt;
#Find this via on the component side of the board. It will extend to the left to another via.&lt;br /&gt;
#Cut the trace between the two vias.&lt;br /&gt;
#On the solder side of the board, install a jumper from TC1, pin 35 to the right solder pad of the via which was just cut.&lt;br /&gt;
#All other jumpers should remain installed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px perrow=2 caption=&amp;quot;System 80B PROM 2 2732 Update&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB_sysS80b_2732_prom2_front.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;E4 removed, E3 installed, and trace cut below E3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB sysS80b 2732 prom2 back.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper from TC1 pin 35 to E3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Alternate Method&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an easier and cleaner method that allows the use of a 2732 ROM at the PROM2 position. This method is also easier to revert back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&lt;br /&gt;
#Remove jumpers E3 and E4 which are located to the right of the socket marked &amp;quot;PROM1&amp;quot;. &lt;br /&gt;
#On the solder side of the board, install a jumper wire from TC1, pin 35, to either the upper pad marked E3 or the lower pad marked E4. These two pads are connected together on the component side of the board.&lt;br /&gt;
#All other jumpers should remain installed.&lt;br /&gt;
#Leave all traces intact. No cuts!&lt;br /&gt;
#That&#039;s it! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px perrow=2 caption=&amp;quot;System 80B PROM 2 2732 Update (Alternate Method)&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB Sys80B Alt Jump2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Both jumpers E3 and E4 are removed.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sys80B Alt Jump.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper from TC1 pin 35 to either upper E3 pad or lower E4 pad.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid problems===&lt;br /&gt;
&lt;br /&gt;
====The Driver Board====&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 drvr pw.png|300px|thumb|left|The System 80A / 80B Driver Board]]&lt;br /&gt;
The System 80 Driver board is responsible for all controlled lamps, relays, and &amp;lt;b&amp;gt;all solenoids&amp;lt;/b&amp;gt; in the game. The CPU controls the driver board operation via a simple interface between A1J4 on the CPU and A3J1 on the driver board.  Although the driver board went through some minor changes over the years, the same board can be adapted for all of the System 80 platforms.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
To control the games&#039; total of 52 &#039;&#039;&#039;lamp circuits&#039;&#039;&#039;, the interface provides &amp;quot;device select&amp;quot; signals for each of the 74175s (Quad-D Flip-Flops) on the driver board, and 4 &amp;quot;bits&amp;quot; of data that is loaded (or &amp;quot;clocked&amp;quot;) into a particular 74175 via the aforementioned device selects. Each lamp is driven discretely by a particular output of a particular 74175, which in turn drives an MPS-A13 or MPS-U45 transistor, (NDS-U45 transistors were used in place of MPS-U45s in some cases). &amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It is noteworthy that there are some dedicated transistors, which control specific game relay coils across the System 80 / 80A platforms.  Relays such as the game over, tilt, and coin lockout relays are controlled by Q1, Q2, and Q3 respectively.  The tilt and game over relays use the same designation for the System 80B platform, however, the use of a coin lockout relay was abandoned by this time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_drvr_board_coin_ctrs.JPG|300px|thumb|left|Driver Board with Coin Counter Transistors Highlighted ]]&amp;lt;br&amp;gt;&lt;br /&gt;
To control the games&#039; &#039;&#039;&#039;solenoids circuits&#039;&#039;&#039;, the driver board uses signals directly from the CPU to enable transistors on the driver board which turn on up to 9 solenoids.  For solenoid control, the driver board uses MPS-U45, 2N3055, and 2N6043 transistors.  Starting and ending with the System 80 platform, (games from Spiderman to Haunted House), three transistors were reserved to drive optional mechanical coin counters. These mechanical coin counter solenoids and associated transistors are: solenoid 3 (Q54), 4 (Q55), and 7 (Q56). Starting with the System 80A platform, (Devil&#039;s Dare), these transistors were no longer reserved for coin counters, and were used for other functions. Equally, the 3 diodes associated with these 3 transistors were changed to 3 zero ohm jumpers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The games&#039; &#039;&#039;&#039;sound&#039;&#039;&#039; signals (S1, S2, S4, S8) also pass through the driver board at Z13, a 7404 Hex Inverter. See below for S16 and S32.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Repurposed Driver Board Circuits====&lt;br /&gt;
[[File:Gtb under pf transistor.JPG‎|300px|thumb|left| A Typical Remote Transistor Mounted Under the Playfield]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since quite a few System 80 games employ more than 9 solenoids, and since the original driver board design will drive a maximum of 9 solenoids, Gottlieb® repurposed some lamp outputs to drive &amp;quot;under-playfield transistors&amp;quot; which drive additional solenoids.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb ma1011 trans board.JPG‎|300px|thumb|left| A Typical Transistor Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once playfields became littered with numerous &amp;quot;under-playfield transistors&amp;quot;, Gottlieb® opted to merge some of these transistors into a transistor driver board.  The transistor driver board started to appear on Gottlieb® games nearly midway through the System 80B platform, with the game Victory.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sound S16 and S32 signals are also repurposed lamp outputs. For instance, Haunted House and Black Hole both repurpose L9 to S16. Robo-War repurposes lamp 4 to S16. Note that S16 is not consistently implemented across the System 80 family. Note also that references to the usage of S32 are difficult to find.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:Sys80 driver screws.JPG|300px|thumb|left|Nuts / Screws Which Secure the 2N3055s Collector to Drive Line]]&lt;br /&gt;
[[File:System80-2N3055.jpg ‎|300px|thumb|right|If the metal casing of the transistor is not &amp;quot;making&amp;quot; with the trace it is connected to, the solenoid will not fire.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Make certain to inspect and tighten the screws which secure the 2N3055 TO-3 transistors to the driver board.  Specifically, the screws / nuts as marked in the pic.  They tie the transistor cases (collector) to the respective solenoid drive lines.  If these cases are not secured, the transistors will not function as intended.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Remote Mounted Transistors==== &lt;br /&gt;
[[File:UnderPFTransistor.jpg|300px|thumb|left|Under Playfield Transistor, with Emitter, Base, and Collector Labeled]]System 80 games have nine dedicated solenoid circuits on the driver board. To overcome this limitation, Gottlieb® added remote, high current transistors, mounted to brackets under the playfield. A lamp drive transistor is generally used to &amp;quot;pre-drive&amp;quot; the larger solenoid drive transistor. However, there are instances where a solenoid drive transistor is used to pre-drive a remotely mounted transistor. In later games, Gottlieb® Premier began to add (up to) three transistors on PCBs. These PCBs were mounted behind the game&#039;s lamp insert panel or on the side wall of the lower cabinet. While other games, such as Monte Carlo, have a large metal bracket installed under the playfield with 6 transistors installed, and a common ground on the collector of the metal bracket.  With 80B games, the game&#039;s diagnostics will drive these transistors during solenoid test, otherwise, they are typically driven during lamp test.&lt;br /&gt;
&lt;br /&gt;
On System 80 games, under playfield transistors were originally 2N5875s or 2N5879s. The failure rate of the original transistors tends to be rather high. Thirty years is a long time for a transistor of that technology. Should one fail, it can be replaced with one of its beefier siblings, a &amp;lt;b&amp;gt;2N5880, 2N5883 or 2N5884. An MJ2955&amp;lt;/b&amp;gt; can also be used.&lt;br /&gt;
&lt;br /&gt;
System 80B games used a mix of 2N5879 transistors and MJ2955 transistors to drive flash lamps and coils.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:RemoteTransistors.jpg|300px|thumb|left|An image/schematic/explanation (click)]]&amp;lt;br&amp;gt;&lt;br /&gt;
A ground wire is always connected to the tip of the transistor (collector) and leads to ground. On System 80 games, this wire is green/yellow (Gottlieb® wire color code 54).  On 80B games, ground wires are plain white with no trace (Gottlieb® wire color code 9).&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;emitter&amp;quot; should be connected to the lug of the coil that has the non-banded side of the diode facing it (black-blue-blue in this picture).&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;base&amp;quot; should be connected to the drive wire from the driver board (brown-red-red in this picture).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; Solenoids which use a remote mounted transistor can be enabled by temporarily connecting the associated driver board pre-drive transistor&#039;s tab to ground. This test is typically performed to test the integrity of the wiring and edge connectors from the drive transistor to the remotely mounted transistor and to the solenoid. This test does not prove that the pre-drive transistor is good since grounding a transistor tab bypasses the transistor&#039;s internal switch.&amp;lt;br clear=all&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
[[File:GottliebUnderPFTransistors.jpg|500px|thumb|left|Another image/schematic/explanation (click). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another diagram detailing remote mounted transistor connections, etc.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Remote Mounted Transistor Update=====&lt;br /&gt;
[[File:Remote transistor circuitry.png|left|thumb|300px|Gottlieb® Remote Transistor Circuit]]&lt;br /&gt;
During the run of Black Hole, Gottlieb® released a service bulletin recommending that the existing 10Kohm pullup resistor be changed to a 4.7Kohm resistor when changing from a 2N5875 to a 2N5879 or equivalent.  Affected Black Hole games were marked serial number 6271 to 9160.  However, there were several games prior to and after Black Hole, where a pullup resistor was never installed.  And, don&#039;t always bank on the playfields installed in a game being original to the cabinet&#039;s serial number.  Case in point is a recently acquired Black Hole where the main playfield had a factory pull up resistor for the ball release coil transistor, but the 3 coils on the [http://www.pinwiki.com/wiki/index.php?title=Black_Hole#Pull_Up_Resistors_Added_to_Remote_Transistors_.28Centrally_Located.29_on_Lower_Playfield lower playfield which use remote transistors] did not have the pull resistors added.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Pullup circuitry.png|left|thumb|300px|Gottlieb® Remote Transistor Circuit w/ Pull Up Resistor Upgrade]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is highly recommended to add this resistor.  This upgrade will decrease the chances of particular solenoids, which use a remote mounted transistor, from locking on when the game is powered up. The 4.7K resistor is soldered to the base of the remote mounted transistor, and then tied to the 24vdc solenoid bus.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Power On &amp;quot;Thunk&amp;quot;====&lt;br /&gt;
Due to the driver board design, certain solenoids and / or relays can pulse briefly as soon as a game is turned on.  To rectify the issue, please refer to the [[#Power_on_.22Thunk.22|Power on Thunk]] section above.  This applies to potentially all System 80/80A/80B games, where the solenoid / relay signal passes through one of the 74175 chips on the driver board.  &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Correcting Solenoid Problems====&lt;br /&gt;
Gottlieb&#039;s implementation to control solenoids was, at a top level, identical to every other game manufacturer. Power is present at the coil, sometimes routed through the &amp;quot;Game Over&amp;quot; relay. A path to ground is switched on by a transistor which is enabled by upstream TTL logic. For the System 80 platform, this TTL logic is located on the MPU board. Signals are conveyed from the MPU to the driver board via the A1J4-to-A3J1 wire harness. These signals directly switch a path to ground on for one of the 9 designed-in solenoid circuits.&lt;br /&gt;
&lt;br /&gt;
As noted above, to accommodate game implementations needing more than 9 solenoids, Gottlieb repurposed some of the lamp driver circuits, driving 2N5875 (generally) transistors either screwed to the bottom of the playfield, or located on dedicated transistor boards. &lt;br /&gt;
&lt;br /&gt;
Solenoid problems can be divided into two simple categories, solenoids that do not engage and solenoids that are &amp;quot;locked on&amp;quot;. Correcting these two situations is discussed below.&lt;br /&gt;
&lt;br /&gt;
=====Solenoid Doesn&#039;t Turn On=====&lt;br /&gt;
&lt;br /&gt;
First, note that not all solenoids are always tested by the built in solenoid diagnostics. The first example of this is the coin counter solenoids (numbered 3, 4, and 7). To avoid artificially incrementing the coin drop counters, these coils are not pulsed. Other coils may be pulsed during lamp test. This is most often the case with System 80B games, using repurposed lamp driver circuits.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;b&amp;gt;Problem Determination Procedure&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
With the game turned on and a game started, use a DMM to measure for coil power at the coil lug (generally either 24 or 38VDC). Power should be present at both lugs of the coil. If present on the coil lug attached to the banded side of the diode and not present at the coil lug attached to the non-banded side of the diode, then the coil winding or it&#039;s attachment to one of the coil lugs is open.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Next, test paths to ground for the coil. Attach a wire with clip leads to game ground. Any green wire with yellow stripe will work fine. First, &amp;lt;b&amp;gt;BRIEFLY&amp;lt;/b&amp;gt; touch the other end of the wire to the &amp;lt;b&amp;gt;non-banded&amp;lt;/b&amp;gt; side of the coil lug. The coil should pull in. If it does not, then either the coil winding is open or the coil wire is not securely attached to the coil lug. Next, identify the driver board transistor that switches ground for the solenoid in question. &amp;lt;b&amp;gt;BRIEFLY&amp;lt;/b&amp;gt; touch the other end of the wire to the tab (MPS-U45 or 2N6043) or case (2N3055) of that transistor. The solenoid should pull in. If it does, this proves the path from the coil to the transistor, but doesn&#039;t prove anything about the transistor. If it doesn&#039;t pull in, then there is a break in continuity between the transistor and the coil. Likely suspects are the connector pins, the IDC connection of the wire to the connector, and the actual wire itself.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
At this point in the process, we know that the coil has power, and the path to ground via the transistor is valid. The next step is to test the actual transistor. &lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::Testing an MPS-U45 (or NDS-U45) or an MPS-A13 transistor&lt;br /&gt;
:::*Set the DMM to diode check&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for one of the flanking legs.&lt;br /&gt;
:::*A measurement between 1.2 and 1.4 should be displayed for the other flanking leg.&lt;br /&gt;
:::*Readings outside of these ranges (generally dead shorts, sometimes opens) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
:::Testing a 2N6043 transistor&lt;br /&gt;
:::*Set the DMM to diode check&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for each flanking leg&lt;br /&gt;
:::*Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
[[File:TO-3Case2N3055.jpg|300px|thumb|right|Emitter, Base, and Collector parts of a TO-3 form transistor, like the 2N3055. Note that the emitter and the base pins are closer to one end of the TO-3 case.]]&lt;br /&gt;
:::Testing a 2N3055 transistor&lt;br /&gt;
:::*Set the DMM to diode check.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the metal casing of the transistor.&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the legs in turn.&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for one of the legs.&lt;br /&gt;
:::*A measurement of &amp;quot;null&amp;quot; (no reading) should be displayed for the other leg.&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the &amp;quot;base&amp;quot; lead of the transistor.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the other lead of the transistor (the &amp;quot;emitter&amp;quot;).&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the case of the transistor (the &amp;quot;collector&amp;quot;).&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed.&lt;br /&gt;
:::*Readings outside of these ranges (generally dead shorts, sometimes opens) indicate the part has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video demonstrating each of these transistors being tested can be found [https://youtu.be/CcDe95uUVvo?si=ILbopV5R9Oct6POR &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;ol start =4&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Test the output signal from the MPU at the driver board. This test completes the test of the driver board circuitry. If this test doesn&#039;t identify a problem, then the problem must lie upstream with the inter-board harness or on the MPU board itself. With a logic probe, and the game in solenoid test, probe the following points for solenoids 1 through 9. 1 - non-banded side of CR6, 2 - R53, 3 - non-banded side of CR2, 4 - non-banded side of CR4, 5 - R56, 6 - R59, 7 - non-banded side of CR4, 8 non-banded side of CR1, 9 - non-banded side of CR5. With the game in Solenoid test, each solenoid should be pulsed in order, with the pulse easily detectable with a logic probe on the appropriate spot. Note that the coin counter solenoids will not be pulsed in test, and games that don&#039;t use every solenoid won&#039;t pulse unused solenoid circuits. Consult the manual for solenoid numbering for a particular game.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Test the output signal of the TTL circuitry on the MPU. Solenoids 1 through 9 are all enabled via signals from Z29 and Z30 on the MPU board. Both ICs are 7416s. Z29 pins 2, 4, 10, and 12 drive solenoids 1 through 4 respectively. Z30 pins 2, 4, 6, 10 and 12 drive solenoids 5, 6, 8, 9, and 7 respectively (note the order is not strictly ascending). If the output signal on the MPU is present, but the signal is not present on the driver board, then the problem is probably the inter-board connector.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Solenoid Locked On=====&lt;br /&gt;
&lt;br /&gt;
A solenoid (or flasher) that is &amp;quot;locked on&amp;quot; is caused by coil power having a continuous path to ground. Remember, coil power is always present at the coil when a game is started and the game over relay is powered (for System 80/80A/80B games). 99.9% of the time, this continuous path to ground is caused by a shorted drive transistor; either an under-playfield transistor, a transistor on a transistor board, or a transistor on the driver board itself.&lt;br /&gt;
&lt;br /&gt;
Generally, a locked on coil will heat up, burn through the insulation on the coil windings, and cause direct shorts between windings. This effectively reduces the length of the wire and hence, the resistance. Once the resistance is reduced to less than 2 ohms or so, the continuous current through the transistor and the coil cause both to be irreparably damaged. For this reason, if you find a transistor shorted, check the associated coil. Likewise, if you find a coil shorted, or with significantly reduced resistance (ohms), check the associated transistor.&lt;br /&gt;
&lt;br /&gt;
Some solenoid driver circuits, like solenoid 8 that uses a 2N3055, are &amp;quot;pre-driven&amp;quot; by an MPS-U45 (or NDS-U45). Be sure to test the associated pre-driver transistor too.&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
Lamp problems are common with most any pinball machine, and Gottlieb® System 80/A/B games are no exception.&lt;br /&gt;
&lt;br /&gt;
For controlled and GI lamps, Gottlieb® System 80/A/B games use either a #44 or #47 lamp.  The choice of which lamp to use is the preference of the game owner.&lt;br /&gt;
&lt;br /&gt;
For games with flash lamps, a #67 bulb is used.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended &#039;&#039;&#039;not&#039;&#039;&#039; to replace or remove lamps with the power to the game on.  There are primarily two reasons for this.&lt;br /&gt;
#Some lamp sockets must have their mounting brackets bent back to access the bulb for replacement.  In turn, the potential of inadvertently shorting one lamp socket to another is possible.&lt;br /&gt;
#Lamps are constructed of an equal balance of glass and conductive metal.  If a bulb slips out of one&#039;s grasp when trying to remove or install with the power on, there are many areas in the bottom of the cabinet, where the metal of the bulb can short across.  A short across other circuits could potentially lead to other unplanned or otherwise unnecessary repairs needed to perform.&amp;lt;br&amp;gt;&lt;br /&gt;
So in short, change or remove bulbs with the game&#039;s power off, just to be safe.&amp;lt;br&amp;gt;&lt;br /&gt;
All System 80 games have three separate lamp circuits, and some have a fourth.  The circuits are comprised of:&lt;br /&gt;
*General illumination for the backbox&lt;br /&gt;
*General illumination for the playfield&lt;br /&gt;
*Controlled lamps for primarily the playfield, although, there can be four controlled lamps located in the backbox (shoot again, high score game to date, tilt, and game over), depending on the era of the game.&lt;br /&gt;
*Auxiliary lamps used for effect, such as chaser lamps used around the backglass border of Mars God of War and Black Hole.  Auxiliary lamps are not used on all games.  Jump to the [[#Auxiliary_Lamp_Driver_Boards | Auxiliary Lamp Board section]] to see what games use auxiliary lamps.&lt;br /&gt;
&lt;br /&gt;
Below are several approaches used to determine the source of a lamp problem, and how it can be resolved.&amp;lt;br&amp;gt;  &lt;br /&gt;
      &lt;br /&gt;
====Bad Bulbs====&lt;br /&gt;
The first thing when troubleshooting lamp problems, and this may seem blatantly obvious, but determine whether the lamp is good or not.  The bulk of all lamp problems are simply burned out light bulbs.  Always try a known good bulb as the solution first. Don&#039;t rely on the bulb being brand new either.  The ratio of brand new, bad bulbs is slim, but there is that chance a new bulb is not good.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Dying battery.JPG|thumb|left|300px|Making certain an old 9v battery is putting out an acceptable lower voltage]]&lt;br /&gt;
[[File:Testing bulb.JPG|thumb|right|300px|Testing a 6v bulb with a dying 9v battery]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bulbs used in a System 80/A/B game are powered by ~6 volts, (the exception is the bulbs powered for the lower [[#Replacing_Black_Hole_Lower_Playfield_Illumination_Lamps_with_.2344_Lamps | playfield illumination on Black Hole and Haunted House]]).  A great way to quickly test a bulb is to use a dying 9v battery.  Don&#039;t use a fresh 9v battery, or you will shorten the life of the bulb.  Find a battery that is roughly putting out 7v - 8.25v.  An old battery from a smoke detector works pretty well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place the tip of the bulb on one of the battery terminals, and cock the outer metal casing of the bulb to touch the other terminal.  Orientation of the bulb with regards to the positive and negative terminals does not make a difference in this case.  Do not hold the bulb across the battery terminals for very long.  Just long enough to determine if the bulb&#039;s filament is lighting or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may also use a known working socket to test bulbs in...but that requires the game to be on while testing...which always presents some risk and is not recommended.  However, if there is no other option but to use a known good socket for testing bulbs, the preferred method is to use a socket located in the backbox lamp insert panel.  This unfortunately does not pertain to 65% of the System 80B games, because a fluorescent lamp was used for backbox illumination for them.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Games that have not been played in a long time develop a film of corrosion between the lamp &amp;quot;nipple&amp;quot; and the lamp socket which prevents conductivity. Simply removing the lamp and scratching the nipple with something abrasive (like rubbing it on the lockdown bar receiver) may fix many &amp;quot;lamp out&amp;quot; problems. In some cases, a light socket cleaning stick (available from the Pinball Resource [http://www.pbresource.com/tools.html here]) may be useful for cleaning the lamp socket. Gottlieb® lamp sockets are comparatively beefy and do not fail often.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Lamp Power Issues====&lt;br /&gt;
Next, make certain there is power at the lamp socket.  The game will have to be turned on for the following procedures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====General Illumination Lamp Power Issues=====&lt;br /&gt;
GI lamps are powered by ~6VAC.  When testing a GI lamp socket for power, each lead of the DMM (now set in AC mode) will be placed on the two leads of the lamp socket.  If there isn&#039;t power at the lamp socket, suspect a bad fuse first.  Keep in mind that the playfield GI and backbox GI for System 80, 80A, and a few 80B games (the first 3 80B games and the last 2), have two separate fuses located on the transformer board in the bottom of the cabinet.  These are typically higher amperage rated fast-blo fuses. The backbox GI on a System 80 game is always on when the game is turned on.  If the backbox GI fuse is good, and no backbox lights are lit, the inline connection which feeds the GI could possibly be bad.  Unfortunately, this connection is not standard from game to game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80TiltRelayAnnotated.jpg|thumb|left|300px|Gottlieb® System 80 Tilt Relay with GI Lamps/Tilt Lamp Make-Break Switch Highlighted. This tilt relay is from a Gottlieb® Spiderman]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The playfield GI is always powered on too, except when the game is in tilt mode.  If the game was not tilted and /or the tilt switches are not stuck closed, check the switch stack on the tilt relay.  These switches can sometimes get bent or misaligned.  If the playfield GI fuse is good and the tilt relay switches are good, the inline connections may be suspect.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the fuse to a particular GI circuit is bad, and continues to blow every time a new fuse is installed, a short is probably causing the issue. A shorted lamp GI circuit is probably the worst and most difficult lamp related issue to resolve.  In most cases, the GI power lines are uninsulated wiring, which make them susceptible to shorted circuits.  First, determine if the GI short originates on the backbox lamp insert or on the playfield.  GI shorts on the playfield are typically more common than backbox lamp insert shorts.  Pop bumper lamps are generally not CPU controlled, and are included in the playfield GI string (some System 80B games are the exception, [http://www.ipdb.org/machine.cgi?id=1975 RoboWar] being an example).  Also, depending on the game, star rollover lamps and kickout hole lamps are sometimes part of the playfield GI circuit.  Consult the game manual for these particulars.&lt;br /&gt;
&lt;br /&gt;
Although it can be a pain and time consuming, the best approach is to remove all of the bulbs in the associated shorted GI string.  In removing all of the bulbs, we are trying to isolate whether the problem is a bad, defective bulb, or one of the GI power lines is shorting.&lt;br /&gt;
&lt;br /&gt;
=====Controlled Lamp Power Issues===== &lt;br /&gt;
Controlled lamps are powered by ~6VDC.  When testing a controlled lamp socket, the red lead of the DMM (now set in DC mode) will be placed on the lamp socket mounting bracket.  The bare wire soldered to the lamp socket&#039;s mounting bracket is the power bus not the ground bus, so be careful.  The black lead of the DMM will be placed on ground. If working under the playfield, the ground plate in the bottom of the cabinet is a good place to connect to ground.  If working in the backbox, find where one of the green wires with a yellow trace is screwed to the metalwork, and place the lead on it.  Depending on the game, System 80 side rails, lockdown bar assemblies, and other associated trim metalwork, except the coin door, were not grounded from the factory like Bally, Williams, and Stern.  Therefore, using any of these as a ground reference is not recommended.  Gottlieb® did start grounding the metalwork at the start of the System 80A platform.&lt;br /&gt;
&lt;br /&gt;
If there isn&#039;t any power at the lamp socket, suspect a bad fuse first.  The controlled lamp circuit has a separate fuse on the transformer board, and is normally a 5 amp slo-blo fuse.  If the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_fuses fuse tests fine], there is a separate set of switch leaves on the tilt relay, which pass the controlled lamp power to the playfield lamps.  Inspect and adjust these switches if necessary. If the controlled lamp fuse and the switches on the tilt relay both test good, there may be an issue with the source power connection to the rectified DC circuit on the game transformer board. Unfortunately, System 80/80A/80B used different connector designations for controlled lamp source power for different games. Consult the game manual / schematics to find the source of 6VDC on the transformer board power supply.&lt;br /&gt;
&lt;br /&gt;
If the fuse for the controlled lamps is bad, and continues to blow after a new fuse is installed, suspect a bad controlled lamp bridge rectifier.  The lamp bridge rectifier is located on the transformer board.  Please see the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier Testing a Bridge Rectifier] portion of the PinWiki guides. Before testing the bridge rectifier, try to isolate it as much as possible.  By isolating it, this will minimize the possibly skewed readings caused by attached devices (lamps and the power transformer).  Two key things to do would be to remove the lines which connect the bridge to the playfield and backbox lights, and remove the controlled lamp fuse. Keep in mind that a bridge rectifier can fail in such a way where it may not blow the controlled lamp fuse.  Although, a failed bridge blowing a fuse is a tad more common than not.&lt;br /&gt;
&lt;br /&gt;
If all of the above tests good, there may be a short on the controlled lamp bus line.  This is not a very common occurrence, but it can happen.  Inspect the underside of the playfield for any wires or brackets touching the controlled lamp bus line, which shouldn&#039;t be touching.&lt;br /&gt;
&lt;br /&gt;
====Bad Lamp Sockets====&lt;br /&gt;
Third, determine if the lamp socket is good.  Some games have been through the wringer, and the sockets didn&#039;t hold up too well due to abuse, a damp environment, or other various reasons.  Start by turning the &#039;&#039;&#039;power to the game off&#039;&#039;&#039;.  If the socket has some corrosion, try using a lamp socket cleaning tool first.  If a lamp socket cleaning tool is not available, a small wire brush used for cleaning copper fittings, a rolled up piece of 220 grit sandpaper, or a Dremel tool with a small wire brush attachment can all be used.  After the socket has been cleaned, place the bulb in the socket for the following procedures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If testing a &#039;&#039;&#039;GI lamp&#039;&#039;&#039; socket, use the dying 9v battery trick again. Remove the fuse of the particular GI circuit which the lamp socket being tested is located.  Connect the terminals of the 9v battery to the bulb socket with alligator clip leads.  Be careful not to short the alligator clips to each other at the battery&#039;s terminals.  Equally be very careful not to short the clip leads to an adjacent switch on the pinball machine, or anything else for that matter.   One clip will connect to one side of the socket, and the other lead will go to the other side of the socket.  &#039;&#039;&#039;DO NOT ALLOW THE BATTERY TO STAY CONNECTED VERY LONG&#039;&#039;&#039;.  Since this is a GI lamp circuit, other lamps in the string will be powered by the battery.  If the battery is connected to the string for too long, the battery will start to get hot.  The battery does not have enough power to light a string of bulbs for very long.  The lamp may only glow dimly, but that is enough to determine if the socket is good or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If testing a &#039;&#039;&#039;controlled lamp&#039;&#039;&#039; socket, remove all of the connector housings from the bottom of the driver board first (A3-J2/J3/J4).  Then remove the fuse for the controlled lamp circuit.  Clip one lead of the battery to the lamp socket mounting bracket and the other to the solder tab.  The orientation of the negative and positive leads of the battery terminals makes no difference.  Again, keep the battery connected just long enough to see if the lamp lights to determine whether the lamp socket is good or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Issues====&lt;br /&gt;
=====Lamp(s) Will Not Turn On=====&lt;br /&gt;
So, the bulb is good; the socket is good; there&#039;s power at the socket; and the lamp still won&#039;t light.  Well, this occurrence can only really happen if there is a controlled lamp involved.  If all three of the above things apply, it can only mean one thing - the bulb is not getting properly grounded, and will not turn on.  The source of this problem may be due to several different issues.  But, it is best to start at the bulb socket, and work backward towards the CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Determine if the connector and wiring from the output of the driver board to the lamp socket is good.  While the wires are usually solid, the single sided edge connectors are a frequent cause for loss of conductivity. Simply &amp;quot;buzzing&amp;quot; the connection from the lamp socket back to and onto the driver board may uncover the issue.  With the power off, check the continuity between the solder tab of the lamp socket and the collector (right leg) of the associated lamp transistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is continuity, it’s time to test the transistor. Transistors fail &amp;quot;open&amp;quot; (lamp never lights) and &amp;quot;shorted&amp;quot; (lamp is constantly on). A simple comparison of &amp;quot;diode check&amp;quot; readings between &amp;quot;same type&amp;quot; transistors on the driver board can identify failed transistors. &lt;br /&gt;
&lt;br /&gt;
Testing an &#039;&#039;&#039;MPS-A13&#039;&#039;&#039; transistor.&lt;br /&gt;
#Set your DMM to diode test&lt;br /&gt;
#Place the &amp;lt;font color=Red&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/font&amp;gt; lead of your DMM on the center leg&lt;br /&gt;
#Place the &#039;&#039;&#039;black&#039;&#039;&#039; probe on left leg (viewing the component side of the board). That leg should read about 1.3&lt;br /&gt;
#Move the &#039;&#039;&#039;black&#039;&#039;&#039; probe to the right leg. That leg should read about .7&lt;br /&gt;
#Readings close to these, or even similar to adjacent like components, indicate a good component. Failure to obtain these readings means the component has failed.&lt;br /&gt;
&lt;br /&gt;
Testing an &#039;&#039;&#039;MPS-U45&#039;&#039;&#039; transistor (or &#039;&#039;&#039;NDS-U45&#039;&#039;&#039; or &#039;&#039;&#039;CEN-U45&#039;&#039;&#039; which are equivalents).&lt;br /&gt;
#Set your DMM to diode test&lt;br /&gt;
#Measure on the solder side of the board, with J5 and J6 oriented toward you&lt;br /&gt;
#Place the &amp;lt;font color=Red&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/font&amp;gt; lead of your DMM on the center leg&lt;br /&gt;
#Place the &#039;&#039;&#039;black&#039;&#039;&#039; probe on left leg. That leg should read about 1.3&lt;br /&gt;
#Move the &#039;&#039;&#039;black&#039;&#039;&#039; probe to the right leg. That leg should read about .7&lt;br /&gt;
#Readings close to these, or even similar to adjacent like components, indicate a good component. Failure to obtain these readings means the component has failed.&lt;br /&gt;
&lt;br /&gt;
[[File:ReplacingMPS-U45WithMPS-A13.jpg|300px|left|thumb|An NDS-U45 replaced by the less expensive MPS-A13. This replacement is advised ONLY if the transistor drives a single lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80/80A/80B architecture does not utilize a lamp matrix. Controlled lamps are driven by individual transistors on the driver board, exactly like Gottlieb® System 1 games and Bally/Stern 6800 games. Driver board operation is pretty simple. The CPU places a signal on Logical Device lines 1 through 4 (LD1...LD4) and &amp;quot;strobes&amp;quot; the appropriate 74175 device select pin to latch the LDx values into the 74175 Quad FlipFlop&#039;s outputs. These outputs then drive the associated transistor(s) on, providing a path to ground for the lamp. That&#039;s all there is to it.&lt;br /&gt;
&lt;br /&gt;
The transistors on the driver board are a mix of 2N6043s, MPS-U45s (or NDS-U45s), 2N3055s, and MPS-A13s. 2N6043s drive coils. Generally, the MPS-U45 transistors drive coils, pre-drive coils via remote mounted transistors and 2N3055s, or drive more than one lamp. The 2N3055s drive coils (in some cases, not all 3 of these are used in a game). The MPS-A13s generally drive a single lamp.&lt;br /&gt;
&lt;br /&gt;
MPS-A13 transistors are still widely available and cheap. MPS-U45s are obsolete but may be replaced with CEN-U45 transistors [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=cen-u45&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= available from Great Plains Electronics] and Mouser.  A much cheaper MPS-A13 may sometimes be substituted for the less common and more expensive MPS-U45, as shown in the pic at left for Q22. Although this will work, you must ensure that the transistor is driving only a single lamp. This obviously limits the &amp;quot;portability&amp;quot; of the driver board. If Q22 were used to switch anything other than a single lamp on, it will be destroyed. Substitute with caution. &lt;br /&gt;
&lt;br /&gt;
2N6043 transistors used on the driver board are still available but becoming pricey. 2N6043s can be replaced by a TIP-102.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A nice convention Gottlieb® used with System 80 games is that lamp &amp;quot;n&amp;quot; is driven by transistor &amp;quot;n+1&amp;quot; on the driver board. This is always true.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the transistor tests fine, a gate on the 74175 may be bad, which is rare but does happen. Use a logic probe on the input and output of the associated lamp gate to check definitively.  Again, comparing the signal between different drive pins can help identify a failed driver circuit. 74175s can easily and reliably be tested using the procedure in the &amp;quot;General for all games&amp;quot; section, [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit here].  &lt;br /&gt;
&lt;br /&gt;
If more than one controlled lamp is not lighting, check the game’s manual / schematics to see if the bulbs are related in some way. &lt;br /&gt;
*When four lamps are not lighting, it may appear that the 74175 which controls the lamp transistors is at fault. This can happen, but the more commonly related issue is that the device select signal for a particular 74175 is lost between the CPU and driver board.  This can be due to a bad connection at A1J4 or A3J1.  See the chart below for the lamp device select signal path. &lt;br /&gt;
*When a whole group of lamps fail to light, review the schematics to see if the lamp transistors share a common ground path. Again, poor connections at the driver board, or the path to ground (generally green with yellow tracer or solid white wire) on the bottom board ground strap may be the root cause.&lt;br /&gt;
&lt;br /&gt;
If the connections, associated 74175, and lamp transistors are all correct, the circuitry on the CPU board is probably at fault.  Again, using a logic probe to determine which component on the CPU board has failed is the best course of action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Device Select&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;CPU Connector&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Driver Input&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Driver Quad Flip-Flop (74175)&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Transistor #s&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Lamp #s&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS1 || &amp;lt;center&amp;gt;A1J4-C&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-C&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q1-Q4&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Game Over relay, Tilt relay, coin lockout, L3&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS2 || &amp;lt;center&amp;gt;A1J4-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q5-Q8&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L4-L7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS3 || &amp;lt;center&amp;gt;A1J4-E&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-E&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q9-Q12&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L8, sound 16, L10, L11&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS4 || &amp;lt;center&amp;gt;A1J4-D&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-D&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q13-Q16&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L12-L15&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS5 || &amp;lt;center&amp;gt;A1J4-H&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-H&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q17-Q20&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L16-L19&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS6 || &amp;lt;center&amp;gt;A1J4-F&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-F&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q21-Q24&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L20-L23&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS7 || &amp;lt;center&amp;gt;A1J4-K&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-K&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q33-Q36&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L24-L27&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS8 || &amp;lt;center&amp;gt;A1J4-J&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-J&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q37-Q40&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L28-L31&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS9 || &amp;lt;center&amp;gt;A1J4-M&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-M&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L32-L35&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS10 || &amp;lt;center&amp;gt;A1J4-L&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-L&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z10&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L36-L39&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS11 || &amp;lt;center&amp;gt;A1J4-N&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-N&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L40-L43&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS12 || &amp;lt;center&amp;gt;A1J4-P&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-P&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z12*&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&amp;amp;nbsp;Q45-Q48 &amp;amp; Q49-Q52&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L44-L47 &amp;amp; L48-L51 (inverse of L44-L47)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;*Z12 not only outputs four lamp signals like all the other 11 74175s, but it also outputs four inverted lamp signals.  These signals are typically used for lamps located on opposite sides of the playfield which alternate on / off between each other.&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Lamp(s) Will Not Turn Off=====&lt;br /&gt;
If a single lamp is involved, or only a handful of lamps with different lamp device select signals, suspect the lamps&#039; associated drive transistors.  If a group of four lamps will not turn off, and they are all controlled by the same 74175, suspect the associated 74175 or the device select for that 74175 (&amp;quot;DS&amp;quot; on the schematics). If numerous groups of four lamps will not turn off, suspect the associated 7404 on the CPU board.&lt;br /&gt;
*Z17 for DS1-DS5 device select signals or,&lt;br /&gt;
*Z24 for DS6-DS11 device select signals or,&lt;br /&gt;
*Z26 for DS12-DS16 device select signals.  &lt;br /&gt;
If the lamps involved originate from more than one group of device select signals, suspect the 74154 at Z25 or, backing up one more step, the 6532 RIOT at U5.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flash Lamps===&lt;br /&gt;
Flash lamps are #67 powered by the 24VDC solenoid bus.  They are controlled like any of the coils that have a under-playfield transistor.  To step down 24V to a more lamp-friendly 13V, the power is routed through a single 4 ohm 7 watt resistor for powering paired flash lamps wired in parallel.  An 8 ohm 5 watt resistor is used for powering single flash lamps. &lt;br /&gt;
&lt;br /&gt;
On early 80B games, the power resistors are mounted to a small bakelite board under the playfield (up to 4), and the transistors are mounted to a bracket (up to 6).  On later games, starting with Arena, new PCBs were introduced that had the transistor, power resistor, and 4.7K pullup resistor all on the same board (up to 3).&lt;br /&gt;
&lt;br /&gt;
If lamps are locked on, or won&#039;t work, the remote mounted transistors associated with them have failed.  Generally, the pre-drive transistor on the driver board has also failed.&lt;br /&gt;
&lt;br /&gt;
Under-playfield flash lamp transistors are 2N5879s or MJ2955s.&lt;br /&gt;
&lt;br /&gt;
===Auxiliary Lamp Problems===&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Aux Board Headers.JPG|thumb|left|300px|Reflowed Header Pins on Auxiliary Lamp Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
For issues with lamps controlled by the auxiliary lamp driver board, follow the troubleshooting section for controlled lamps [[Gottlieb_System_80#Controlled_Lamp_Issues | above]].  Additionally, make certain that +5vdc and ground are present on the auxiliary driver board.  If either are missing, the potential for cracked header connections is possible.  Remove the existing solder from the header connections, and resolder the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Unconventional Lamps====&lt;br /&gt;
System 80B games added quite a few special lighting effects.  Gottlieb® never used software when hardware would do.  This is probably harkens back to their electromechanical days.  So, there are usually some creative, different ways used to control lamps.  For instance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Monte Carlo and Spring Break have Auxiliary Lamp Driver boards where power to a bunch of #44 lamps is switched by a relay.&lt;br /&gt;
&amp;lt;li&amp;gt; Genesis drives #67 lamps with an auxiliary power board.  Power to this board is controlled via a relay that turns itself to activate the &amp;quot;reveal&amp;quot;; this relay is activated by a lamp driver, but the relay will keep itself on until one revolution of the reveal gimmick is done.&lt;br /&gt;
&amp;lt;li&amp;gt; Spring Break has eight #44 lamps controlled by one relay; the relay is controlled with a lamp driver.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Diagnosing these is generally the same as other lamps, but first, understand the peculiar arrangement for the game in question.&lt;br /&gt;
&lt;br /&gt;
===Switch problems===&lt;br /&gt;
&lt;br /&gt;
==== Switch Matrix Operation ====&lt;br /&gt;
&lt;br /&gt;
The Gottlieb System 80 switch matrix is implemented via the 6532 RIOT (RAM, I/O, Timer) at U4, strobe ICs at Z11 and Z12 (7404), return ICs at Z13 and Z14 (7400), and DIP switch &amp;quot;read enables&amp;quot; at Z15. The switch matrix simply provides a TTL &amp;quot;low&amp;quot; pulse on a single switch matrix column, then listens for a &amp;quot;low&amp;quot; return on the switch rows. Closed switches complete the circuit and enable a switch matrix return. Switch returns are processed then the next column is strobed. The game software &amp;quot;debounces&amp;quot; all switches to accommodate less than electrically and mechanically perfect switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Scoring&amp;quot; Switches for Pop Bumpers and Slingshots are not part of the switch matrix====&lt;br /&gt;
[[File:GottliebPopBumper.jpg ‎|400px|thumb|left|Typical Gottlieb System 80/80A/80B pop bumper hardware and switches. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GottliebSlingShot.jpg ‎|400px|thumb|right|Typical Gottlieb System 80/80A/80B slingshot hardware and switches. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb System 80 Pop Bumpers and Slingshots are designed with two switches on each device. One switch connects the associated coil to coil power (two switches for slingshots). Another switch, mechanically connected to the device, acts as a &amp;quot;scoring switch&amp;quot;. Only the scoring switch is part of the switch matrix. &lt;br /&gt;
&lt;br /&gt;
During switch test, the scoring switch will register only if the associated slingshot coil plunger is pulled in, or if the associated pop bumper &amp;quot;rod and ring&amp;quot; assembly is manually pushed down. Since pop bumper spoon switches and slingshot standup switches are not on the switch matrix, they will not be reported during switch test.&lt;br /&gt;
&lt;br /&gt;
Pictured left and right are representative pop bumper and slingshot switches, annotated to show the function of each switch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Common Switch Matrix Faults ====&lt;br /&gt;
&lt;br /&gt;
===== Isolating Switch Problems to the MPU or the Game Wiring =====&lt;br /&gt;
&lt;br /&gt;
Since Gottlieb uniquely used edge connectors instead of more common header pins, isolating switch matrix issues to either the MPU or to the game wiring is not quite as easy. However, &amp;quot;jumping&amp;quot; from a switch column to a switch row is possible using the same technique. &lt;br /&gt;
&lt;br /&gt;
*Place the game into switch test&lt;br /&gt;
*Using a short length of wire, short each column drive to each row return, one at a time&lt;br /&gt;
*A single switch closure should be shown as each connection is made.&lt;br /&gt;
&lt;br /&gt;
If a single switch closure is shown for each and every connection made, then the MPU circuitry is probably undamaged, and the playfield wiring, switches, and diodes should be examined. If a switch closure isn&#039;t registered, or more than one switch closure is reported, then the MPU circuitry is damaged.&lt;br /&gt;
&lt;br /&gt;
===== MPU Switch Matrix Issues =====&lt;br /&gt;
&lt;br /&gt;
====== Blown Switch Matrix ICs ======&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebStackedSwitch.jpg|thumb|left|300px|The thin strip of &amp;quot;fish paper&amp;quot; physically isolating the flipper EOS switch and the &amp;quot;lane change&amp;quot; switch is all that prevents certain destruction of switch matric chips. &amp;lt;i&amp;gt;Image courtesy of Russell McIntyre.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:System80SwitchMatrixICs.jpg|thumb|right|400px|Identifying the System 80 MPU switch matrix ICs. Z15 is just below Z11/Z12.]]&lt;br /&gt;
[[File:System80MPUBlownZ13.jpg|thumb|left|300px|Diode testing Z13 uncovers a shorted IC caused by shorting HV to the switch matrix wiring.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The most prevalent reason for switch matrix failures is shorting high voltage (i.e. coil voltage) to the switch matrix. As always, it&#039;s inadvisable to work on the game with the power on. Sometimes, &amp;quot;fish paper&amp;quot; designed to isolate switch blades from higher voltage conductors becomes displaced, shorting high voltage to the switch matrix, and damaging some/all of the switch matrix ICs. Examples of such a switch are the kicking target under the upper playfield in Haunted House and the &amp;quot;lane change&amp;quot; stacked switch on the right flipper of games like Mars God of War, Rock, Genesis, Gold Wings, and Spring Break.&lt;br /&gt;
&lt;br /&gt;
A quick check of Z11 through Z15 using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test] will reveal failed ICs easily. An example is pictured at right.&lt;br /&gt;
&lt;br /&gt;
Using this same diode test on U4, comparing the results to U5 and U6, may help to identify a failed RIOT.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Alkaline Damaged Connectors ======&lt;br /&gt;
&lt;br /&gt;
Playfield switch wiring is connected to MPU edge connector J6, which is sometimes directly below, but at the very least in close proximity, of the OEM NiCad battery. These batteries frequently leak their corrosive contents onto the board, affecting nearby connectors, including the switch matrix connectors at J6 (playfield) and J5 (cabinet). Close examination of the friction pins in the connector as well as the copper traces at the edge connector may reveal alkaline corrosion impacting proper switch matrix operation.&lt;br /&gt;
&lt;br /&gt;
===== Playfield Switch Matrix Issues =====&lt;br /&gt;
&lt;br /&gt;
Once the switch matrix issue has been isolated to the playfield, follow the tips listed in the [http://www.pinwiki.com/wiki/index.php?title=General#The_Switch_Matrix Switch Matrix Diagnosis] section.&lt;br /&gt;
&lt;br /&gt;
One additional item to note is that Gottlieb did not attach isolation diodes directly to switches. Instead, isolation diodes are collected on &amp;quot;diode boards&amp;quot; which are screwed to the playfield underside or the cabinet bottom.&lt;br /&gt;
&lt;br /&gt;
===Display Problems===&lt;br /&gt;
The blue Futaba display glasses used by Gottlieb® System 1 and 80 machines are a fairly reliable, long-lasting display.  Although, they can and do still fail.  It&#039;s just a matter of diagnosing the symptoms of a failed display.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Display problems can primarily be classified into the following categories:&amp;lt;br&amp;gt;&lt;br /&gt;
#Power problems&lt;br /&gt;
#Display glass failure&lt;br /&gt;
#Data problems&lt;br /&gt;
#Tired displays&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 displays.png‎|thumb|550px|left|Gottlieb® System 80 Display Diagram]]&lt;br /&gt;
[[File:Gtb sys80A displays.png‎|thumb|550px|left|Gottlieb® System 80A Display Diagram]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Display Power Problems====&lt;br /&gt;
&lt;br /&gt;
Before even attempting to work on System 80/80A/80B displays, there are two caveats to heed.  First and foremost, the displays function due to the necessity of several voltages, including high voltage.  &#039;&#039;&#039;IF YOU ARE UNCOMFORTABLE WORKING ON HIGH VOLTAGE CIRCUITS, THEN DO NOT WORK ON THESE DISPLAYS!&#039;&#039;&#039;  High voltage can hurt or even kill you.  If you don&#039;t feel comfortable working around this type of scenario, then hire a professional to do the work.  Secondly, any time a display connector needs to be disconnected, &#039;&#039;&#039;DO NOT REMOVE ANY DISPLAY RELATED CONNECTOR WITH THE POWER ON!&#039;&#039;&#039;  This goes for the connectors located directly at the display, connectors A1J2 and A1J3 on the CPU board, A2J3 on the power supply board, and A7J3 / A7P3 (early System 80 up to Mars God of War), A10J1 / A10P1 (when used), A12J4 / A12P4 (Black Hole and after), or A10J7 / A10P7 (when used) from the transformer.  Removing connectors with the power on can damage the display, the CPU board, and / or you.  Sorry to &amp;quot;yell&amp;quot;, but it is extremely important to stress the above two statements.  Now that this is out of the way, let&#039;s move on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As stated above, the displays need several sources of voltage to function properly. The display voltages used are broken down by the type of display: +60VDC and 5VAC with a positive 8VDC offset are used for the 6-digit displays; +42VDC, +5VDC logic (for the 7432 chip - Z1), and 3VAC with a positive 4VDC offset are used for the 4-digit status display. When using a 6 digit display with DI513 Dionics chips, +5VDC is necessary for RP1 and RP2, both 8.2K resistor networks. Likewise, 7 digit displays also have a 7432 chip on them, and +5VDC is needed for them too. If any of the above voltages are missing, the display will never light.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prior to plugging in and turning the game on for the very first time, it is a good practice to check all of the fuse values located on the transformer board first. There is a 1/4 amp slo-blo fuse used for the display voltage, which is located on the transformer board in the bottom of the cabinet.  With the game unplugged from the wall outlet, remove the fuse from its fuse holder.  When checking fuses, never &amp;quot;eyeball&amp;quot; a fuse.  Your eyes may tell you that the fuse is good, but your eyes can fool you.  Use a digital multi-meter (DMM) or a continuity tester to check fuses. Put each lead of DMM on opposite ends of the fuse.  A tone should be heard.  If not, the fuse is bad, and should be replaced with the same value.  Fuses are used to protect equipment, the surroundings, and you.  Installing fuse values with higher ratings is very dangerous. &#039;&#039;&#039;DO NOT USE A FUSE RATED AT A HIGHER RECOMMENDED VALUE!&#039;&#039;&#039;  If the existing fuse is blown, it may not necessarily mean there is a problem.  Fuses do get stressed, and sometimes just fail.  However, there is more than likely a problem somewhere in the display power train.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the game still unplugged, the next course of action is to place connector A2J1 on the power supply.  A2P1 is the bottom connection on the power supply, and receives all voltages directly from the transformers and a single ground from the ground strip.  Once A2J1 is connected, remove any other connections from the power supply (A2J2 and A2J3).  All voltages should be tested before any boards or displays are connected to them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_psu_A2J3_highli.JPG|left|thumb|300px|System 80 Power Supply with A2J3 highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
At this point, plug the game in, and turn it on.  Using a DMM or volt meter, check all of the voltages at A2P3.  For the +60VDC (A2P3-1) and +42VDC (A2P3-3), any ground connection can be used as a reference. The +42VDC is derived from the +60VDC.  If there is +60VDC, but not +42VDC, The 18v CR6 zener diode or the R5 resistor may have failed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the two high voltages test all right, it&#039;s time to check the offset voltages.  The offset voltages are +5VDC (A2P1-6) and +8VDC (A2P1-9).  Use any ground connection as a ground reference to test these voltages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If displays are not lighting, but either the +42VDC is present on the display (status display) or the +60VDC is present on the 6 digit or 7 digit displays, check for the presence of AC voltage used to power the display filament.  Do not use ground as a reference when measuring these voltages, as they are AC.  Measurements must be taken from the send and return lines.  If the AC voltage is missing, check the in-line connection at A7J3 / A7P3 (early System 80 up to Mars God of War) or A12J4 / A12P4 (Black Hole and after).  Also, some games have more connectors which pass the AC voltages.  These additional connectors are A10J7 / A10P7 or A10J1 / A10P1. Check the voltages on the input and output of the connector to see if fatigued connectors are the source of the voltage loss.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
If all the display voltages are satisfactory, it is time to move onto the next step of visually inspecting the display boards for obvious defects.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====What is the DC Offset Voltage?=====&lt;br /&gt;
[[File:ACSineWave.jpg|left|thumb|300px|Representation of AC voltage with and without a DC offset component. Note the red sine wave is shifted &amp;quot;up&amp;quot; by the DC component.]]&lt;br /&gt;
[[File:DCOffsetClip.jpg|right|thumb|300px|A snippet from a typical System 80 schematic showing &amp;quot;DC offset&amp;quot; voltages connected to the center tap of the transformer secondary where AC filament voltages originate.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Futaba displays as used in Gottlieb System 1 and System 80 games require AC power that is &amp;quot;offset&amp;quot; by a specific DC voltage; 8VDC for the 6/7 digit displays, 5VDC for the 4-digit credit/match display. The DC component of the AC voltage raises the AC sine wave by that DC voltage. If the offset voltage is missing, inconsistent or wavy displays will result.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Glass Failure====&lt;br /&gt;
[[File:Good display.JPG|300px|thumb|left|Display with a good display glass]]&lt;br /&gt;
[[File:NippleGuard.jpg|300px|thumb|right|A cheap and easy way to protect your nipples]]&amp;lt;br&amp;gt;&lt;br /&gt;
The simplest and easiest problem to identify is display glass failure.  All of the 6 digit displays used by Gottlieb® System 80, and 7 digit displays used by System 80A games will have a black &amp;quot;blotch&amp;quot;, for lack of a better term, in the upper left and lower right corner of the glass.  The 4-digit status display typically has only one black blotch.  The evidence of a black blotch or blotches is good.&lt;br /&gt;
&lt;br /&gt;
[[File:Bad sys1 display1.JPG|300px|thumb|left|Display with Broken Nipple on Back]]&amp;lt;br&amp;gt;&lt;br /&gt;
However, if there is a muted white blotch visible at the corners of the display, it means the display&#039;s &amp;quot;vacuum&amp;quot; has been compromised, either due to a cracked glass or broken nipple. If this is the case, the display glass can not be repaired and is useless.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A simple, cheap, and effective way to &amp;lt;b&amp;gt;protect the glass nipple&amp;lt;/b&amp;gt; is to cut a ring of hose (garden hose was used in the picture at right), place it around the nipple, and then fill the ring with silicon caulk (preferred) or hot glue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Broken top filament1.JPG|300px|thumb|left|Display with Broken Top Filament. Note that this is the Dionics chipset version of the display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The display filaments within the glass can also break.  The end result will be segments with missing sections or &amp;quot;hot spots&amp;quot; when the display is powered.  The &amp;quot;hot spots&amp;quot; are caused by the &amp;quot;dangling&amp;quot;, broken filament shorting to other good filaments.  If a display filament breaks, do not use the display as shorted displays can damage other game components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=3 caption=&amp;quot;Example Display with Failed Filament&amp;quot;&amp;gt;&lt;br /&gt;
File:OpenCenterFilamentOFFAnnotated.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Another example of a broken filament. This one has broken and shorted to another part of the display.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:OpenCenterFilamentScoreOverall.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The same display, showing a dark line across the center where the filament has failed.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:OpenCenterFilament.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Closeup of same display.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even though the glass itself is bad, the chips on the display board may still be good.  So don&#039;t necessarily discount the display as being all bad.  UDN6118A and 7432, (chip used on status display only), chips are getting more costly, and Dionics DI513s are very scarce.  Since the display board is single sided, removal of the chips is quite easy.  Plus, the display PCBs are no longer being made.  The display board and / or chips may come in handy some time in the future.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====UDN6118 and Other Display Logic Chip Failures====&lt;br /&gt;
The majority of 4 and 6 digit displays utilize two UDN6118 &amp;quot;Vacuum Fluorescent Display Drivers&amp;quot;. These ICs do not fail often. However, when they do fail shorted, they can affect the performance of the rest of the display set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingUDN6118AndUDN7180.jpg|300px|thumb|left|Test method for a UDN6118 or UDN7180 display driver. Colored dots represent DMM probe locations (red lead, black lead)]]&amp;lt;br&amp;gt;&lt;br /&gt;
UDN6118 driver ICs can be tested using a DMM. Click on the image at left for the procedure.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video demonstrating the procedure on a failed UDN6118 can be found [https://youtu.be/PrIde9U4ios &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;A Blown UDN6118 Display Driver&amp;quot;&amp;gt;&lt;br /&gt;
File:UDN6118BlownTopSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Damage is hard to photograph, but the outline of the overheated chip core can be seen.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:UDN6118BlownBottomSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A much more visible image of the heat damage.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Credit Display Segment Locked On=====&lt;br /&gt;
[[File:Gottlieb4DigitGlassSegmentCLockedOn.jpg|300px|thumb|left|A 4 digit display with segment &amp;quot;c&amp;quot; locked on, caused by a failed 7432 on the board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Gottlieb 4 digit displays use two UDN6118s and a single 7432. The 7432 can fail in such a way as to cause segments to lock on, as shown in the picture at left showing segment &amp;quot;c&amp;quot; locked on. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Data Problems==== &lt;br /&gt;
When there are display issues, one first has to determine whether there is a problem with the display itself, the connectors involved, or the chips on the CPU board that control it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=red&amp;gt;NOTE: Do not connect or disconnect the display connectors or connectors A1J2 and A1J3 on the MPU (right hand side) with the power on! Doing so WILL damage the MPU board display logic ICs.&#039;&#039;&#039; &amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following applies to System 80 and 80A displays.  For information regarding the System 80B display board, scroll down to the end of this section.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebDisplaySegmentDigitOutAnnotated.jpg|340px|thumb|left|An excellent image to show both digit and segment problems. Note the red circles showing the same digit out on for players 1 and 3. Also note the yellow circles showing segment &amp;quot;g&amp;quot; out for players 1 and 2. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Display Issue Isolated to a Single Display&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If the problem is only showing up one display, suspect that the connector at the display itself is problematic, or there is an issue on the display board.  Problems on the display board can consist of a bad solder joint, a broken display lead from the display glass, or faults with the driver chips on the board (Sprague UDN6118 or Dionics DI513, if an old System 1 display is used).  The exception is if only 4 displays and a status display are used, which is common to most System 80/80A games.  In this display configuration, if there is a &#039;&#039;&#039;segment issue&#039;&#039;&#039; with the status display, there may be an issue with the segment drive chip on the CPU board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80LockedHSegment.jpg|340px|thumb|left|An example of a display showing segment &amp;quot;h&amp;quot; locked on. The segment was locked on for both the player 3 and player 4 displays. This was caused by a failure of the 7404 at Z16. This picture was snapped right after pressing the diagnostic button on the coin door. The display should be blank. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Display Issue With Multiple Displays&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If the problem shows up on two or more displays, suspect one of the two connectors on the CPU board (A1J2 or A1J3), one of the two connectors on the two displays (they are daisy-chained with an IDC connector), or the chips which control the display data on the CPU board.  If there is a &#039;&#039;&#039;digit issue&#039;&#039;&#039;, the issue will be present on &#039;&#039;&#039;player 1 and 3&#039;&#039;&#039; or &#039;&#039;&#039;player 2 and 4&#039;&#039;&#039; displays.  If there is a &#039;&#039;&#039;segment issue&#039;&#039;&#039;, the issue will be present on &#039;&#039;&#039;player 1 and 2&#039;&#039;&#039; or &#039;&#039;&#039;player 3 and 4&#039;&#039;&#039; displays, and the &#039;&#039;&#039;status display&#039;&#039;&#039;.  If more than 4 scoring displays are used, on games such as Pink Panther, Black Hole, Haunted House, Devil&#039;s Dare, etc., consult the game manual for display digit and segment mapping.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:Gtb sys80 displays.png‎|550px|left|Gottlieb® System 80 Display Diagram]]&lt;br /&gt;
[[File:Gtb sys80A displays.png‎|550px|right|Gottlieb® System 80A Display Diagram]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The charts listed below, map out each signal to each specific display.  The first chart maps the display digit information, while the second and third charts map the display segment information.  This information only applies to games where 4 scoring displays and 1 status display are used, although digit group names have been added, if more displays are used.  All of the charts apply to System 80 and 80A, but not 80B.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Display Digit Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Digit Number&lt;br /&gt;
!Display(s)&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| D16 (80A only) || Players 1 &amp;amp; 3 (Group F) || A1J3-16 || Z26-8 &lt;br /&gt;
|-&lt;br /&gt;
| D1 || Players 1 &amp;amp; 3 (Group D) || A1J3-1 || Z17-4&lt;br /&gt;
|-&lt;br /&gt;
| D2 || Players 1 &amp;amp; 3 (Group D) || A1J3-2 || Z17-6&lt;br /&gt;
|-&lt;br /&gt;
| D3 || Players 1 &amp;amp; 3 (Group D) || A1J3-3 || Z17-12&lt;br /&gt;
|-&lt;br /&gt;
| D4 || Players 1 &amp;amp; 3 (Group D) || A1J3-4 || Z17-10 &lt;br /&gt;
|-&lt;br /&gt;
| D5 || Players 1 &amp;amp; 3 (Group D) || A1J3-5 || Z17-8 &lt;br /&gt;
|-&lt;br /&gt;
| D6 || Players 1 &amp;amp; 3 (Group D) || A1J3-6 || Z24-2 &lt;br /&gt;
|-&lt;br /&gt;
| D13 (80A only) || Players 2 &amp;amp; 4 (Group F) || A1J3-13 || Z26-4 &lt;br /&gt;
|-&lt;br /&gt;
| D7 || Players 2 &amp;amp; 4 (Group E) || A1J3-7 || Z24-4 &lt;br /&gt;
|-&lt;br /&gt;
| D8 || Players 2 &amp;amp; 4 (Group E) || A1J3-8 || Z24-6  &lt;br /&gt;
|-&lt;br /&gt;
| D9 || Players 2 &amp;amp; 4 (Group E) || A1J3-9 || Z24-12 &lt;br /&gt;
|-&lt;br /&gt;
| D10 || Players 2 &amp;amp; 4 (Group E) || A1J3-10 || Z24-10 &lt;br /&gt;
|-&lt;br /&gt;
| D11 || Players 2 &amp;amp; 4 (Group E) || A1J3-11 || Z24-8&lt;br /&gt;
|-&lt;br /&gt;
| D12 || Players 2 &amp;amp; 4 (Group E) || A1J3-12|| Z26-2 &lt;br /&gt;
|-&lt;br /&gt;
| D13 || Status (Group F) || A1J3-13 || Z26-4&lt;br /&gt;
|-&lt;br /&gt;
| D14 || Status (Group F) || A1J3-14 || Z26-6 &lt;br /&gt;
|-&lt;br /&gt;
| D15 || Status (Group F) || A1J3-15 || Z26-10 &lt;br /&gt;
|-&lt;br /&gt;
| D16 || Status (Group F) || A1J3-16 || Z26-8  &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group A Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group A || A1J2-1 || Z19-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group A || A1J2-2 || Z19-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group A || A1J2-3 || Z19-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group A || A1J2-4 || Z19-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group A || A1J2-5 || Z19-9&lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group A || A1J2-6 || Z19-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group A || A1J2-7 || Z19-14&lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group A || A1J2-8 || Z16-12 &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group B Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group B || A1J2-9 || Z21-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group B || A1J2-10 || Z21-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group B || A1J2-11 || Z21-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group B || A1J2-12 || Z21-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group B || A1J2-13 || Z21-9 &lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group B || A1J2-14 || Z21-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group B || A1J2-15 || Z21-14 &lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group B || A1J2-16 || Z16-10  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group C Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group C || A1J2-17 || Z23-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group C || A1J2-18 || Z23-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group C || A1J2-19 || Z23-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group C || A1J2-20 || Z23-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group C || A1J2-21 || Z23-9 &lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group C || A1J2-22 || Z23-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group C || A1J2-23 || Z23-14 &lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group C || A1J2-24 || Z17-2  &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Display Issues====&lt;br /&gt;
&lt;br /&gt;
[[File:System80BDisplayDivotAnnotated.jpg|300px|thumb|left|A System 80B Display edge connector. One data conductor to the display was not &amp;quot;making&amp;quot; across the connection due to a corrosion &amp;quot;divot&amp;quot;. This caused the entire display to remain blank. Reflowing the edge connector solder corrected the issue. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
[[File:GottliebEdgeConnectorDivots.jpg|300px|thumb|right|Another System 80B Display edge connector, this one with corrosion marks on it. The corrosion also caused the entire display to remain blank. Reflowing the edge connector solder corrected the issue. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
System 80Bs displays are completely different how the digits and segments are decoded and driven.  Unlike System 80 and 80A, where the decoder chips are located on the CPU board, the System 80B display has a single segment (U3) and two digit decoder chips (U1 &amp;amp; U2) located on the display board itself.  Unfortunately, both of these chips (10941 &amp;amp; 10939 respectively) were a product of Rockwell International, and are not that prevalent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has been observed that if any of the display data signals are missing between the CPU board and the 7417 inverters on the display board, the two displays will not illuminate at all.  If voltages on the display board are within spec, it may be advantageous to check all of the data signal edge connector pins on the CPU board and the display board. If both the edge connector and the female connectors look good, use a logic probe to ensure signals are getting to the input side of both 7417 (or later 74LS367) inverters on the board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the System 80B jumpers, that replace the 7448s at Z19 and Z21 on System 80 and 80A boards, can be a source of discontinuity due to cracked solder joints.&lt;br /&gt;
&lt;br /&gt;
It has been observed that some of the earlier System 80B games are more prone to the display randomly being blank upon turning on the machine. Rock and Raven are the most common with this issue, however, the first three 80Bs, Chicago Cubs, Tag Team, and Bounty Hunter, are susceptible too. The best recourse is to repin both A1-J2 and A4-J1 / 1A4-J1.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rejuvenating Tired Displays====&lt;br /&gt;
[[File:System1-80DisplayBrightUp.jpg|300px|thumb|left|Rejuvenating tired System 1/80 displays]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80 displays, especially those that haven&#039;t been turned on for a long time, sometimes fade. These displays can be rejuvenated by applying voltage to the outside pins of the display glass. Note that voltage should be applied to the display glass pins, NOT the card edge pins. This process &amp;quot;burns&amp;quot; the impurities that accumulate on the filaments off.&lt;br /&gt;
&lt;br /&gt;
In the picture at left, general illumination power (7VAC) from the lamp insert panel is being used to rejuvenate a display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. Turn the game off&amp;lt;br&amp;gt;&lt;br /&gt;
2. Remove the connector from the display&amp;lt;br&amp;gt;&lt;br /&gt;
3. Connect jumper clips from a voltage source to each of the outside pins of the display glass. Note that the lower the voltage applied, the longer the display can tolerate this &amp;quot;rejuvenation&amp;quot;.&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;That is why some techs choose to use the lower GI AC voltage for this purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Power the game on for 1 minute.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Disconnect the jumper wires and reconnect the display.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Power on to test the display.&amp;lt;br&amp;gt;&lt;br /&gt;
7. If the display still isn&#039;t bright enough, repeat this process for 1 minute each time, until the display is satisfactorily bright.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that if the display filaments, which run across the display horizontally begin to glow orange (or worse, white), too much voltage is being applied or the display has been connected too long. This risks burning one or more of the display filaments out and ruining the display. A cautious, 1 minute at a time, process is warranted.&lt;br /&gt;
&lt;br /&gt;
Note also that one particular System 80 tech (&amp;quot;System 80, not just a job, it&#039;s an adventure&amp;quot;) suggests that merely leaving the game powered on for 24 hours will accomplish the same rejuvenation.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Does Not Light====&lt;br /&gt;
[[file:gottlieb-display-broken-legs.jpg|right|thumb|300px|Broken legs on display glass]]&lt;br /&gt;
If the glass of a 6 or 7-digit display does not light, but there are no white spots in the corners (white spots indicate bad glass), the outer-most legs on the glass may be broken. A magnifying glass may be necessary to inspect the pins since the gap in the breaks may be extremely small. The outer-most legs are responsible for supplying power to the glass, which is why the glass would not light in this situation.&lt;br /&gt;
&lt;br /&gt;
These legs may be broken especially on displays that have a green or blue plastic filter covering them. These legs can get broken after someone presses down on the plastic cover of the display when pushing the display onto the PCB supports mounted on the light board in the backbox.&lt;br /&gt;
&lt;br /&gt;
To repair, line up the two broken halves of the leg with needle-nose pliers, heat, and solder. If the solder isn&#039;t sticking, lightly sand back some of the black tarnish with fine sandpaper or a fiberglass eraser.&lt;br /&gt;
&lt;br /&gt;
====System 80 Display Test 19 Never Starts====&lt;br /&gt;
System 80 games provide a display test (number 19). The test &amp;quot;walks&amp;quot; all digits, from 0 to 9, through all displays. &lt;br /&gt;
&lt;br /&gt;
A failed 6532 RIOT at U5 can cause the game to appear dead, as if awaiting an input. The display test will never commence.&lt;br /&gt;
&lt;br /&gt;
====Individual 6-digit Display Interferes With Other Displays==== &lt;br /&gt;
&lt;br /&gt;
Sometimes, a particular display can interfere with the operation of other 6-digit/4-digit displays no matter which game or player position it is plugged into. These symptoms can include:&lt;br /&gt;
* Causing digits to go missing on other displays&lt;br /&gt;
* Causing certain digits to dim significantly on other displays&lt;br /&gt;
* Causing certain digits to display garbage or non-numbers&lt;br /&gt;
&lt;br /&gt;
The cause of these symptoms is a bad R1 resistor. When powered off, the resistor will give the correct reading. However, the resistor may fail when power is applied. The R1 resistor (10k ohm, 1/2 Watt, 5% resistor) may need to be replaced if the above symptoms are present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Individual 7-digit Display Causes Other Displays To Go Blank====&lt;br /&gt;
Sometimes, a particular display can interfere with the operation of the other 7-digit/4-digit displays no matter which game or player position it is plugged into. &lt;br /&gt;
&lt;br /&gt;
If a particular display causes all other displays to go blank, the likely cause is a failure of the Z2 6118P chip, which drives the digits of the display. This chip can be replaced with the more commonly found UDN6118A chip. Also keep in mind that it&#039;s possible the 7448 and the other 6118P controlling the segments could be damaged as well, so be prepared for that.&lt;br /&gt;
&lt;br /&gt;
===All Other Display Issues (Not Caused by Displays)===&lt;br /&gt;
There are several issues which appear to be display related, however, they ultimately are not.  In these instances, the displays are used instead as a visual identifier of a particular issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Open Slam Switch==== &lt;br /&gt;
If after turning a System 80 game on, and the scoring displays turn on immediately without a 5 second delay, there is a problem.  However, if the displays are showing all of the outer segments (all segments necessary to display a zero) lit, and &amp;quot;strobing&amp;quot; or &amp;quot;rolling&amp;quot; rapidly as simulated in the image below, this isn&#039;t a display problem. The cause of this problem is an open slam switch on the coin door. To address this issue, see the PinWiki section [[#Slam_Switch_Modification | Slam Switch Modification]].&lt;br /&gt;
[[File:Gtb 6digit slam scaled.gif|500px|thumb|left|Simulation of displays indicating an open slam switch. Note the &amp;quot;rolling&amp;quot; perimeter display segments. &amp;lt;i&amp;gt;Animation by Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====All Displays Dim or at Half Brightness====&lt;br /&gt;
This applies to System 80/80A games with 6 or 7 digit displays. If all the displays appear dim or at about half brightness, check the 60v test point on the power supply. If it reads about 30-35v, then the dim display issue is caused by the power supply.&lt;br /&gt;
&lt;br /&gt;
On the power supply, Q2 regulates the 60v, so if that component has failed, or if there is a problem with the solder joints or pads on the back of the board, this can result in half the voltage for the displays.&lt;br /&gt;
&lt;br /&gt;
Carefully inspect the back of the power supply for cracked solder joints or through-hole pads that have popped off the PCB. Because Q2 has a large/heavy heat sink, the component tends to move around lot, which may cause these issues. If nothing is apparent with a visual inspection, test for continuity between Q2&#039;s legs and the traces on the PCB .&lt;br /&gt;
&lt;br /&gt;
[[file:gottlieb-sys80-psu-q2-pad-problem.jpg|thumb|300px|left|The pad for the center leg of Q2 has separated from the PCB and will need to be repaired]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display Conversion for 6-Digit Games (Converting to 7-Digit Displays)===&lt;br /&gt;
[[Image:Gottlieb6DigitTo7DigitConversion.jpg|300px|thumb|left|Gottlieb® System 80 6-Digit to 7-Digit Signal Mapping. Click to expand. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:GottliebAmazingSpiderman7DigitScoringExample.jpg|300px|thumb|right|Gottlieb® System 80 Amazing Spiderman with player 1 converted to 7-Digit scoring. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The signal mapping diagram shown at left details the wiring changes necessary to replace a 19 pin 6-digit display connector with a 21 pin 7 digit display connector. Note that some signals and power must be picked up from the 4-digit credit/ball in play display.&lt;br /&gt;
&lt;br /&gt;
Once the wiring conversion has been completed, the appropriate game ROM that supports 7-digit scoring must be obtained and installed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
Before doing any kind of work, or blaming the sound board for not putting out sound, review the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting section] first.&lt;br /&gt;
&lt;br /&gt;
[[Image:System80DIPSwitches.jpg ‎|300px|thumb|left|Gottlieb® System 80 Game Feature Selection DIP Switches and 1N4148 Switch Isolation Diodes. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
In particular for System 80 games, ensure that the DIP switches that enable sound are set correctly. And, ensure that the dip switch actually works. Games like Spiderman use one of the 32 MPU dip switches to enable background and scoring sounds. Games like Haunted House, Black Hole, etc use dipswitch 5 on the Sound and Speech board to enable background sound.&lt;br /&gt;
&lt;br /&gt;
Each DIP switch is isolated in the &amp;quot;DIP switch matrix&amp;quot; by a 1N4148 diode located directly below the switch. If one of these diodes fails open, then the switch closure will never be read by the MPU. If one of these diodes fails shorted, this may cause &amp;quot;phantom DIP switch closure(s)&amp;quot; in exactly the same way as a shorted playfield switch diode will cause phantom switch closures. Since System 80/80A diagnostics do not display DIP switch settings, this can be difficult to detect. Simple diode testing of each of the 32 1N4148 diodes is the best course of action.&lt;br /&gt;
&lt;br /&gt;
Failed diodes in the &amp;quot;DIP switch matrix&amp;quot; can cause the switch(es) that enable sound features to be read incorrectly and therefore, sound behavior will be incorrect, such as lack of background sounds.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video of one such failure that caused the background sounds in Black Hole to not work can be found [https://youtu.be/Q80TQ-W6XZ0 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====The Long and Winding Road of the Sound Signals====&lt;br /&gt;
The sound signals follow very roundabout path before reaching their destination on the sound board.  Sounds S1, S2, S4, and S8 are originated on the MPU board by RIOT U6.  These 4 sound signals then pass through a 7404 inverter (Z27), pass through a 7408 2 input AND (Z31), and exit the MPU board via the A1J4 connection (MPU / driver board interconnect harness).  The signals enter the driver board via A3J1, pass through another 7404 inverter (Z13), and exit the driver board via A3J5.  Finally, they enter the sound board via the only connection on the sound board, A6J1.&lt;br /&gt;
&lt;br /&gt;
If any of the sound signals are lost, this potentially happens due to poor edge connections, however, 7404s are known to fail too.  The best way to check for discontinuity is to use a DMM or ohmmeter to check the path from the exiting chip to the chip it enters on the following board.  Another method for checking for signal loss is a logic probe.  This method is not as simple though, because some generations of System 80s do not have a sound test.  Therefore, waiting for a particular signal to trigger can be tricky.  The benefit of using a logic probe is to determine if a particular signal is entering and exiting a specific chip, and if the signal transforms (if it is supposed to) like intended (ie. the 7404 will invert the signal from high to low or low to high).&lt;br /&gt;
&lt;br /&gt;
Some sound boards use a fifth sound signal, known as S16.  S16 is actually driven by an MPS-A13 like any other single lamp drive. S16 can follow a very convoluted path too, depending on the particular game.  For example, Haunted House uses S16.  It originates on the MPU with all of the other lamp signals, and becomes lamp drive Q10 on the driver board.  It exits the driver board via A3J2, passes through a inline connector, A10J4, passes through another inline connector, A12P4, and finally reaches the sound board at A6J1.  That is a lot of mileage for just 1 little sound signal!&lt;br /&gt;
&lt;br /&gt;
System 80B games, starting with Rock, which use the dual 6502 processor sound boards, use Q5 as sound signal S16.  Please be aware that the System 80B documentation does not always notate this information regarding S16!!!  In this case, S16 follows a much simpler path.  It exits the driver board via A3J2 and goes directly to the sound board at A6J1.&lt;br /&gt;
&lt;br /&gt;
So, if appears that certain sound signals are missing or the wrong sounds are triggered, suspect a bad connection first.  Then, suspect a bad 7404 within the sound signal path.  Then, check all other potential problems.&lt;br /&gt;
&lt;br /&gt;
It is noteworthy that the 7404 U7 located on early System 80 sound boards (sound only) do fail also.&lt;br /&gt;
&lt;br /&gt;
====System 80 Sounds Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound.JPG|300px|thumb|left|Gottlieb® System 80 Sound Board (Sounds only)]]&lt;br /&gt;
This board, first used in Panthera, is problematic to fix. The main issue is that the board uses the long since obsolete 6503 processor (think of it as a short 6502) and a &amp;quot;masked ROM/RIOT&amp;quot; 6530. The 6530 was specifically programmed for Gottlieb System 80 sound boards. They are therefore, impossible to replace unless you can scavenge a working one from another sound board. Or, as late as mid-2025, Steve Young&#039;s PBResource still had stock available. Note that the 6530 appearing on late Gottlieb System 1 sound boards is programmed differently and is not interchangeable with the System 80 version.&lt;br /&gt;
&lt;br /&gt;
There are 2 replacement options at this time, other than sourcing a used board. One is Pascal Janin&#039;s reproduction board. This board is a bit pricey but is engineered quite well. The board can be found here: [http://www.flippp.fr/pifx.php?lg=en http://www.flippp.fr/pifx.php?lg=en]. The other option is an FPGA (TDA7267) based replacement board by LISY called the [https://www.lisy.dev/gosof.html GOSOF] which emulates System 1, 80, 80A, and early 80B.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:GottliebSoundsOnlyBoardCorrosion.jpg|300px|thumb|left|A leaky audio filter cap caused significant corrosion to several traces on this board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]][[Image:System80SoundsOnlyLeakyCap.jpg|300px|thumb|right|Audio filter cap removed, corrosion removed, traces tinned. The leaky cap can be seen in the top of the picture. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;This board operates on three different voltages: +5v, +12v, and -12v. The +5 volts comes in on J1 pin 5 from the machine&#039;s power supply board. The +12 volts comes in on J1 pin 1 from the machine&#039;s bottom panel. The -12 volts is generated on the sounds only board and it receives AC power input on J1 pins 3 and 4. You can measure the -12 volts by connecting your volt meter across zener diode CR5 (1N4742A).&lt;br /&gt;
&lt;br /&gt;
The test button on this era sound board will only work if the two dipswitches are set in opposite positions on the sound board.&lt;br /&gt;
&lt;br /&gt;
As noted above, this board is tough to repair. If the 6530 is dead...you&#039;re SOL. A dead 6503 might be replaced. The other ICs on the board, like the LM380 amp (OEM boards were sometimes stuffed with an equivalent chip, a ULN2280B) and the 555 timer are still readily available. The 1408 DAC (U3) can be replaced with its direct replacement: a DAC0808.&lt;br /&gt;
&lt;br /&gt;
A common issue with the board seems to be the leaky large capacitor on the board. Fortunately, this is easy to repair. Remove the old cap. Abate the corrosion as shown in the picture at right. Replace the cap. When this cap leaks, it can completely sever the sound signal path. Sounds might sound scratchy or incomplete too. The cap is easy to remove and replace. It&#039;s worth a shot.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Sound and Speech Board====&lt;br /&gt;
&lt;br /&gt;
=====Different Revisions of the Sound and Speech Boards=====&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=220px perrow=3 caption=&amp;quot;Revisions of the Gottlieb Sound and Speech board&amp;quot;&amp;gt;&lt;br /&gt;
File:SoundAndSpeechBoard-1Modified.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB SS Back B20887-2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB SS B-20887-3 Back.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB SS B-20887-3 Front Added Resistors.JPG|thumb|left|300px|B-20887-3 Sound and Speech Board with Resistors Highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
With the third revision sound and speech board, the resistors which were added to the solder side of the -1 and -2 boards were now incorporated in the board design. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Texas Instruments Sockets=====&lt;br /&gt;
[[File:TexasInstrumentsSockets.jpg ‎|300px|thumb|left|&amp;quot;Craptastic&amp;quot; Texas Instruments Sockets for the 6502 and 6532. Be gone! &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some Sound and Speech boards were manufactured with Texas Instruments sockets that are of the same poor quality as the ScanBe sockets that Williams used during System 3-6 manufacturing. All Texas Instruments sockets should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound and Speech Board Operation=====&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A nice video demonstrating some of the capability of the SC-01 can be found [https://youtu.be/ER0t3IYygDw &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The sound and speech board represents the high point in the System 80 family as far as sound generation is concerned. By combining sound and voice circuitry, the board is flexible enough to be used in several different games, with different voice calls, all generated via the Votrax SC-01 speech synthesizer. &lt;br /&gt;
&lt;br /&gt;
The sound and speech board is itself a single board computer, and should be debugged similar to any non-working MPU.&lt;br /&gt;
&lt;br /&gt;
The board interfaces with the System 80 MPU via a 6 bit (S1, S2, ..., S32) wide &amp;quot;data bus&amp;quot;. The 6 interface bits form a binary code which define specific sounds (or speech) to play. This enables 63 separate sounds to be played. Each communication between the MPU and the Sound and Speech board is &amp;quot;stand alone&amp;quot;. That is, the system does not make use of successive sound commands to mean different things as the Bally Squawk and Talk implementation does. In practice, since S32 is never used, a maximum of 31 unique sounds are commanded.&lt;br /&gt;
&lt;br /&gt;
Four of the bits in the interface are controlled (grounded) by circuitry on the MPU (starting at the U6 RIOT) and a &amp;quot;pass through&amp;quot; 7404 inverter on the driver board (Z13). The remaining two bits are implemented via &amp;quot;lamp drive&amp;quot; transistors (Q10 for S16) on the driver board, and comparator circuitry on the S&amp;amp;S board (U24).&lt;br /&gt;
&lt;br /&gt;
Sound select signals are fielded by the S&amp;amp;S board&#039;s 6532 RIOT which generates an interrupt to the 6502 processor. The 6502 reads the sound number commanded from the 6532 as it services the interrupt.&lt;br /&gt;
&lt;br /&gt;
The S&amp;amp;S board&#039;s 6502&#039;s program code, as well as sound data, is stored in two 2716 EPROMs, PROM 1 and PROM 2.  These EPROMs are typically labeled at the factory with the model number of the game they are for, and the suffixes /S1 &amp;amp; /S2. For example &amp;quot;668/S1&amp;quot; is the label on one of the Black Hole sound ROMs. Although the board can be strapped for two 2732 EPROMs, in practice, this was never done.&lt;br /&gt;
&lt;br /&gt;
The sound and speech board can field and queue sound commands at the same time as it is driving the sound and speech circuitry lanes. The board will never interrupt or prematurely terminate a sound being played. The board will also never reorganize the queue of sounds to be played. Each sound to be played will be played until it&#039;s conclusion. The 6502 knows when &amp;quot;sounds&amp;quot; have completed playing since it is solely in control of the sound lane. The 6502 knows when &amp;quot;speech&amp;quot; calls have completed processing by the SC-01 via a non-maskable interrupt sent via the SC-01&#039;s ~A/R signal to the 6502&#039;s NMI pin. Timing to sequence speech phonemes together rapidly is critical, hence the use of the non-maskable interrupt.&lt;br /&gt;
&lt;br /&gt;
The 6502 creates &amp;quot;sounds&amp;quot; via one circuitry lane. It creates &amp;quot;speech&amp;quot; through a second, separate circuitry lane. At the end of each lane, just prior to input to the main LM379S amplifier, sound and speech is summed. The relative volume of each lane can be tuned via 10K trim pots at the top of the board, R15 and R16.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sound Lane&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Simple sounds (not voice) are created by the 6502 reading data from the sound ROMs and latching it into two 74LS75 data latches. The 74LS75s latch the data when selected via a 74LS02 (NOR gate) at U10 which NORs the R/W signal along with a device select signal from the 74LS138 at U4. the device select signal selects U7 and U8 simultaneously to latch data bus signals DB0 - DB7 all at once.&lt;br /&gt;
&lt;br /&gt;
The two 74LS75s provide the data to a 1408 D-to-A (digital to analog) converter at U20. In this way, 511 different digital codes can be converted to analog levels by the 1408. The analog output of the 1408 can be attenuated via a 10K &amp;quot;variable resistor&amp;quot; at R13. The signal is then amplified and inverted by an LM741 analog inverter (U22). The analog signal is then fed to the LM379S for final amplification. Note that the 1408 DAC is obsolete, but may be replaced by the more available DAC0808.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Speech Lane&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Speech is ultimately created by the Votrax SC-01 voice chip. The SC-01 accepts &amp;quot;phoneme&amp;quot; codes and renders the analog speech output to the LM379S for final amplification. The phoneme codes are placed on the 6502 data bus and pass through a 74LS05 &amp;quot;level shifter&amp;quot; and inverter at U13. The codes are accepted by the SC-01 on pins 9 through 14 when pin 7 is strobed (the phoneme code is latched on the rising edge of the strobe). The &amp;quot;pitch&amp;quot; of the SC-01 voice is controlled by I1/I2 (pins 3 and 2). Frequency and timing control is achieved via MCK and MCR (pins 15 and 16, which are tied together). Frequency and timing are referred to in the schematics as the &amp;quot;Voice Clock&amp;quot; and can be adjusted via a 10K &amp;quot;variable resistor&amp;quot; at R6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reset signal&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The reset circuit is pretty simple. A 47uf/50V cap at C3 charges when power is applied. Once charged, the originating 5VDC power is twice inverted and cleaned up via a Schmitt Trigger at U1, and finally presented to the ~RESET signal (pin 40) of the 6502.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test button&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The test button, located on the upper left side of the S&amp;amp;S board, grounds pin 17 of the 6532 RIOT. After reading the RIOT data, the 6502 process then plays the appropriate test sound, which varies by game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SC-01 pinout&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin Number(s)&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Signal Name&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Signal Purpose&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1 || &amp;lt;center&amp;gt;Vdd&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Input Voltage&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2-3 || &amp;lt;center&amp;gt;I1, I2&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Instantaneous pitch adjustment. Will change pitch of phoneme being spoken.&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7 || &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Strobe to indicate a phoneme code is ready&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8 || &amp;lt;center&amp;gt;~A/R&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Acknowledge receipt of phoneme strobe, indicate completion of phoneme processing&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9-14 || &amp;lt;center&amp;gt;P5-P0&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Phoneme number select (from fixed phoneme table)&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;15-16 || &amp;lt;center&amp;gt;MCK/MCR&amp;lt;/center&amp;gt; || &amp;amp;nbsp;External Clock Signal (probably used to alter phoneme pronunciation via varying the clock)&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;20-22 || &amp;lt;center&amp;gt;CB, AF, AO&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Audio Output&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;18 || &amp;lt;center&amp;gt;Ground&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Ground&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Sounds and Speech board DIP switch settings=====&lt;br /&gt;
The Sound and Speech board has a bank of DIP switches. For at least Black Hole, the function of these switches is as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*DIP-1 - Used in self-test only&lt;br /&gt;
*DIP-2 - Not used&lt;br /&gt;
*DIP-3/4 - Attract mode speech frequency&lt;br /&gt;
** OFF/OFF - disabled&lt;br /&gt;
** ON/OFF - attract mode speech every 10 seconds&lt;br /&gt;
** OFF/ON - attract mode speech every 2 minutes&lt;br /&gt;
** ON/ON - attract mode speech every 4 minutes&lt;br /&gt;
*DIP-5 - ON = background sound enabled, OFF = background sound disabled&lt;br /&gt;
*DIP-6 - ON = all speech enabled, OFF = all speech disabled&lt;br /&gt;
*DIP-7 - Not used&lt;br /&gt;
*DIP-8 - Not used&lt;br /&gt;
&lt;br /&gt;
=====Sound &amp;quot;Locks Up&amp;quot; after certain switch closures=====&lt;br /&gt;
[[File:SC-01.jpg|thumb|300px|left|The long since obsolete, pricey, and hard to find SC-01 speech chip. This one is an SC-01-A, said to be a little beefier.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This problem may be caused by a malfunctioning or missing SC-01 (or SC-01-A) speech chip.&lt;br /&gt;
&lt;br /&gt;
Games such as Black Hole, Mars God of War, and Volcano utilized the SC-01 phoneme speech chip. These games &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;require&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; a working SC-01 to be present, not only for the speech portions of the sound, but for the sound to not &amp;quot;lock up&amp;quot; after the first time that a speech call is made. The CPU relies on an interrupt from the 6532 RIOT to restart sound command processing. That interrupt originates from an &amp;quot;all done&amp;quot; signal from the SC-01 speech chip (shown as ~A/R in the schematics, SC-01 pin 8). If the RIOT never receives an &amp;quot;all done&amp;quot; signal (at PB7) then it will not interrupt the processor and no further speech or sound will be created.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the 2N2222 at Q3 has failed, not allowing the interrupt signal to reach the RIOT. Q3 inverts the ~A/R signal and conveys it to the RIOT as A/~R and also to the MPU as a non-maskable interrupt (U3 6502, pin 6).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Game background sound continues after game over=====&lt;br /&gt;
&lt;br /&gt;
This has been noticed in &amp;quot;Mars, God of War&amp;quot; and &amp;quot;Volcano&amp;quot; predominately, but other System 80 games that use the Speech and Sound board may exhibit similar symptoms.&lt;br /&gt;
&lt;br /&gt;
The cause of the problem is MPU DIP switch 25. The switch MUST be ON, as noted in the manual. Even if the switch appears to be &amp;quot;on&amp;quot;, buzz across the switch solder pads on the back side of the board to ensure that the switch is making. Gottlieb sometimes used &amp;quot;rocker&amp;quot; switches, which seem to have a high failure rate.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;On Target&amp;quot; newsletter from June, 1981 discusses something similar to this problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound is &amp;quot;garbled&amp;quot; or phonemes appear jumbled=====&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating one instance of garbled speech can be found [https://youtube.com/shorts/TU-_vOB2CzY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Board circuitry upstream of the Votrax SC-01 (or SC-01A) as well as the SC-01 itself can be the cause of this issue. Speech isn&#039;t really jumbled, it just seems that way.&lt;br /&gt;
&lt;br /&gt;
First, since the chip is socketed, replace the SC-01 with a known working SC-01. &lt;br /&gt;
&lt;br /&gt;
If the known good SC-01 produces the same behavior, then suspect the 74LS05 &amp;quot;level shifter&amp;quot; at U13, the 7407 at U12, or the 74LS75 at U9.&lt;br /&gt;
&lt;br /&gt;
=====Using the MA-483 Sound Amp Board on a Sound and Speech Board=====&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback.JPG|300px|thumb|left|Gottlieb® MA-483 Piggyback Board]]&lt;br /&gt;
[[File:GTB SS Power Mod.JPG||300px|thumb|right|Gottlieb® Sound and Speech Power Supply with components highlighted. This board is configured to supply 30VDC power]]&lt;br /&gt;
[[File:ModifiedSystem80SoundPS.jpg||300px|thumb|right|Gottlieb® Sound and Speech Power Supply, modified as discussed to supply 18VDC power]]‎&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If using the MA-483 sound amp board on a Sound and Speech board, or if the sounds only System 80A sound board is going to be used, the factory Sound and Speech power supply cannot be used without modification.  The reason is because the original LM379S amp is powered by 30VDC, and the TDA2002 amp on the MA-483 can only withstand 16VDC. If a TDA2002 is powered by 30VDC, it will be destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; a substitute equivalent part, a ULN3701 was sometimes used in lieu of the more standard TDA2002. Also, A TDA2003 is a good substitute for the TDA2002.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The modification is simple, and is accomplished by replacing two components on the sound board power supply, R1 and CR1. R1 is 430 ohm 1/2 watt resistor. CR1 is a 1N4751A 30V 1 watt zener diode. R1 should be replaced with a 1.5Kohm 1/2 watt resistor and CR1 should be replaced with 1N4746A 18V, 1 watt zener diode.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Replacing the Obsolete LM379S Amplifier with a Modern Amplifier=====&lt;br /&gt;
&#039;&#039;This information originally published by J. &amp;quot;kirb&amp;quot; Kirby. Additional pictures and some editing provided by Chris Hibler. Used with permission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Gottlieb System 80 Audio Amp Replacment...why?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Gtb sys80&amp;amp;a s&amp;amp;s.JPG|300px|thumb|left|Gottlieb® System 80 Sound &amp;amp; Speech Board as used on Mars, God of War, Black Hole, Haunted House, Volcano, and some video games]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Gottlieb® Sound and Speech board uses an LM379 or LM379s audio amp in the final amplification section. This amp became hard to find around 1983. Gottlieb® provided an alternative for this amp (see prior section) and discontinued using the Speech and Sound board further.&lt;br /&gt;
&lt;br /&gt;
Their solution was to buy a piggyback board from Gottlieb® that used an LM2002 or a TDA2002 amp. But the LM2002 or TDA2002 amps require 16VDC to operate (instead of the 30VDC used by the LM379). This necessitated a change to the sound board power supply. There were many components to replace or remove, not to mention that you would have to make the piggyback board yourself.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOLUTION? Find a newer amp that required fewer components. A replacment amp can be put together using only the following parts which can be easily sourced. &lt;br /&gt;
&lt;br /&gt;
*LM1875T Audio Amp&lt;br /&gt;
*14 pin DIP socket&lt;br /&gt;
*Heat sink&lt;br /&gt;
*Heat sink compound&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve sourced these parts, a replacement amp is easy to construct and only requires removal of the old LM379 amp and addition of one jumper (to provide 12VDC, covered later).&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start with the basics. System 80 games used 4 different sound boards. This amp replacement applies only to the Sound and Speech board used in Mars: God of War, Black Hole (domestic version), Haunted House, Volcano, Devil&#039;s Dare, Caveman, Rocky, Q*bert&#039;s Quest, Super Orbit, Royal Flush Deluxe (early production), Amazon Hunt (early production), and video games like Q*bert.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;LM379 Audio Amp Testing&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
First of all, is your amp really bad? Basic tests to identify a failed amp...&lt;br /&gt;
&lt;br /&gt;
*With the game on, turn the volume pot up as high as it will go. Do you hear a hum? This is normal and is an indicator that your amp is working.&lt;br /&gt;
*Check the voltages at the sound board. 30VDC is required to power the amp. Verify that this is working correctly or your amp won&#039;t work at all.&lt;br /&gt;
*Make sure the speakers are connected and working right. You can test speakers using a &amp;quot;D&amp;quot; size battery. Briefly connect the battery across the speaker and you should see the speaker&#039;s cone push out. Do this for only a second or two...speakers don&#039;t like DC voltages.&lt;br /&gt;
*Make sure the volume adjustment pot is connected correctly and working properly. A dirty pot will make sounds junky, but they usually don&#039;t completely fail. You can &amp;quot;twizzle&amp;quot; the pot to remove oxidation that may have formed on the internal conductors.&lt;br /&gt;
*Headphones can be used to see if the sounds are getting to the amp. Connect one of the headphone conductors (the one closest to the headphone &amp;quot;handle&amp;quot;) to ground. Connect one of the other two headphone conductors (assuming stereo headphones) to the center leg of R15 or R16. You should be able to hear sounds that the board is making through the headphones. Your amp is probably bad if you can hear sounds at R15 or R16, but not through the speakers, assuming you&#039;ve tested the speaker to be good and you have 30VDC power at the sound board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;LM379 Audio Amp Replacement Procedure&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mark the &amp;quot;top&amp;quot; of the heat sink so you can later determine orientation of the original amp should this be necessary. Pin 1 of the amp can&#039;t be identifed without removing the two screws that secure the finned heat sink to the chips integrated heat sink. &lt;br /&gt;
&lt;br /&gt;
Remove the LM379 amp and heat sink assembly from the board. Desolder all 14 pins and pull the amp off the board. The LM379 heat sink may be soldered to the board so you&#039;ll need to remove that solder too. Be forewarned, the solder pads are delicate and easily damaged. &amp;lt;b&amp;gt;Note how the LM379 is upside-down in relation to other chips on the board.&amp;lt;/b&amp;gt; This will be important later.&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;b&amp;gt;Building the New Amp Assembly&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Solder the new amp to the 14 pin DIP. Use the diagram below as a guide. The pinouts are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Amp Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Socket Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Purpose&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 1 || &amp;amp;nbsp;pin 9 || &amp;amp;nbsp;+ amp input&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 2 || &amp;amp;nbsp;pin 8 || &amp;amp;nbsp;- amp input&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 3 || &amp;amp;nbsp;pin 4 || &amp;amp;nbsp;Ground&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 4 || &amp;amp;nbsp;pin 10 || &amp;amp;nbsp;Audio out&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 5 || &amp;amp;nbsp;pin 1 || &amp;amp;nbsp;Vcc (+30VDC)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It will take some fancy bending to connect all of the amp legs in a way that they do not touch one another, but it can be done. It is important that the amp stands straight up and that the pins don&#039;t touch each other. See the diagram below for  better info. Don&#039;t worry about the 12VDC connection right now. We&#039;ll connect that later.&lt;br /&gt;
&lt;br /&gt;
[[File:LM379ReplacementNewAmpPinout.jpg‎|600px|center|Pinout schematic to attach the LM1875 amp to a 14 pin DIP socket]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px perrow=2 caption=&amp;quot;One Tech&#039;s Implementation (Heat Sink Added Later)&amp;quot;&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpFrontSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpRearSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Rear side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attaching the heat sink&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First, yes, you need a heat sink. Audio amps run hot. Without a heat sink, the amps life will be dramatically shortened.&lt;br /&gt;
&lt;br /&gt;
Mount the heat sink to the amp/socket assembly. You may have to modify your heat sink so that it doesn&#039;t contact anything but the LM1875 amp.&lt;br /&gt;
&lt;br /&gt;
Heat sink compound should be spread on any metal to metal surface that is to conduct heat. This will improve the heat sink&#039;s efficiency and is a must on this device to work right. Without the compound, the amp will overheat and shutdown. It may even be damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=270px heights=270px perrow=2 caption=&amp;quot;Kirb&#039;s original completed assembly&amp;quot;&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpSideViewKirb.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Side view.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpFrontSideKirb.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front view.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;b&amp;gt;The Final Steps&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:CompleteAssemblyInSitu.jpg|300px|thumb|left|The completed assembly, mounted to the Sound and Speech Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Solder the new amp assembly directly to the board. Normally you would use a socket, but that will  lead to audio problems. It is better just to solder it into the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACHTUNG!&amp;lt;/b&amp;gt; Remember that pin 1 of the amp solder pads on the board is upside-down relative to every other IC on the board, and you need to install your new amp assembly with pin 1 &amp;quot;down&amp;quot;. Make sure this is done right. There is a 1 screened to the back of the board that should help you orient the assembly. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM379Replacement12VDCSource.jpg|300px|thumb|left|Connecting 12VDC to the amp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Now that the pins are soldered to the board, we have to connect 12VDC to pin 14 of the socket. This is easily found at the positive (+) side of C39. This 12VDC biases the +IN so that it won&#039;t saturate. Your amp will only work for about 30 seconds without this 12VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check all of your work one more time, then test the amp and see what you get. If you&#039;ve followed these steps correctly, your sound should be loud and clear!&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Sound Mapping =====&lt;br /&gt;
The interface between the driver board/MPU and the sound board is a simple bit map of 5 bits. S1, S2, S4, S8 and S16. S32 is available but never used.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of each sound made by &#039;&#039;&#039;Haunted House&#039;&#039;&#039; can be found [https://youtu.be/_SAv4fS-G1w &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Mars, God of War&#039;&#039;&#039;, see: https://www.pinwiki.com/wiki/index.php/Mars,_God_of_War&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Black Hole&#039;&#039;&#039;, see: https://www.pinwiki.com/wiki/index.php/Black_Hole#Sound_Mapping_for_Black_Hole&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A Sound Only Board====&lt;br /&gt;
=====Sound Cutting Out / No Sound=====&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback Back.JPG|300px|thumb|left|Piggyback Amplifier Board w/ Cracked Header Pins]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® had a tendency of using single-sided boards for their &amp;quot;piggy back&amp;quot; / daughter boards, and these boards are susceptible to cracked header pin solder joints.  The MA-483 amplifier board is no different.  If the sound appears to be cutting out or their are no sounds at all, the header joints on the MA-483 may have developed cracks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before suspecting the daughter board header joints, review the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section located in the &amp;quot;General for all games&amp;quot; section. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A / 80B Sound with Piggyback Board====&lt;br /&gt;
[[File:GottliebSystem80ABSoundsOnlyWithPiggyback.jpg ‎|300px|thumb|left|Gottlieb® System 80A / 80B Sound Board MA-490 w/ MA-488 Piggyback Board (Sounds only). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80A / 80B sound board is nearly the same as the first generation System 80 sound only sound board.  It utilizes a 2716 EPROM versus a masked ROM like the System 80 sound board.  This was potentially due to the Harris 7643 masked ROM being obsolete.  The 80A / 80B board does not use a test button.&lt;br /&gt;
&lt;br /&gt;
Like the System 80 sounds only board, this board has 2 obsolete chips on it, the CPU (6503) and the RRIOT (6530).  On the plus side, these boards did not get destroyed nearly as much as the original System 80 sounds only boards (plugging the System 80 sounds only board into a System 1 game would destroy it in a very short time).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-766)====&lt;br /&gt;
[[Image:GTB Sys80B Sound.JPG|300px|thumb|right|Gottlieb® System 80B MA-766 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This sound board has two independent 6502 CPUs.  One exclusively drives a DAC (digital-to-analog converter).  The other drives the speech chip, Orator, (not used for speech on this generation of sound board, but it is used to generate sounds), and two AY-3-8913 sound chips.  Each is pretty much independent, sharing essentially only the sound select lines, the reset signal, and the output section. The gates of one TTL chip are used by both 6502s to communicate between the subsystems via the NMI signal to each 6502 among other functions. The ROMs, CPUs, and accessory chips, are all localized to the particular subsystem other than the inter-processor communication just mentioned.&lt;br /&gt;
&lt;br /&gt;
Note that the LED and test switch are only relevant for the CPU that operates the speech and synthesizer chips, not the chip connected directly to the DAC. With this in mind, it should be possible to troubleshoot this board using a divide-and-conquer approach.  For instance, if the LED isn&#039;t blinking in/off at about a 50% duty cycle, then the subsystem for the 6502 that controls the LED has to have a fault, but the other subsystem may be fine.&lt;br /&gt;
&lt;br /&gt;
Since this sound board is really just a more complex MPU board, or single board computer, the usual diagnostic steps are in order.&lt;br /&gt;
#Verify the ROM images are valid.&lt;br /&gt;
#Ensure that the reset signal begins low and then transitions to high after about 1/2 second.&lt;br /&gt;
#Ensure that the external clock signal is present at pin 37 of both 6502 processors.&lt;br /&gt;
#Ensure that the data lines on the 6502 (pins 33 through 26) are pulsing.&lt;br /&gt;
#Ensure that the address lines on the 6502 (pins 9 through 20, 22 through 25) are pulsing.&lt;br /&gt;
#Ensure that the external clocks are pulsing at pins 3 and 39 of the 6502 processors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-886)====&lt;br /&gt;
[[File:GottliebMA-886.jpg|300px|right|thumb|A repaired MA-886 sound board. Resistors R15, R16, R14, and R13 (top to bottom) are shown with blue Sharpie marks on their left ends, the end to probe when testing the sound channel. The other two components in the rectangle are high frequency ceramic filter capacitors which rarely fail.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-886 is generally the same board as the MA-766 sound board.  The main differences are that the MA-886 uses .156&amp;quot; header pins instead of edge connections, the Orator chip was no longer used, and SW1 was abandoned.&lt;br /&gt;
&lt;br /&gt;
Troubleshooting this board is nearly identical to the steps noted above for the MA-766 board.&lt;br /&gt;
&lt;br /&gt;
One useful aspect of the board is that 4 channels of sound are summed by the LM324 at B1 before final amplification offboard. &lt;br /&gt;
*Channel 1 is the output from the 7528 DAC at E2. An example of the sounds that this channel makes is the &amp;quot;Destroy Alpha One&amp;quot; and other voices used in Robowar. This channel also contributes the &amp;quot;skittering&amp;quot; sound when the ball pass the rollunder on the ramp wireform and the &amp;quot;energy pulse&amp;quot; sound when the ball rolls over any of the top 4 lane rollovers. This signal passes through &#039;&#039;&#039;R16&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 2 is the output from the AY-3-8913 (if present) at H4. This signal passes through &#039;&#039;&#039;R14&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 3 is the output from the AY-3-8913 (if present) at K4. This signal passes through &#039;&#039;&#039;R13&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 4 is the output from the MF-4 at E5. This signal passes through &#039;&#039;&#039;R15&#039;&#039;&#039; before summing.&lt;br /&gt;
&lt;br /&gt;
Placing an oscilloscope probe on the end of these resistors attached to the sound generating circuitry for that channel should show a purposeful signal (versus noise). If not, it&#039;s a good bet that one of the devices in that sound channel has failed.&lt;br /&gt;
&lt;br /&gt;
Several games (Bone Busters, Hoops, Bell Ringer, Silver Slugger, Car Hop, Deadly Weapon, Title Fight, and Vegas to name a few) use the MA-866 sound board paired with the MA-1294 auxiliary sound board. The two boards are connected via a special ribbon cable with dip &amp;quot;pins&amp;quot; on each end. WARNING: remove these connectors ONLY by sliding a flat blade screwdriver under it. Trying to &amp;quot;pull&amp;quot; the connector off with fingers on each side WILL cause the connector to be damaged. This sound board pair makes a two tone sound at power on. The two tones are different notes, like &amp;quot;LA-TI&amp;quot;. The first tone originates from the YM2151 on the MA-1294 auxiliary sound board. The second tone originates from the 7528 DAC. If either tone is missing, or unclear, suspect the associated sound lane.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-886) Jumpers J7 and J8====&lt;br /&gt;
[[File:GottliebMA886JumperComparison.jpg|300px|left|thumb|The left board is from Silver Slugger (a System 3 game) which has both J7 and J8 installed. The right board is from Night Moves which has only J7 installed.]]&lt;br /&gt;
[[File:GottliebMA886SchematicSnippet.jpg|300px|right|thumb|A snippet of the schematic for the two boards showing that without J8 installed, the sound board will not be &amp;quot;interrupted&amp;quot; to indicate a new sound command is to be processed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-886 sound board was used in both System 80B and System 3 games. Two jumpers allow the board to be configured to accept the signal at connector P1, pin 9, as input. J8 IN enables this. J8 OUT defeats this. It&#039;s important to ensure these jumpers are installed appropriately for a particular game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
[[File:Sys80 Flippers.jpg|400px|left|thumb|Typical System 80 Flippers]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® System 80 flipper assemblies are very well engineered, and very little goes wrong with them.  Due to this, they are considered to be the &amp;quot;Sherman Tanks&amp;quot; of flippers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gottlieb® System 80/80A/80B games other than Bone Busters utilize the traditional &amp;quot;fat&amp;quot; flipper bat design (similar to Bally, Chicago Coin, and Stern), which is a carry over from the last flipper design of Gottlieb® System 1 games. The 3&amp;quot; plastic flipper bat is technically called a &amp;quot;flipper island&amp;quot; (Gottlieb® part number A-13150), and uses a 3/8&amp;quot; wide rubber ring versus the more common 1/2&amp;quot; wide rubber all other manufacturers use.  Another anomaly regarding Gottlieb® flippers from this era is that they are the only flipper design that uses an upper and lower flipper bushing system.  Neither bushing protrudes through the playfield.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
System 80/80A/80B flippers (other than Bone Busters) use an A-17875 (standard), A-24161 (stronger), or A-20095 (strongest) dual wound flipper coil.  The general design is a coil with two windings, the &amp;quot;power stroke&amp;quot; (low resistance) and &amp;quot;hold&amp;quot; (high resistance) windings, just like most other flipper coil designs. However, only a single diode is used with this serial winding design versus others which employ a dual diode, parallel winding design.  Here&#039;s how it all works.  When initially engaged via the flipper cabinet button switches, both the power stroke and hold windings receive power, however, the hold winding is bypassed or shorted by the end of stroke (EOS) switch (electricity follows the path of least resistance).  As the flipper actuates and opens the EOS switch, the power is then transferred to both the power and hold windings (the resistance sum of the two windings), creating a very high resistance.  The high resistance allows the coil to remain turned on without creating stress on the low resistance power winding.  Hence, the coil can stay turned on indefinitely in theory.&lt;br /&gt;
&lt;br /&gt;
Gottlieb® System 80/80A/80B flipper systems do not use a flipper relay per se.  Flipper power flows through switch pairs on Q &amp;amp; T relays located under the playfield, along with other non-computer controlled coils like slingshots.&lt;br /&gt;
&lt;br /&gt;
For problems and resolutions for the flippers used in Bone Busters, please see the [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_3#Flipper_Problems Flipper Problems] section in the Gottlieb System 3 repair guide. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers Won&#039;t Work at All====&lt;br /&gt;
Like any flipper issue, it has be determined whether the problem is electrical or mechanical in nature.  Start with obvious first.  Look for broken wires at the flipper coil, EOS switch, and cabinet switch first.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During visual inspection, make certain that the flipper EOS switch is closed (use an ohmmeter to determine this), and the switch pairs on the tilt and game over relays are properly gapped and closed.  Equally, inspect the switch pairs to see if any of the switch blades are broken or missing their contacts.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since high current passes through all of the switches which enable the flipper, any of the switches may be suspect.  It is somewhat common for games which have been sitting dormant for years that the cabinet switch and / or EOS switch become so fouled, the flipper will not budge at all.  The remedy is to file these switches with an ignition file.  See the [http://www.pinwiki.com/wiki/index.php?title=General#How_to_Properly_File_Switch_Contacts How to Properly File Switch Contacts] section.  A flexstone will not work for this job, as the cabinet and EOS switch contacts are very hard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inspect the cabinet switches for broken female spade connectors where the cabinet wiring attaches to the switch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, look at the flipper plunger / link assembly.  The plunger link is a hefty plastic piece which inserted into at hollowed out end of the flipper plunger.  The link is connected to the plunger with a small roll pin.  The link can break or the roll pin can fall out, due to vibration.  If the link is no longer connected to the plunger, the flipper will not move at all.  Refrain from trying to engage the flipper with the cabinet switches.  Continuing to enable the flipper coil will stress the coil, because the EOS switch will not open, transferring power.  The end result is an overheated flipper or damaged flipper coil.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers are Weak, Sluggish, or Erratic====&lt;br /&gt;
&#039;&#039;&#039;Wrong Flipper Coil Installed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb manuals of this era are a little confusing and misleading when documenting the flipper coils used in each game.  The manual usually has a chart in the front half of the manual that lists all the coils that &amp;quot;could be&amp;quot; used in the game.  This chart is the same for every game and lists multiple flipper coils (i.e., A-17875, A-24161, or A-20095), but not necessarily what is installed in that specific game or where it is used.  To determine that, the schematics in the later half of the manual should be used to identify the coils that are supposed to be installed for each of the flippers in that specific game.  It&#039;s somewhat common to see Gottlieb games with the wrong flipper coils installed; likely either because the operator didn&#039;t have the correct coils on-hand, or because the installer misinterpreted the information in the manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System1-80FlipperLinkDamageAnnotated.jpg|thumb|left|300px|A Gottlieb® System 80/80A/80B Flipper Plunger/Link/Crank Parts. Note the &amp;quot;hogged out&amp;quot; part of the link]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn Flipper Link&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The design of the flipper crank and flipper link / plunger is peculiar to Gottlieb® games.  Gottlieb® games from the System 80/80A/80B era use a very meaty flipper link, which does not have a pivot point between it and the connected plunger.  To achieve the necessary fulcrum, the flipper link has an oval opening at the point where the link and flipper crank connect.  The two pieces are simply connected with a roll pin protruding through the two parts.  Over time, the roll pin can sometimes cut into the opening in the link, and the roll pin will catch as the flipper crank pivots.  The result is a weak flipper or a flipper which does not return to the at rest position.  Using a roll pin punch tool, remove the roll pin, and replace the flipper link / plunger assembly.  Pay close attention when installing the roll pin into the new plunger link.  It is very easy to cut into the link with the roll pin, deeming the new link / plunger worthless.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flipper Crank Installed Incorrectly&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Reassembling a flipper bat / shoe incorrectly can result in a weak flipper.  Before tightening the two set screws which hold the flipper shaft in place, make certain that the flipper crank is centered equidistant between the upper and lower flipper bushings.  If placed too close to the upper bushing, it will &amp;quot;sandwich&amp;quot; the upper bushing between the crank and bat.  If placed too close to the lower bushing, the crank will have friction between it and the lower bushing.  The end result is a weak flipper or a flipper which does not return to the at rest position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fouled / Pitted Switch Contacts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fouled switch contacts can reduce current, which in turn reduces power / strength.  Make certain that the EOS switch, cabinet switch, and switch pairs on the game over (Q) and tilt (T) relays are all clean and not pitted. Filing the contacts with an ignition file will remedy the problem, provided that the contacts are not heavily pitted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bad Connection to Cabinet Switch&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem related to the cabinet switches is the female spade connector used to connect the cabinet wiring to the switch.  These spade connectors can sometimes become sloppy or break.  In most cases, the break is not evident, until the connector is removed and reinstalled on the cabinet switch tab.  The spade connector can be removed and a new one crimped on, or the better solution is to solder the cabinet switch wires to the tabs on the cabinet switch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn Flipper Plunger&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A mushroomed flipper plunger can create excessive drag within the coil sleeve.  When replacing the plunger / link, replace the coil sleeve and coil stop too.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Coil Stop&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The coil stop &amp;quot;slug&amp;quot; is pressed into the coil stop bracket.  It is somewhat common for the slug to become detached from the coil stop bracket.  The coil stop slug will then be &amp;quot;free floating&amp;quot; within the coil sleeve.  This can create some interesting problems, but the most noticeable are reduction in flipper power, decrease in flipper stroke or both.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incorrect Flipper Rubber Installed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® used 3/8&amp;quot; wide rubber on flippers.  It fits perfectly into the groove on the plastic flipper bat.  Everybody else used 1/2&amp;quot; wide rubber, and that tended to get installed on the Gottlieb® games, too.  When a 1/2&amp;quot; wide ring is used, it almost fits, but because of the groove, it will present a funny angle to the ball instead of a flat plane.  The results are either air balls, or the flipper will smack the ball downward into the playfield.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cracked / Broken Plastic Bat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes the flipper bat cracks.  Replacements are available.  The screw that holds the plastic flipper bat on the metal shoe is located on the underside of the flipper.  Loosen the two set screws on the flipper crank, and the shoe and bat will come free.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Hold Winding&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Erratic flipper function is defined as a flipper which will not remain in the up (hold) position when activated.  The flipper will move rapidly up and down as if it is &amp;quot;machine gunning&amp;quot;.  This is typically the result from a break in the hold winding right at the flipper coil lug.  One resolution is to locate the broken coil winding (this will be the thinner of the two windings), and unwind one turn from the coil.  This can be accomplished if the side of the winding is not connected to the common lug of the flipper coil.  Note that the power winding cannot be unwound if it breaks.  This is because the power winding is wound on the coil bobbin first, and is located beneath the hold winding.  Once one turn of the hold winding is unwound from the coil, the excess length must be shortened.  After the correct length is determined, the portion of the winding which will be soldered to the coil lug must have its insulation stripped off.  The red or green hue on the coil winding is actually a thin insulation, which is used to keep the winding from shorting to adjacent windings.  Gently scrape the coating off the winding by using an exacto or utility knife, exposing the copper wire of the winding.  Then wrap the uninsulated winding around the coil lug, and solder it.  If a single winding cannot be removed from the existing coil, complete coil replacement is the solution.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers Will not Return to at Rest Position====&lt;br /&gt;
The EOS switch assembly is actuated by the pointed part of the flipper crank assembly.  This is a metal-on-metal contact point.  Due to the design of the flipper crank, it will eventually wear a hole in the EOS actuating blade.  The fix is to replace the EOS switch assembly.  About halfway through the System 80B games (around TX-Sector or so), the EOS switch was slightly relocated, and a modified flipper crank actuates the switch with a roller.  An MA-988 or MA-989 kit can be purchased to perform this upgrade on any System 80/80A/80B game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, the flipper link can become cut by the roll pin which secures it to the flipper crank.  This can also cause the flipper to not return to the rest position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also mentioned in the previous section, the flipper coil stop slug can detach from the coil stop bracket, causing the flipper not to return completely.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the flipper return spring has become stretched or is no longer connected to the flipper crank or coil stop anymore, the flipper will not return properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pop bumper problems===&lt;br /&gt;
[[File:Gtb pbdb new.JPG|thumb|300px|left|Corrected/Modified Gottlieb® System 80/80A/80B Pop Bumper Driver Board]]&lt;br /&gt;
[[File:PBDBDiagram.jpg|thumb|300px|right|Gottlieb® System 80/80A/80B Pop Bumper Driver Board Parts Locator. Click this link for an interactive parts locator: &amp;lt;br&amp;gt;https://www.pinballschematics.com/pop-bumper-board-a8/]]&lt;br /&gt;
The pop bumpers on all System 80 / 80A / 80B games are controlled by an under playfield mounted board known as the pop bumper driver board (PBDB). Remote pop bumper driver boards are unique to Gottlieb® System 80 games. No other manufacturer made this design decision. The reason Gottlieb® did this is probably to supplement the number of coil drive circuits as well as to solve the common problem of pop bumpers locking on with subsequent damage to the games components.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each pop bumper has its own board.  Each board provides a consistent, strong pop regardless of how long the spoon switch is activated, and ensures (when working properly) only a single pop per actuation of the spoon switch. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These boards are single-sided construction, where the traces are located only the solder side of the board.  Due to this construction, the solder connections crack easily.  Reflowing the solder of the header pins on any suspect boards is recommended to ensure a good mechanical and electrical connection.  The components should be inspected as well, because they can also have cracked solder connections that will need to be touched up.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the pop bumper fires but does not score, examine the secondary switch on each pop bumper to see if it needs cleaning or adjustment.  This switch is part of the switch matrix, and can be tested by manually pulling the pop bumper rod and ring down to activate it.&lt;br /&gt;
&lt;br /&gt;
====Pop Bumper Driver Board Power and Ground Source====&lt;br /&gt;
[[image:PBDBPowerGroundConnection.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
As can be seen in the schematic snippet above, Pop Bumper Driver Boards receive 5V power and a connection to ground via MPU connector A1J6, pins 18 and 9 respectively. A poor connection at these pins will render the pop bumper driver board, and hence the associated pop bumper, inoperative.&lt;br /&gt;
&lt;br /&gt;
Testing to see if the PBDB is receiving 5VDC and ground can be accomplished by measuring between pin 7 (ground) and pin 14 (5VDC) on either of the integrated circuits on the board. &lt;br /&gt;
&lt;br /&gt;
Lack of 5VDC power (or ground) may also be caused by fractured solder joints on the PBDB header.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Pin 2 of each pop bumper driver board connector is the path to ground for solenoid power. This ground is connected to the transformer chassis via one of the many equally dicey methods Gottlieb used. See: [[Gottlieb_System_80#Recommended_Ground_Improvements_for_System_80B|Recommended Ground Improvements for System 80B Games]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Updating the Pop Bumper Driver Board====&lt;br /&gt;
Gottlieb® issued a service bulletin to correct a design error with the PBDB. A great many of these boards were delivered in games prior to correcting the design at the factory. Examine the PBDBs to ensure that they have been updated. See the pictures below, noting the differences. &#039;&#039;&#039;A dead giveaway would be the lack of a jumper to replace CR1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=150px perrow=2 caption=&amp;quot;System 80/80A/80B PBDB Before/After Modification&amp;quot;&amp;gt;&lt;br /&gt;
File:Gottlieb-UnModifiedPBDB.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Unmodifed PBDB&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gottlieb-ModifiedPBDB.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Modifed PBDB&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gottlieb-ModifiedPBDBPartsExplanation.jpg|thumb|300px|right|Gottlieb® System 80/80A/80B PBDB Update]]&lt;br /&gt;
Should your PBDB require update, follow this procedure:&lt;br /&gt;
&lt;br /&gt;
*Acquire the following parts&amp;lt;br&amp;gt;&lt;br /&gt;
**Cut to length .156 Molex male header pins with locking ramp (you&#039;ll need a 6 pin length)&amp;lt;br&amp;gt;&lt;br /&gt;
**47uf/10V electrolytic capacitor (C4)&amp;lt;br&amp;gt;&lt;br /&gt;
**4.7uf/10V capacitor (C3, tantalum or electrolytic, may be axial or radial)&amp;lt;br&amp;gt;&lt;br /&gt;
**Jumper material (use the remaining leg cut from C4 when you install it)&amp;lt;br&amp;gt;&lt;br /&gt;
*Remove CR1, C3, and C4&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the Molex connector or reflow the solder on each header pin&amp;lt;br&amp;gt;&lt;br /&gt;
*Install C4 (47uf/10V) with the negative side facing the male header pins&amp;lt;br&amp;gt;&lt;br /&gt;
*Use the remaining part of the capacitor leg from C4 as a jumper to replace CR1. Any jumper wire will work...the cap leg is convenient, available, and looks professional when installed nice and straight.&amp;lt;br&amp;gt;&lt;br /&gt;
*Install C3 (4.7uf/10V), reversing the original polarity so that the positive side faces the jumper just installed and the negative side faces the nearest board edge. Note that C3 may be axial (leads from both ends along the components &amp;quot;axis&amp;quot;) or radial (leads on one end of the component). The board is designed to accept either style.&amp;lt;br&amp;gt;&lt;br /&gt;
*Ensure that the large can transistor (2N6057, 2N6059, PMD10K40 or PMD10K60) solder joints are solid and that the bolted end is making good contact with the PCB trace.&amp;lt;br&amp;gt;&lt;br /&gt;
*Test the large can transistor...&amp;lt;br&amp;gt;&lt;br /&gt;
**DMM set to &amp;quot;diode test&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
**Black lead on the nut that secures the transistor&amp;lt;br&amp;gt;&lt;br /&gt;
**Red lead on each leg of the transistor&amp;lt;br&amp;gt;&lt;br /&gt;
**A measurement between .5 and .7 should be seen. Readings significantly outside of these ranges indicate a failed transistor which should be replaced.&amp;lt;br&amp;gt;&lt;br /&gt;
*Examine the remaining solder joints on the board to ensure good solid joints and no lifted traces. Note that the trace between the jumper that replaces CR1 and R2 is particularly susceptible to damage and if broken, will cause the associated pop bumper to lock on.&lt;br /&gt;
*Reinstall the PBDB and test.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an update for the PBDB that gives the board a bit more &amp;quot;pop&amp;quot;. Simply replace R1 (1.5Kohms) with a 10Kohm 1/4W resistor and replace C1 (0.01mfd) with a 1 mfd 100 volt (non polarized) capacitor.&lt;br /&gt;
&lt;br /&gt;
Also, to avoid random, uncommanded pops caused by &amp;quot;noise&amp;quot; on the switch line, you can add an electrolytic capacitor to the solder side of the board. Use a 4.7 mfd 16 volt radial capacitor (both leads on one end). Solder the negative lead of the capacitor to pin 4. Solder the positive lead of the capacitor to pin 5.&lt;br /&gt;
&lt;br /&gt;
=====Replacing the 2N6057 with a TIP-102=====&lt;br /&gt;
&lt;br /&gt;
[[File:popdrivertip102.jpg|300px|thumb|left|A TIP-102 installed on a Pop Bumper Driver Board (PBDB)]]&lt;br /&gt;
[[File:PBDTIP102.JPG|300px|thumb|right|Closer view of a TIP-102 installed on a PBDB]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 2N6057 used on Gottlieb games is obsolete, so it is hard-to-find and expensive.  A cheap and effective substitute for the 2N6057 as used on the PBDB is a TIP102 transistor.  It&#039;s not the most elegant &amp;quot;hack&amp;quot;, but it works well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====using Pop Bumper Driver Board for a Kicker solenoid====&lt;br /&gt;
With some games, Gottlieb® used pop bumper boards to control kicker solenoids (for example Victory, uses a PBDB for the top kicker). However, on these boards the pulse time for the solenoid is different! Standard pop bumper boards have a pulse time of 40 milliseconds, while the boards for controlling a kicker have a pulse time around 110 milliseconds.&lt;br /&gt;
&lt;br /&gt;
The pulse timing is controlled by the components at R2 &amp;amp; C3. The standard pop bumper board uses 12KOhm resistor at R2 and a 4.7uF capacitor at C3. On the pop bumper boards intended for the kickers, R2 has a 33KOhm resistor. &lt;br /&gt;
&lt;br /&gt;
pulse time (t) = 0.7 x R x C&lt;br /&gt;
&lt;br /&gt;
So if the kicker is too weak, check the R2 resistor&#039;s value on the kicker&#039;s pop bumper board.&lt;br /&gt;
&lt;br /&gt;
===Drop Target Problems===&lt;br /&gt;
&lt;br /&gt;
====Early System 80 / 80A Drop Target Removal====&lt;br /&gt;
For now, please review the drop target removal guide available at [http://www.papinball.com/tips/gottlieb_drop_target_guide2.html PAPinball.com].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later System 80B Drop Target Removal==== &lt;br /&gt;
This is a stub&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vari-Target Problems===&lt;br /&gt;
The single largest problem with vari-targets is adjusting the spring tension, which returns the vari-target to the at rest position.  The spring can be adjusted by hooking it to one of two screws which hold the spring in place.  In most cases, there is only one screw, but two screw holes are placed 180 degreees from one another within the vari-target frame.  Spring adjustment should be made so that the vari-target barely returns to the home position, when the playfield is upright (resting against the backbox).  Once the playfield is placed in its proper position, gravity will help with the extra &amp;quot;bump&amp;quot; that the vari-target needs to return home.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, the switch leaves of the vari-target, which &amp;quot;ride&amp;quot; along the rivet board need enough tension to make good solid contact with the rivets. Since it&#039;s impossible to bend the switch leaves closer to the rivet board with the rivet board in place, removal of the vari-target rivet board must be done to make this adjustment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vari-targets seldom require adjustment as they were correctly adjusted at the factory. It is possible to move parts of the mechanism so that the switch no longer comes to rest on a rivet when the vari-target &amp;quot;gear&amp;quot; is stopped by the reset relay armature.&lt;br /&gt;
&lt;br /&gt;
Vari-targets are a rare example of where lubrication helps the operation of the mechanism. A thin film of lithium grease on the rivets helps the switch blade &amp;quot;wipe&amp;quot; cleanly across them. Like [http://en.wikipedia.org/wiki/Brylcreem Brylcreem], &amp;quot;a little dab&#039;ll do ya&amp;quot;. Note: That&#039;s humor son...Brylcreem is not a suitable lubricant...for pinball machines. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Roto Target Problems===&lt;br /&gt;
By the time System 80 games first came out, the roto target was a dying assembly.  The believed reason is due to the amount of playfield &amp;quot;real estate&amp;quot; in which it used underneath a playfield.  Circus is the only System 80 game which used the roto target.	 	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===Cabinet===&lt;br /&gt;
* Power cable strain relief bushing, 80A games: Heyco 7k-2&lt;br /&gt;
&lt;br /&gt;
==Game Specific Problems and Fixes==&lt;br /&gt;
&lt;br /&gt;
Black Hole issues have been moved to the dedicated [http://www.pinwiki.com/wiki/index.php?title=Black_Hole Black Hole] page.&lt;br /&gt;
&lt;br /&gt;
===Alien Star Game Start Failure===&lt;br /&gt;
Alien Star has a major fault when running the original 689 code.  For the game to properly start, one ball must be in the trough and one ball in the outhole.  If both balls are located in the trough, only the single trough switch will be closed, and not the outhole switch.  When only the trough switch is closed, the game *thinks* that only one ball is installed, (2 balls total are needed), and will do absolutely nothing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has not been verified, but running 689A code may resolve this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Haunted House - Upkicker Plastic Tube Mounting Bracket===&lt;br /&gt;
&lt;br /&gt;
[[File:Cornell_VR4_cap_bracket.jpg|300px|thumb|left|Mounting bracket for the plastic tube.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The metal mounting bracket that secures the longer plastic upkicker tube to the main playfield breaks its tabs (ears) off allowing the tube to flop around loose. This bracket is actually an electrolytic capacitor mounting bracket for computer grade capacitors. If broken, Mouser Electronics sells this item as part number [http://www.mouser.com/ProductDetail/Cornell-Dubilier/VR4/?qs=0r35cIPu56HWvTGFwxXK2g%3d%3d 539-VR4]. The OEM part is a VR4, which is manufactured by Cornell-Dublier (Mallory).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spring Break - Shooter Lane Switch Required to work or ball will drain and game will &amp;quot;brick&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
[[File:SpringBreakBallLaunchGateCropped.jpg ‎|300px|thumb|left|Ball gate at exit to Spring Break shooter lane. The spring actuates a switch below the playfield. &amp;lt;i&amp;gt;Image courtesy of Russell McIntyre&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spring Break is configured to start a multiball at the start of every ball. The game uses a &amp;quot;shooter lane exit&amp;quot; switch or any scoring switch, to know that a ball has been put into play, enabling subsequent balls to launch. If this switch is malfunctioning, and a ball is launched that scores no points before draining, the game will be &amp;quot;bricked&amp;quot; requiring a power cycle. The key is scoring points and the shooter lane exit switch scores 300 points. This seems like a &amp;quot;hack&amp;quot; created by Gottlieb once this &amp;quot;feature&amp;quot; was discovered.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Devil&#039;s Dare - All Displays out except status display===&lt;br /&gt;
[[File:DD Resistor Before.jpg|thumb|left|300px|Burnt 200 Ohm resistor on +60VDC display power line]]&lt;br /&gt;
[[File:DD Resistor After.jpg|thumb|right|300px|Replacement 200 Ohm 2 watt resistor on +60VDC display power line]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the game in question is a Devil&#039;s Dare, and all of the displays are out except for the status display, and the +60VDC is present at the power supply, but not at the displays, the following may apply.  Some Devil&#039;s Dare games, (it is unknown exactly which ones at this point), have a 200 ohm resistor installed in series with the +60VDC power line for the displays.  The resistor is located on the lamp insert board, just behind the lower right 6 digit display.  The resistor is soldered to two solder eyelets, so replacement is relatively easy.  It is unknown what the purpose of this resistor is, but it is fairly common for the resistor to overheat and potentially fail.  The recommended replacement for this is a 200 ohm 2 watt resistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no information regarding the value or placement of this resistor in the Devil&#039;s Dare manual / schematics.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Volcano Kick Back Ends Prematurely ===&lt;br /&gt;
[[File:VolcanoKickBack.jpg|300px|thumb|left|The Volcano kickback mechanism.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The kickback mechanism in Volcano, once enabled by a playfield feature, remains available until the player uses the feature by pressing the green cabinet button in front of the flipper switch. The game knows that the feature has been used by sensing the switch at the rear of the mechanism. As the plunger pulls in, the normally closed switch is opened by the ring on the rear of the plunger. If this normally closed switch isn&#039;t &amp;quot;making&amp;quot; solidly, the game will think that the plunger has pulled in. The kickback feature will be considered used and hence disabled.&lt;br /&gt;
&lt;br /&gt;
The behavior looks like the feature has timed out prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Games with Playfield Windows: Black Hole, Haunted House, Genesis, Monte Carlo, etc. ===&lt;br /&gt;
Playfield windows use foam washers that provide &amp;quot;counter force&amp;quot; to help keep the window flush with the playfield. If the window isn&#039;t flush with the playfield, the &amp;quot;lip&amp;quot; of the sunken window in its mount will cause airballs and/or the edge of the playfield will wear excessively.&lt;br /&gt;
&lt;br /&gt;
After a couple decades, springy foam washers turn into hard, crumbly foam washers. Weatherstripping (&amp;quot;beer seal&amp;quot;), cut really small, works in a pinch, but the Pinball Resource stocks the proper foam washers (GTB # 21219). Strips of tool box drawer liner work as well, but there is only one chance to crank them down before they compress.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Repair Logs==&lt;br /&gt;
Did you do a repair? Log it here as a possible solution for others.&lt;br /&gt;
====Volcano and Devil&#039;s Dare Left Outlane KickBack Not Working====&lt;br /&gt;
[[File:GottliebBallSaveKickBack2.jpg ‎|300px|thumb|left|With the plunger not pulled in, the normally closed switch &amp;quot;makes&amp;quot;. &amp;lt;i&amp;gt;Image courtesy of PinSider NeedaVirus&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GottliebBallSaveKickBack1.jpg ‎|300px|thumb|right|With the plunger pulled in, the normally closed switch is opened. &amp;lt;i&amp;gt;Image courtesy of PinSider NeedaVirus&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The &amp;quot;kickback ball save&amp;quot; implementation on games like Volcano and Devil&#039;s Dare is enabled via game play achievement(s) but is not &amp;quot;automatically&amp;quot; driven. The player must use a dedicated button adjacent to the cabinet flipper button to fire the plunger at just the right time. Once the plunger is fired, the feature is considered &amp;quot;used&amp;quot; and disabled until the same game play achievement(s) have been accomplished again.&lt;br /&gt;
&lt;br /&gt;
A particular issue with the mechanism is &amp;quot;premature cancellation&amp;quot; of the feature. The feature is enabled via game play, but then immediately disabled. This is caused by the normally closed switch under the apron being maladjusted and not &amp;quot;making&amp;quot;. A simple adjustment of this switch, to ensure it is normally closed, but opens when the plunger is pulled in, will correct the issue. &lt;br /&gt;
&lt;br /&gt;
These pictures...are better than 1,000 more words.&lt;br /&gt;
[[File:BallSaverSchematic.png ‎|600px|thumb|center|The applicable schematic snippet showing the &amp;quot;Ball Saver Switch&amp;quot; and the ball saver relay, a crude but effective implementation. &amp;lt;i&amp;gt;Image property of Gottlieb LLC&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Game Displays 000000 On Power Up and It&#039;s Not The Slam Switch ====&lt;br /&gt;
If you power the game on and all of the displays immediately display all zeros without strobing the problem is usually with the slam switch. However, if the slam switch modification has been done or the slam switch is working properly there is a problem with the switch matrix.&lt;br /&gt;
&lt;br /&gt;
I had this problem on my Haunted House machine. I finally found that chip Z15 (7432) was bad.&lt;br /&gt;
&lt;br /&gt;
I was fixing a kicker solenoid on the playfield, the playfield was still in the machine and fully in the upright position. While I was soldering the wire to the new solenoid I did not adequately protect the components below from a solder drip. Well, I did have a solder drip that landed right on a pop bumper driver board connector and shorted the connector. The short caused more than just this problem but for this narrative we will restrict to the slam/switch matrix problem.&lt;br /&gt;
&lt;br /&gt;
Reading in other materials I recognized the problem as the slam switch issue. I used a logic probe to test other components and found the CPU board working, mostly as it should except for acting like the machine was slam tilted. There was little written about the problem outside of the slam switch. I decided to check the matrix by doing a diode check on all of the diodes in the switch matrix. When I did this, I found that many of the diodes were testing bad. These were being tested with the board removed from the machine.&lt;br /&gt;
&lt;br /&gt;
Having replacement diodes in my parts drawer I decided that these must have gone bad during the short. I began unsoldering a few of the diodes. Once disconnected from the circuit board I remeasured the removed diodes and found the correct values on my meter, they were not bad. I then noticed that the bad diodes were all in the same row on the switch matrix. They all traced back to the Z15 chip. I replaced the Z15 7432 and the problem was resolved.&lt;br /&gt;
&lt;br /&gt;
====Game Displays a single 0 or 1 on Displays====&lt;br /&gt;
If an 80A game does not boot and displays just a single zero, just a single 1, or alternates between a single zero and single 1, this may indicate one or more bad IC(s) on the MPU:&lt;br /&gt;
* CPU&lt;br /&gt;
* Z7&lt;br /&gt;
* Z8&lt;br /&gt;
&lt;br /&gt;
The CPU itself may still output data that can be picked up with a logic probe, but still might be bad.&lt;br /&gt;
&lt;br /&gt;
[[File:Gottlieb-sys80a-bad-cpu-display-symptom.gif|thumb|300px|left|Animation of symptom of alternating 0 and 1]]&lt;br /&gt;
[[File:Gottlieb-sys80a-bad-cpu-display-symptom-zeros.jpg|thumb|300px|left|Symptom of the displays showing a single zero]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Testing the Q relay ====&lt;br /&gt;
Had a problem with my Black Hole - Q relay didn&#039;t activate. Played a bit with wires, did ground mods, .. &lt;br /&gt;
After a while I noticed it did work but didn&#039;t stay enabled - at the start of a game it closed, 1 coil (ball drain) kicked and the Q relay deactivated again. Noticed this with the playfield in up position, no pinballs installed.&lt;br /&gt;
Finally tested with playfield down - and pinballs installed - suddenly the behaviour was different: ball drain coil kicked and then the next coil also that put a coil in the shooter lane. Seems the Q relay did work all this time, but will only stay enabled when pinballs are installed in the game ?!&lt;br /&gt;
&lt;br /&gt;
==== Results of a locked on coil ====&lt;br /&gt;
[[File:BurntCoil1.jpg|300px|thumb|left|Melted coil sleeve.]]&lt;br /&gt;
[[File:BurntCoil2.jpg|300px|thumb|right|Burned coil wrapper.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a coil locks on (due for example to a bad driver board transistor), the coil will burn. Here is a coil which had locked on. Note the burn marks on the paper wrapping and the melted coil sleeve, which prevented the coil plunger from moving through the coil. The resistance of this coil was 0.9 ohms (the specified resistance for this particular coil should be 3.35 ohms), also indicating it&#039;s bad due to an internal short (adjacent windings shorted together due to overheating the coil wire insulation).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Black Hole top rollover switches ====&lt;br /&gt;
When Black Hole serves a ball, it must go through the top rollovers before hitting any other switch.  The playfield design ensures this.  But if it doesn&#039;t (I had the glass off and started testing some other feature), things get very weird: suddenly, I seemed to be in a 3-ball, 4-player game with some of the score displays blank.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t usually a problem in practice but it is worth making sure that the three top rollovers have clean switches.&lt;br /&gt;
&lt;br /&gt;
==== Replacing the 80B 5V pot ====&lt;br /&gt;
I got a Monte Carlo and replaced the 5V adjustment pot on the regulator.  It was working fine.  After the old one had been chopped off, I discovered it was the same as the new one.  It had already been replaced!  A bunch of rework on the regulator, and ground mods on the transformer frame, should have been my clue.&lt;br /&gt;
&lt;br /&gt;
==== 80B sound doesn&#039;t work ====&lt;br /&gt;
I got a Spring Break and the sound didn&#039;t work.  The LED didn&#039;t light in any predictable way, and the game put out a lot of white noise.  At one point I thought I heard some sounds underneath.&lt;br /&gt;
&lt;br /&gt;
Fortunately, I had a Monte Carlo sitting next to it where the sound did work.  I spent some time trying to understand the problem, and finally just swapped all the socketed chips (three EPROMs and the &amp;quot;Orator&amp;quot; speech synthesizer).  The problem followed the EPROMs, not the board.  Ultimately I replaced all three ROMs, although it seems likely that only one was likely bad.&lt;br /&gt;
&lt;br /&gt;
Note that the sound board has two separate CPUs, and only one controls the LED, so it is likely one of the two EPROMs associated with that CPU that is actually bad.&lt;br /&gt;
&lt;br /&gt;
==== Two flash lamp problems ====&lt;br /&gt;
Monte Carlo has four pairs of flashers controlled by &amp;quot;lamp&amp;quot; drive transistors, stepped up by under-playfield transistors.  On my game, I had two unrelated problems with different flash banks.  &lt;br /&gt;
&lt;br /&gt;
The two sockets by the roulette wheel were missing their lamps, and the under playfield was a little burned near where the lamps had been.  Apparently they were locked on, and someone had pulled the bulbs rather than fix the problem.  I replaced Q17, which was out of spec according to the measurements on this page.  I didn&#039;t replace the under-playfield MJ2955 because it seemed to measure correctly.  One down, one to go.&lt;br /&gt;
&lt;br /&gt;
The other flasher, the two on the left side, just didn&#039;t work.  Lamp bulbs were fine, and all transistors seemed OK by the tests given above.  I checked for continuity in the wiring and even tried grounding the transistor side of the circuit, but no lamps lit.  Finally, I pulled the plastic off to take the bulb out (to measure at the socket) and I found that the two lugs of the socket were bent and touching!  So the lamp was a short, but because of the resistor, not short enough to blow the fuse or fry the transistor.  A little bending back seems to have fixed it. -- [[User:Ts4z|ts4z]] ([[User talk:Ts4z|talk]]) 16:29, 7 February 2014 (CST)&lt;br /&gt;
&lt;br /&gt;
==== 80B Display has garbage on one display glass ====&lt;br /&gt;
Chicago Cubs had garbage/nonsensical characters on just the lower score display. I found chip U2 (type 10939) which controls the lower display to be bad. Replacing the chip cured the problem. I also installed a 40 pin IC socket for the replacement chip. If by chance you encounter the same symptom except that it is on the upper display, then chip U1 (type 10939) is bad. U1 controls the upper score display.&lt;br /&gt;
&lt;br /&gt;
====Rebuilt 80/80A Power supply, solenoid fuse blows on power up====&lt;br /&gt;
If a System 80/80A power supply has been rebuilt and the solenoid fuse blows as soon as the game is turned on, take a look at the power supply capacitor at C1. It might have been installed in the wrong direction. Make sure the (-)side on the capacitor matches the (-) side notated on the PCB.&lt;br /&gt;
&lt;br /&gt;
==== Haunted House ten thousand digit out on several displays ====&lt;br /&gt;
Encountered the ten thousand digits missing on three displays: player 1, player 3, and bonus display. Tried several known good cpu boards and problem remained. Tried swapping displays and problem remained. I traced the problem to the wiring harness on the main playfield. At the playfield mounted transistor Q2, the transistor mounting bracket had cut into the wiring harness. I repaired the harness with electrical tape and routed the harness farther away from that bracket with a couple of wire ties. Problem fixed and all displays are now working correctly.&lt;br /&gt;
&lt;br /&gt;
==== Multiple Pop Bumpers dead (maybe) ====&lt;br /&gt;
&lt;br /&gt;
I have a Counterforce, an early 80 game with two pop bumpers. I shopped it and took it to a show. It got put back in my garage and left idle for over a year. I went to play it, and the lower pop bumper didn&#039;t work. I looked into it, and after some poking around, including pulling a connector off of a PBDB. Now, neither pop bumper worked. I checked fuses and voltages but they looked OK. After I got over my frustration at making the problem worse, I realized it was likely something related to having moved the game. I checked both PBDBs and both had cracked header pins. Both boards had the same problem independently. Fixing both boards fixed the pop bumpers.  [[User:Ts4z|ts4z]] ([[User talk:Ts4z|talk]]) 02:49, 18 October 2022 (CDT)&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=File:GottliebUnderPFTransistors.jpg&amp;diff=26033</id>
		<title>File:GottliebUnderPFTransistors.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=File:GottliebUnderPFTransistors.jpg&amp;diff=26033"/>
		<updated>2026-10-08T16:23:27Z</updated>

		<summary type="html">&lt;p&gt;Chibler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80&amp;diff=26032</id>
		<title>Gottlieb System 80</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80&amp;diff=26032"/>
		<updated>2026-10-08T16:18:45Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* Remote Mounted Transistors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Gottlieb_Repair_Guides | Gottlieb® solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 1st gen boardset.jpg‎|300px|thumb|left|Gottlieb® System 80 Board Set - 1st Generation ]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
			&lt;br /&gt;
Gottlieb&#039;s® second generation of solid state pinballs is System 80.  Capabilities were increased in terms of controllable lamps, solenoids, gameplay, and sound.  No longer tied to an EM-esque platform, Gottlieb® started to introduce games with more unconventional asymmetric playfields.  System 80 marked a foray into double and triple level playfields, speech, and multiball. Unfortunately, it also represented a lateral step in reliability, with battery corrosion, connectors, and bad grounding plaguing the design.  Nearly all the same issues as were present with the System 1 platform.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
			&lt;br /&gt;
[[File:System80cabinet.jpg|300px|thumb|left|Gottlieb® System 80 Board Set - 2nd Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Just like the System 1 games, the System 80 / 80A / 80B design relied solely on connectors and daisy-chained wiring to transport the ground lines from board to board. The exception is that the large ground plane used with System 1 games was no longer used behind the boards with the System 80 games. Gottlieb® still opted to use plastic standoffs to elevate and secure the boards to the backbox or the back side of the lamp box insert. Thus, if a single ground connector failed in the chain, the logic ground could fail for one or several of the circuit boards. This could potentially lead to locked on coils, relays, and / or controlled lamps. In turn, transistors and chips would fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:Later gtb sys80a boardset.jpg|300px|thumb|left|Gottlieb® System 80A Board Set]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 platform was used for a total of nine years from 1980-1989.  During this period, there were three main versions of the boardset.  These three versions are referred to as: System 80, System 80A, and System 80B.  System 80 was used from 1980-1982, System 80A was used from 1982-1985, and System 80B was used from 1985-1989.  The easiest way to differentiate between the three versions is by looking at the style of displays which were used.  System 80 used 6-digit displays for scoring, and in some instances, for bonus values or timers.  System 80A used 7-digit displays for scoring, and 6-digit displays for bonus values or timers too.  Both the 6-digit and 7-digit displays were limited to displaying numeric values.  System 80B differed the most by using two 20-digit alpha-numeric displays, which were stacked on top of each other.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
[[File:Early gtb sys80b boardset.jpg|300px|thumb|left|Gottlieb® System 80B Board Set - Early]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Shortly after the onset of using the System 80B boardset, it was evident that the complexity of playfield designs had quickly outgrown the boardset.  Remote satellite boards, and transistors littered the underside of the playfield and inside the cabinet, because the driver board was too undersized to handle these extra duties.  A new boardset, known as the System 3 platform, was under development, but was not released until nearly 4 years later in 1990.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
	 &lt;br /&gt;
[[File:Typical gtb sys80b boardset.jpg|300px|thumb|left|Gottlieb® System 80B Board Set - Typical]]&lt;br /&gt;
[[File:GTB Later 80B Backbox.JPG|300px|thumb|right|Gottlieb® System 80B Board Set - Later Games (Hot Shots, Bad Girls, and Big House]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once a System 80 / 80A / 80B game has been methodically gone through with board design grounding flaws and connectors corrected, they are just as reliable as any of their contemporaries.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Games==&lt;br /&gt;
===System 80 Prototype===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|The Incredible Hulk || 1979 || Unknown (10 presumed, 4 confirmed) || 500 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit || A small number of games were used as a testing platform, which featured the system 80 boardset instead of the system 1 boardset. Confirmed games include serials 01440, 01442, 01443, 01447.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80 1st Generation===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|The Amazing Spiderman|| 05-1980 || 7625 || 653 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Panthera|| 06-1980 || 5220 || 652 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||   6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Circus|| 06-1980 || 1700 || 654 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit || Ultra Widebody &lt;br /&gt;
|-&lt;br /&gt;
|Counterforce|| 06-1980 || 3870 || 656 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||   6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Star Race|| 08-1980 || 870 || 657 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit || Ultra Widebody  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80 2nd Generation===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;Sound&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|James Bond|| 10-1980 || 3625 || 658 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Time Line|| 12-1980 || 3167 || 659 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Force II|| 02-1981 || 2000 || 661 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Pink Panther|| 03-1981 || 2840 || 664 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Mars, God of War]]|| 03-1981 || 5240 || 666 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || First Gottlieb® with speech, lane change, and multi-ball&lt;br /&gt;
|-&lt;br /&gt;
|Volcano|| 09-1981 || 3655 || 667 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || Export games used [[Media:Gtb_sys80_sound.JPG | sound only]] board&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Hole]]|| 10-1981 || 8774 || 668 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || First Gottlieb® with 2-Level playing area, Export games used [[Media:Gtb_sys80_sound.JPG | sound only]] board and a simple single backglass with no spinning disc.&lt;br /&gt;
|-&lt;br /&gt;
|[[Haunted House]]|| 06-1982|| 6835 || 669 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 6-digit || First game with 3-Level playing area, Sound only, but used sound &amp;amp; speech board w/o the speech chip installed.&lt;br /&gt;
|-&lt;br /&gt;
|Eclipse|| 1982 || 193 || 671 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit || Production game and available as a kit for James Bond 007 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80A===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Devil&#039;s Dare|| 08-1982 || 3832 || 670 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || Export games used the [[Media:Gtb_sys80_sound.JPG | sound only]] board&lt;br /&gt;
|-&lt;br /&gt;
|[[Caveman]]|| 09-1982 || 1800 || PV810 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || Pinball / Video game hybrid &lt;br /&gt;
|-&lt;br /&gt;
|Rocky|| 09-1982 || 1504 || 672 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|[[Spirit]]|| 11-1982 || 1230 || 673 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Punk!|| 12-1982 || 959 || 674 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board  &lt;br /&gt;
|-&lt;br /&gt;
|Striker|| 11-1982 || 910 || 675 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Krull|| 02-1983 || 10 || 676 || [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Goin&#039; Nuts|| 02-1983|| 10 || 682 || [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Q*bert&#039;s Quest|| 03-1983 || 884 || 677 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Super Orbit|| 05-1983 || 2100 || 680 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]]  || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board &lt;br /&gt;
|-&lt;br /&gt;
|Royal Flush Deluxe|| 06-1983 || 2000 || 681 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]]  || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board  &lt;br /&gt;
|-&lt;br /&gt;
|[[Amazon Hunt]]|| 09-1983 || 1515 || 684 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]] or [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board. Later production games used the [[Media:Gtb_sys80a%26b_sound.JPG|sound only]] piggyback sound board &lt;br /&gt;
|-&lt;br /&gt;
|Rack &#039;Em Up!|| 11-1983 || 1762 || 685 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Ready... Aim... Fire!|| 11-1983 || 390 || 686 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Jacks to Open|| 05-1984 || 2350 || 687 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Star]]|| 06-1984 || 1065 || 689 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || 689A Denotes a revision in the ROM code&lt;br /&gt;
|-&lt;br /&gt;
|The Games|| 08-1984|| 1768 || 691 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Touchdown|| 10-1984 || 711 || 688 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|El Dorado City of Gold|| 09-1984 || 905 || 692 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Ice Fever|| 02-1985 || 1585 || 695 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80B===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Chicago Cubs Triple Play|| 05-1985 || ~1365 || 696 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Bounty Hunter|| 07-1985 || 1220 || 694 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Tag Team Pinball|| 09-1985 || 1220 || 698 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] ||  Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Rock|| 10-1985 || 1875 || 697 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 || DIP switches 7 and 8, while listed as &amp;quot;spares&amp;quot;, 7 is actually used to turn attract sounds on / off.  There is an addendum added to the first page of the manual stating as such.&lt;br /&gt;
|-&lt;br /&gt;
|Raven|| 03-1986 || 3550 || 702 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Rock Encore|| 04-1986 || 245 || 704 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||Production game using same playfield art as Rock, but mainly available as a conversion kit for Rock&lt;br /&gt;
|-&lt;br /&gt;
|Hollywood Heat|| 06-1986 || 3400 || 703 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Genesis|| 09-1986 || 3500 || 705 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings|| 10-1986 || 3260 || 707 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break|| 04-1987 || 3550 || 706 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo|| 02-1987 || 4315 || 708 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]||  Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Arena|| 06-1987 || 3099 || 709 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]||Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Victory|| 10-1987 || 3315 || 710 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Lady|| 02-1988 || 2700 || 711 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|TX Sector|| 03-1988 || 2336 || 712 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War|| 04-1988 || 2130 || 714 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Excalibur|| 11-1988 || 1710 || 715 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||Start of the MA-1133 CPU Board. No actual speech callouts are present in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls|| 11-1988 || 2500 || 717 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||  &lt;br /&gt;
|-&lt;br /&gt;
|[[Big House]]|| 04-1989 || 1977 || 713 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 || &lt;br /&gt;
|-&lt;br /&gt;
|Hot Shots|| 04-1989 || 2342 || 718 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||  &lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters Inc.|| 08-1989 || 2000 || 719 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 || Uses 3 sound boards - uses 50v to power flippers &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game date of release, production numbers, and model number provided by the Internet Pinball Database - http://www.ipdb.org&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
===Recommended Documentation===&lt;br /&gt;
====Manuals====&lt;br /&gt;
* A game manual.  Pinball Resource has many factory originals still left, and reprints of everything else.&lt;br /&gt;
&lt;br /&gt;
====Theory of Operation &amp;amp; Repair Guides====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Gottlieb Star Series 80 Service Manual&lt;br /&gt;
|[[file:Gottlieb-star-series-80-service-manual-cover.jpg|thumb|left|140px]][[file:Gottlieb-star-series-80-service-manual-cover-alt.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Information on how system 80 operates, with troubleshooting information outlined.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1983 Technical Seminar Workbook&lt;br /&gt;
|[[file:Gottlieb-technical-seminar-workbook-1983-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Information on how system 80 operates, with troubleshooting information outlined.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parts Catalogs====&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; schematics, and diagrams for controlled lamp, solenoid, and rubber locations. Gottlieb tended to publish a lot of game-specific information in parts catalogs. These have exploded diagrams of assemblies, particularly in earlier games that had the thinner, much less helpful manuals. Playfield parts, lamps, and switches are all diagrammed out. These also have collected service bulletins. Reprints are available from Pinball Resource.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1982 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1982-parts-catalog-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Counter Force, Star Race, James Bond, Time Line, Force II, Pink Panther, Mars God Of War, Volcano, Black Hole, Haunted House, Devil&#039;s Dare, Caveman, Rocky. This catalog also features system 1 games.&lt;br /&gt;
|Includes parts assemblies, plus switch matrix and controlled lamp locations, board layouts, schematics, and board parts lists, coin door parts, and some cabinet parts. Includes System 1 and 80 parts and boards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1987 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1987-parts-manual-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Volcano, Black Hole, Haunted House, Devil&#039;s Dare, Rocky, Spirit, Rock, Striker, Q*bert&#039;s Quest, Super Orbit, Royal Flush, Amazon Hunt, Rack &#039;Em Up, The Games, Chicago Cubs Triple Play, Rock Encore, Ready Aim Fire, Touchdown, Bounty Hunter, Raven, Jacks To Open, El Dorado City Of Gold, Tag Team, Hollywood Heat, Alien Star, Ice Fever, Rock, Genesis&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1992 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1992-parts-manual-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Covers 80B games starting from Gold Wings and the first 9 System 3 titles (games #706-#730).&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One interesting note about the part numbers is that the single letter that preceded the number indicated the size of the paper that was used for the original drawing/blueprint of the part. Paper sizes A up through F were used.&lt;br /&gt;
&lt;br /&gt;
===Connector Designations===&lt;br /&gt;
All Gottlieb® machines have a common naming convention for all of the connectors in the game.  A specific connection uses two parts - a prefix and a suffix.  The prefix is the board number or an inline wire junction, and the suffix is the connection on the board or a sequential wire junction number.  When referencing a specific connector pin within a housing, a dash follows the connection number.  For example, the connector pin for the slam switch signal on the CPU board is A1J5-10.  The coin door connection used on Devil&#039;s Dare is A15P1 and A15J1 - the connector pin for switch return 7 on the coin door is A15J1-8.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following boards are assigned the same numbers throughout the System 80 / 80A / 80B platforms.&lt;br /&gt;
*CPU Board - A1&lt;br /&gt;
*Power Supply - A2&lt;br /&gt;
*Driver Board - A3&lt;br /&gt;
*Sound Board - A6&lt;br /&gt;
*Pop Bumper Driver Boards - A8&lt;br /&gt;
*Reset Board - A24&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There are several other board designations used, however, they change from game to game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Wiring Color Code===&lt;br /&gt;
&lt;br /&gt;
Unlike every other pinball manufacturer, which adopted a two-color wiring code system, Gottlieb® used three colors.  Most wiring in a Gottlieb® game used a white base color, which is the wire&#039;s insulation color, and three &amp;quot;striped&amp;quot; traces on each wire.  I state most cases, because there are some wires which only used two colors - the green insulated ground lines which have a single yellow trace, or only one color - the white ground wires used in System 80B games with no trace at all.  Below is the Gottlieb® color chart.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
|-&lt;br /&gt;
| Color || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#000000&amp;quot;&amp;gt;Black&amp;lt;/span&amp;gt;  &lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#A52A2A&amp;quot;&amp;gt; Brown &amp;lt;/span&amp;gt; &lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#800080&amp;quot;&amp;gt; Purple &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#808080&amp;quot;&amp;gt; Gray &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#000000; background:#FFFFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Does the color chart look familiar?  Well, if you have an electronics background, it should.  The Gottlieb® wire code system is the same as the resistor color coding system.&lt;br /&gt;
&lt;br /&gt;
Here are some examples of the color coding system.  The color wire code for switch strobe line 0 is 400.  400 would be a white insulated wire with a yellow trace and two black traces, or commonly referred to as a yellow-black-black wire.  The ground lines in early System 80 games are code 54.  54 would be a green insulated wire with one yellow trace.&lt;br /&gt;
&lt;br /&gt;
There is one word of caution, which should be pointed out.  If the connections on A1J2 and A1J3 are being replaced, there are wire colors on these connections which are very similar.  Although each wire is located on a different housing, please proceed with caution, as it can be difficult to see all three traces without spinning the wire around.  The wires which come to mind are 344 and 677 on A1J2, and 433 and 766 on A1J3.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Matrix===&lt;br /&gt;
====Switch Matrix Wire Coloring====&lt;br /&gt;
[[File:GottliebSystem80A1J6SwitchMatrixWireColors.png|right|thumb|500px|Gottlieb® System 80 Switch Matrix Wire Coloring at Connector A1J6. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Wire colors used for the switch matrix, as connected to A1J6 on the MPU, were identical across all Gottlieb System 80/80A/80B games. They are, from pin 1 to 19, and right-to-left &amp;lt;b&amp;gt;(backwards)&amp;lt;/b&amp;gt; as you view the front of the connector as installed on the MPU...&lt;br /&gt;
#yellow-black-black&lt;br /&gt;
#yellow-brown-brown&lt;br /&gt;
#yellow-red-red&lt;br /&gt;
#yellow-orange-orange&lt;br /&gt;
#yellow-yellow-yellow&lt;br /&gt;
#yellow-green-green&lt;br /&gt;
#yellow-blue-blue&lt;br /&gt;
#yellow-purple-purple&lt;br /&gt;
#white (ground)&lt;br /&gt;
#blue-black-black&lt;br /&gt;
#blue-brown-brown&lt;br /&gt;
#blue-red-red&lt;br /&gt;
#blue-orange-orange&lt;br /&gt;
#blue-yellow-yellow&lt;br /&gt;
#blue-green-green&lt;br /&gt;
#blue-blue-blue&lt;br /&gt;
#blue-purple-purple&lt;br /&gt;
#blue-slate-slate (+5VDC)&lt;br /&gt;
#empty&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; that not all games use all rows and/or all columns of the switch matrix. Unused switch matrix circuits are not wired.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Switch Numbering====&lt;br /&gt;
[[File:Sys80 switch matrix.png|left|thumb|600px|Gottlieb® System 80 Switch Matrix]]&lt;br /&gt;
The Gottlieb® System 80 / 80A / 80B switch matrix consists of a maximum of 64 switches.  There are a total of 8 switch strobes and 8 switch returns. However, not every switch in the matrix is used on every System 80 game.&lt;br /&gt;
&lt;br /&gt;
Just like the System 1 switch numbering system, the System 80 switch numbers have a similar naming convention.  Except, the System 80 switch numbering system is the opposite of System 1.  If you are accustomed to working on System 1 games, pay close attention.  With Gottlieb® System 80 switches the first number of the switch is its strobe number, while the second number is switch&#039;s return number.  An example would be switch 54.  Switch 54 is located on strobe 5 and return 4 of the switch matrix.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Strobe 0&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-1 / A1J5-2)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 1&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-2 / A1J5-3)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 2&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-3 / A1J5-4)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 3&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-4 / A1J5-5)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 4&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-5 / A1J5-6)&lt;br /&gt;
! Strobe 5&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-6 / A1J5-7)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 6&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-7)&lt;br /&gt;
!Strobe 7&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-8 / A1J5-9)&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 0 (A1J6-10)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 00&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 10&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 20&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 30&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 40&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 50&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 60&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 70&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 1 (A1J6-11)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 01&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 11&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 21&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 31&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 41&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 51&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 61&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 71&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 2 (A1J6-12)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 02&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 12&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 22&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 32&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 42&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 52&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 62&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 72&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 3 (A1J6-13)&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 03&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 13&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 26&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 33&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 43&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 53&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 63&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 73&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 4 (A1J6-14)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 04&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 14&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 24&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 34&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 44&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 54&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 64&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 74&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 5 (A1J6-15)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 05&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 15&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 25&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 35&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 45&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 55&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 65&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 75&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 6&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-16 / A1J5-8)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 06&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 16&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 26&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 36&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 46&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 56&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 66&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 76&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 7&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-17 / A1J5-1)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 07&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 17&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 27&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 37&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 47&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 57&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 67&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 77&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
====The &amp;quot;Missing&amp;quot; Gottlieb® System 80 Switches====&lt;br /&gt;
&lt;br /&gt;
With the Gottlieb® System 80 series of games, there are some switch assignments that are designated the same throughout the System 80, 80A, and 80B platforms.  These switches are typically not listed in the switch matrix portion of the manual.  You have to review the cabinet schematics, and decipher what switches use what return and strobe.  However, it appears that Gottlieb® / Premier® changed this section of the schematic starting with Excalibur or Bad Girls by no longer listing the strobes for these switches.  So, below are the &amp;quot;missing&amp;quot; switch assignments for any Sys80B.  All the info applies for Sys80 and Sys80A, except the two advance buttons, which weren&#039;t used prior to Sys80B.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;06&#039;&#039;&#039; - left advance button, also pause both lamp and relay/ solenoid tests (Sys80B only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;07&#039;&#039;&#039; - play / test switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;16&#039;&#039;&#039; - right advance button (Sys80B only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;17&#039;&#039;&#039; - left coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;27&#039;&#039;&#039; - right coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;37&#039;&#039;&#039; - center coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;47&#039;&#039;&#039; - replay button&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;57&#039;&#039;&#039; - plumb bob and ball roll tilts (these have the same switch assignment as the playfield tilt switch)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Black Hole is an exception.  The switch assigned for the tilt on Black Hole is 26.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The coin door slam switch is not part of the switch matrix.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Language Selection ===&lt;br /&gt;
&lt;br /&gt;
The only way to change the language displayed is to install the correct language ROMs. Gottlieb didn’t incorporate a “soft” method of changing language selection. &lt;br /&gt;
&lt;br /&gt;
===Enabling Free Play===&lt;br /&gt;
Free play options were unavailable in the original System 80/80A/80B game code. However, there are some hardware modifications that can be done, stacked switches can be added to the start/credit button, or  EPROMs with free play code can replace original PROMs.&lt;br /&gt;
&lt;br /&gt;
====Free Play EPROMs====&lt;br /&gt;
For system 80/80A, the U2/U3 PROMs can be replaced with an [http://www.flipprojets.fr/Freeplay_EN.php EPROM with free play code]. Replacing U2/U3 will require an adapter, such as the [https://www.greatplainselectronics.com/proddetail.asp?prod=140-101 module from GreatPlainsElectronics (no longer available)], [https://lisy.dev/u2u3-_adapter.html LISY], [https://www.flippp.fr/u2u3pcb.php?lg=en flippp], or a [http://www.actionpinball.com/tech/sys80mod.php#system custom adapter board]&lt;br /&gt;
&lt;br /&gt;
For System 80B, the game PROM can be replaced with an [http://www.flipprojets.fr/Proms80B_EN.php EPROM with free play code].&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80 Games====&lt;br /&gt;
Early Gottlieb® solid state pinball machines, prior to 1990, did not have a free play option available within the game settings.  With this simple modification, a game can be set up for free play.  First, identify the diode strip in the bottom of the cabinet.  Once the diode strip is found, locate the credit button and coin switch strobe line wires.  The wires will be located on the left of the diode strip - the non-banded side of the diodes.  Below is a list of the wires.&lt;br /&gt;
&lt;br /&gt;
* Credit button wire - Green-Yellow-Yellow&lt;br /&gt;
* Left coin switch wire - Green-Brown-Brown&lt;br /&gt;
* Center coin switch wire - Green-Orange-Orange&lt;br /&gt;
* Right coin switch wire - Green-Red-Red&lt;br /&gt;
&lt;br /&gt;
[[File:Gtbsys80board.jpg|300px|thumb|left|Typical location of System 80 diode board in cabinet]]&lt;br /&gt;
[[File:System80FreePlayJumper.jpg‎|300px|thumb|right|Gottlieb® System 80 Black Hole diode board with jumper (yellow wire) to implement free play]]&lt;br /&gt;
&lt;br /&gt;
Solder a small lead wire from the credit button wire to any of the coin switch wires. The wires will change to different colors on the other side of the diode. You want to solder to the side of the diode (non-banded) with the color wire specified above. &lt;br /&gt;
&lt;br /&gt;
Make sure that the diode, credit button wire, and coin switch wire are still soldered securely to the diode strip terminal when finished.  If soldering is not an option, use a small alligator clip test lead. Now, when the credit button is pressed, a credit will be incremented and decremented. A game can be easily started without the need to open the coin door to trip the coin switches anymore.&lt;br /&gt;
&lt;br /&gt;
For this &amp;quot;hack&amp;quot; to work properly (adding a credit and then decrementing a credit), the MPU DIP switches for the associated coin chute must be configured so that one coin drop adds one credit. In other words, if the DIP switches are set to require more than one coin drop through the associated chute, the free play &amp;quot;hack&amp;quot; will not work correctly because the &amp;quot;hack&amp;quot; mimics a single coin drop.&lt;br /&gt;
&lt;br /&gt;
Please note that this modification does not apply to Gottlieb® System 80A and System 80B machines. System 80A and 80B machines use diode boards with edge connections, which are typically located on the cabinet wall near the left flipper cabinet switch. Jumpering the diodes on System 80A and 80B games do not give the intended free play results of jumpered System 80 diodes. This is attributed to how the diode boards are physically placed differently in circuit with respect to the switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TimeLineFreePlay.jpg‎|300px|thumb|left|Gottlieb® System 80 Time Line diode board with jumper (the red wire...I mean...it&#039;s a red flippin&#039; wire. You HAVE to be able to see it!) to implement free play]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left ties the center coin chute wire (Green-Orange-Orange) to the credit button wire (Green-Yellow-Yellow).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80A Games====&lt;br /&gt;
[[File:ExampleSwitchStack.jpg ‎‎|300px|thumb|left|A &amp;quot;donor&amp;quot; switch pair.]]&lt;br /&gt;
[[File:System80AStackedSwitch.jpg ‎ ‎‎|300px|thumb|right|Donor switch pair atop original credit button switch pair.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There is no method to implement free play for System 80A games at this time, other than &amp;quot;stacking&amp;quot; the credit button switch with one of the coin drop switches.&lt;br /&gt;
&lt;br /&gt;
The image at left shows a &amp;quot;donor&amp;quot; switch pair. A diode is not required on the switch as switch isolation diodes for coin door switches are located elsewhere in the game. This switch pair is from an early Williams solid-state game and is a bit too long. As implemented, the switch tabs were clipped, an additional 3/16&amp;quot; hole was drilled forward of the existing two holes, so that the switch pair length approximated the original credit button length. The insulating fish paper is necessary and will be reused.&lt;br /&gt;
&lt;br /&gt;
The image at right shows both the original credit button switch pair (inside) and the new switch pair with the coin drop wires from one of the coin chutes soldered tightly. The two switch pairs are insulated from each other with fish paper from the donor switch. Two new 5x40 by 1 inch screws have been used to secure the switch stack tightly. The original screws are too short for two switches. The additional switch has been adjusted to close just after the credit button switch closes.&lt;br /&gt;
&lt;br /&gt;
This implementation attempts to start a game, then adds a credit, making it normal to have to press the credit button twice if the game has no credits. One might think that swapping the switches would work better by adding a credit and then starting a game. However, at least for this game (Spirit), doing this didn&#039;t work. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80B Games====&lt;br /&gt;
A System 80B game does not have a built-in free play option available, so the fallback option to add credits is usually to open the coin door and trip the coin switches. However, there are a couple of methods that can be used to avoid doing that.&lt;br /&gt;
&lt;br /&gt;
=====Free Play (80B) Diode Board Modification=====&lt;br /&gt;
Locate the diode board used for all of the coin door switches (normally inside the cabinet to the left of where the coin box would be placed). Remove the diode board. Add a jumper between pin 4 and pin 10 of the diode board on the solder side of the board, (this can be done on the component side instead). Make certain that the jumper is soldered onto the banded side of the diodes. This jumper essentially ties the right advance button on the front of the cabinet to the center coin switch.&lt;br /&gt;
&lt;br /&gt;
Now, when the right advance button is pressed, credits will be added to the game. There have not been any unwanted side effects observed when the right advance button is pressed while scrolling through characters used to enter high score initials.&lt;br /&gt;
&lt;br /&gt;
An alternative method that achieves the same result is to use a jumper wire with minigrabber ends and clip them on to the bottom of the 4th and 9th diodes (from the right) on the front of the board. This requires no soldering and the diode board doesn&#039;t even need to be removed.&lt;br /&gt;
&lt;br /&gt;
The jumper modification should work on games from Chicago Cubs Triple Play to Excalibur. Hot Shots, Bad Girls, Big House, and Bone Busters, Inc. do not have a diode board for the coin door, so this specific modification cannot be done on those titles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=400 class=center&amp;gt;&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board.JPG|Typical location of System 80B diode board on cabinet wall&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Added.JPG|Added jumper to back of diode board&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Location_Front.JPG|Location to add jumper to front of diode board&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Added_To_Front.JPG|Added minigrabber jumper to front of diode board&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Free Play ROM (80B) =====&lt;br /&gt;
Another option is a free play ROM, produced by a group of kindly fellows in France. By burning the revised image into a 2764, and installing the new ROM on the daughter card, the game will now be on free play. Their implementation notices when zero credits are on the game and the credit button has been pressed. The new code then adds 20 credits to the game, and starts a game. The System 80B free play ROMs can be found [http://www.flipprojets.fr/Proms80B_EN.php here].&lt;br /&gt;
&lt;br /&gt;
[[image:PinSideLogo.png]] PinSider &amp;quot;McZonk&amp;quot; has hacked the 80B ROM set to include a very nice free play option. This code modification displays the letters &amp;quot;FP&amp;quot; on the display in lieu of the credit count when enabled. More information regarding this modification can be found on [https://pinside.com/pinball/forum/topic/free-play-mod-for-raven the Pinside discussion thread here].&lt;br /&gt;
&lt;br /&gt;
=== Bookkeeping &amp;amp; Diagnostics ===&lt;br /&gt;
[[File:GTB sys80 test button.jpg|300px|thumb|left|Gottlieb® System 80 Coin Door Test Button Highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
To enter the bookkeeping / diagnostic mode, open the coin door and press the red momentary switch. (Note this switch has no credit function)  Depending on the particular game, the self test button may be mounted on a bracket located on the coin door or just inside the cabinet near the coin door hinge.  Upon pressing this button, the 4-digit status display used with System 80 and System 80A games will display &amp;quot;&#039;&#039;&#039;00&#039;&#039;&#039;&amp;quot; in the credit window. Pressing the self test button again will advance to the next step in the bookkeeping.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an option to bypass all of the bookkeeping functions, entering diagnostic mode directly.  To achieve this, the self test button must first be pressed.  &amp;quot;&#039;&#039;&#039;00&#039;&#039;&#039;&amp;quot; will shown on the status display.  Then, the credit / start button should be pressed once.  The status display should now show &amp;quot;&#039;&#039;&#039;16&#039;&#039;&#039;&amp;quot;. &amp;quot;&#039;&#039;&#039;16&#039;&#039;&#039;&amp;quot; is the first test in diagnostic mode.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bookkeeping (System 80/80A)&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1 - Coins thru left chute&amp;lt;br&amp;gt;&lt;br /&gt;
2 - Coins thru right chute&amp;lt;br&amp;gt;&lt;br /&gt;
3 - Coins thru center chute&amp;lt;br&amp;gt;&lt;br /&gt;
4 - Total plays&amp;lt;br&amp;gt;&lt;br /&gt;
5 - Total replays&amp;lt;br&amp;gt;&lt;br /&gt;
6 - Game percentage&amp;lt;br&amp;gt;&lt;br /&gt;
7 - Extra ball&amp;lt;br&amp;gt;&lt;br /&gt;
8 - Total tilts&amp;lt;br&amp;gt;&lt;br /&gt;
9 - Total slam tilts&amp;lt;br&amp;gt;&lt;br /&gt;
10 - Number of times the HSTD has been beaten&amp;lt;br&amp;gt;&lt;br /&gt;
11 - First high score level&amp;lt;br&amp;gt;&lt;br /&gt;
12 - Second high score level&amp;lt;br&amp;gt;&lt;br /&gt;
13 - Third high score level&amp;lt;br&amp;gt;&lt;br /&gt;
14 - High score to date score&amp;lt;br&amp;gt;&lt;br /&gt;
15 - Average game time &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Diagnostics&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
16 - Lamp test&amp;lt;br&amp;gt;&lt;br /&gt;
17 - Coil test (will cycle and display coil number of coils used in the game. Coin counter coils, if installed, are excluded)&amp;lt;br&amp;gt;&lt;br /&gt;
18 - Switch test. (99 = no switches closed)  You can check switch numbers by pressing them on the playfield during this step.&amp;lt;br&amp;gt;&lt;br /&gt;
19 - Display test. The displays will cycle through each digit&amp;lt;br&amp;gt;&lt;br /&gt;
20 - Memory test. (99 = no fault)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80-7641-2Error.jpg|300px|thumb|left|Gottlieb® System 80 &amp;quot;7641&amp;quot; Error]]&amp;lt;br&amp;gt;&lt;br /&gt;
An example of a ROM image checksum error (or perhaps a ROM memory access error) displayed during test 20 is pictured at left. During test 20, if a checksum error is detected, the ROM code in U2/U3 will indicate &amp;quot;7641-X&amp;quot; in the player 1 display window, with &amp;quot;X&amp;quot; being &amp;quot;1&amp;quot; to indicate PROM 1 or &amp;quot;2&amp;quot; to indicate PROM 2. If you have followed the procedure to combine the original game ROMs into a single 2716, this error message is an indicator that the checksum of either the 1st half or the 2nd half of that ROM failed. Replace the ROM.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80A5101.jpg ‎|300px|thumb|left|Gottlieb® System 80A &amp;quot;5101&amp;quot; Error]]&amp;lt;br&amp;gt;&lt;br /&gt;
An example of a probable 5101 CMOS RAM error (or perhaps a CMOS RAM memory access error) displayed during test 20 of a System 80A &amp;quot;Spirit&amp;quot; game is pictured at left. During test 20, if a RAM error is detected, &amp;quot;5101&amp;quot; will be displayed in the player 1 display window.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
System 80B uses the same process as System 80/80A to enter bookkeeping / diagnostics.  The only difference is upon pushing the self test button the first time, the top alphanumeric display will display &amp;quot;&#039;&#039;&#039;TEST MODE&#039;&#039;&#039;&amp;quot;.  Pressing the self test button again will enter bookkeeping mode, while pressing the credit / start button will enter diagnostics mode.  After entering either mode, pressing the self test button will advance through each step in the appropriate mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80BZ5Error.jpg ‎|300px|thumb|left|Gottlieb® System 80B &amp;quot;ERROR- Z5&amp;quot;]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80B memory test will throw a memory error, &amp;quot;ERROR- Z5&amp;quot; as shown at left. This could indicate a failed 5101 (most likely) or it could mean that the processor can not access the 5101 due to chip select, address signal line, or data line signal line issues.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following notes apply to all System 80/A/B games.&lt;br /&gt;
*Any diagnostic test can be repeated by pressing the credit / start button.&lt;br /&gt;
*Waiting 60 seconds will reset the CPU and return the game to attract mode. &lt;br /&gt;
*The slam switch or tilt switch can be triggered to exit diagnostics. This is probably the only benefit of keeping the slam switch functional. However, considering the sometimes strange side effects which can arise from a maladjusted or malfunctioning slam switch, [[Gottlieb_System_80#Slam_Switch_Modification | disabling the slam switch]] is generally a better idea.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Default High Score To Date (HSTD)====&lt;br /&gt;
If a high score to date is not explicitly set (setting 14), then some (most) games use a default HSTD of either 770,000 or 790,000. Some games (such as Volcano or Black Hole) also have an auto-reset back to the default HSTD value after a player&#039;s score exceeds 980,000.&lt;br /&gt;
&lt;br /&gt;
====Pausing the Lamp and Solenoid Test (System 80B Only)====&lt;br /&gt;
[[File:Gtb sys80B left advance.jpg|left|thumb|300px|The left advance button on a System 80B Game]]&amp;lt;br&amp;gt;&lt;br /&gt;
The following only applies to System 80B lamp and solenoid tests.  A little known fact is that the lamp and solenoid tests can be &amp;quot;paused&amp;quot; on a single lamp or single solenoid.  To stop whichever item is being tested during lamp or solenoid test, and repeat the test on the particular item, simply push and hold in the left advance button located on the front of the cabinet, as shown in the picture to the left.  The left advance button can then be released, pressed, and held in again to step to the next item in the test.  This is a particularly nice feature, because the lamps and solenoids or relays tend to be pulsed rather quickly in test, and cannot be observed very well, until the test repeats itself.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rubber Ring Chart===&lt;br /&gt;
Although the Gottlieb® System 80 game manuals do list the location and part numbers for rubber rings used, some fail to list the actual rubber ring size.  Below is a handy chart, which lists the Gottlieb® rubber OEM number and its size.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gottlieb® #&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|A-14793 ||23/64&amp;quot; White Mini-Post&lt;br /&gt;
|-&lt;br /&gt;
|A-15705 ||27/64&amp;quot; White Mini-Post&lt;br /&gt;
|-&lt;br /&gt;
|A-10217 ||5/16&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-17493 || 7/16&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10218 || 3/4&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10219 || 1&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10220 || 1-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10221 || 2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10222 || 2-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10223 || 3&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10224 || 3-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10225 || 4&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10226 || 5&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-13151 || 3/8 x 1-1/2&amp;quot; Standard Red Flipper&lt;br /&gt;
|-&lt;br /&gt;
|A-13149 || 3/8 x 1&amp;quot; - Small Beaded Red Flipper&lt;br /&gt;
|-&lt;br /&gt;
|A-1344 || Rebound Rubber&lt;br /&gt;
|-&lt;br /&gt;
|1872 || Shooter Tip&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
&lt;br /&gt;
===[[System 80 / 80A / 80B Board Set]]===&lt;br /&gt;
Clicking the link above will direct you to a new page showing all of the System 80/80A/80B boards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 boards 3.png‎|800px|center|Gottlieb® System 80 Board Diagram]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following functional block diagram depicts the main PCBs and the input/output signals between them (#n = wire count).&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:sys80b_IO_lines.png|800px|center|Gottlieb® System 80/B functional blocks and I/O lines]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[System 80 / 80A / 80B Satellite Boards]]===&lt;br /&gt;
Clicking the link above will direct you to a new page showing all of the System 80/80A/80B satellite boards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Supplies===&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Power Supply====&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 psu.JPG‎|300px|thumb|left|System 80 / 80A Power Supply]]&lt;br /&gt;
[[File:Gtb sys80 psu back.JPG|300px|thumb|right|System 80 / 80A Power Supply - Showing the Large Heat Sink]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 / 80A power supply is very similar to the System 1 power supply, where as the circuit board is secured to a large &amp;quot;hot plate&amp;quot; heat sink. This style power supply is used for all System 80 and 80A games from Spiderman to Ice Fever, and is the source of the following:&lt;br /&gt;
* +5 VDC logic power&lt;br /&gt;
*+8 VDC offset voltage needed for the displays&lt;br /&gt;
*+60 VDC for the 6 or 7 digit displays&lt;br /&gt;
*+42 VDC for the status display&lt;br /&gt;
*Ground from earth ground located on the transformer panel&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the System 1 power supply, the +5 VDC logic power is no longer rectified and filtered on the power supply itself.  This process is now handled by a bridge rectifier and a large filtering capacitor located on the transformer panel.  The System 80 power still employs a [http://en.wikipedia.org/wiki/Crowbar_%28circuit%29 crowbar circuit] for the logic power, which protects from over-voltage situations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although these power supplies are fairly reliable, there are some drawbacks to the design.  By incorporating a large heat sink for the PMD10K40 / 2N6059 TO-3 transistor on the board, a lot of heat is dissipated throughout the whole board.  This in turn will limit the life expectancy of the other electronic components on the board.  Equally, the heat sink must be removed in order to perform component level repairs to the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Sound &amp;amp; Speech Power Supply==== &lt;br /&gt;
&lt;br /&gt;
A sound &amp;amp; speech board (S&amp;amp;S) is used starting with Mars God of War (MGOW).  Because of the voltages needed to drive some of the components on the S&amp;amp;S board, this secondary power supply is added to the power train.  The voltages generated from this board are:&lt;br /&gt;
*+12 VDC used for the analog inverters and voice synthesizer chip&lt;br /&gt;
*-12 VDC used for the analog inverters&lt;br /&gt;
*+30 VDC used by the sound amplifier (LM379)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 sands power1.JPG|300px|thumb|left|System 80 Sound &amp;amp; Speech Power Supply (1st Generation)]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There are two different variations of this power supply.  The first style is used only with MGOW and Volcano, and is not a printed circuit board (PCB).  The electronic components were screwed to a block of wood, which is located on the left wall of the lower cabinet.  Conducting tests and repairs to this style power supply can be awkward and difficult.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys80 s&amp;amp;s psu.JPG|300px|thumb|left|System 80/80A Sound &amp;amp; Speech Power Supply (2nd Generation)]]&lt;br /&gt;
[[File:System80SpeechAndSoundPS.jpg|300px|thumb|right|System 80/80A Sound &amp;amp; Speech Power Supply (2nd Generation), with test points added. Unstuffed component locations facilitate easy addition of voltage test points The ground test point requires a hole to be drilled in the PCB. Negative 12V is measured at the non-banded end of the 1N4742 zener diode.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Black Hole, the S&amp;amp;S power supply is now on a circuit board (MA-188), which is located in the head of the game with the other circuit boards.  Even though each style of S&amp;amp;S power supply uses different components for the generation of +12 VDC, the end result is the same.  The S&amp;amp;S power supply was no longer used when Gottlieb® went a step backwards, and installed the System 80A sounds only board with the piggyback board.  This change occurred during the run of Amazon Hunt.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The generation 1 and generation 2 sound board power supplies are not pin compatible. One could be exchanged for the other by rearranging connections of a 9-pin molex connector. However, this is not recommended.&lt;br /&gt;
&lt;br /&gt;
====System 80B Power Supplies====&lt;br /&gt;
&lt;br /&gt;
Starting with Chicago Cubs, the Gottlieb® power train went through a bit of a face lift. The System 80B platform uses two separate boards to supply power.  This design change is mainly due to the single display board, which rectifies the high voltage on the board itself.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80b psu.JPG|300px|thumb|left|System 80B +5 VDC Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
The small power supply with the finned heat sink is only used to generate +5 VDC for logic power.  Although, removing the heat sink is not necessary to work on the board, this power supply has its own set of issues.  First, it does not have a crow bar circuit.  If the LM338K voltage regulator fails, and fails whereas the voltage increases drastically, it can destroy electronic components on the other circuit boards.  Secondly, it&#039;s not as bad, but heat is still dissipated throughout the board.  Third, the adjustable potentiometer (pot) on the power supply is prone to failure, due to dirt, dust, and contaminants.  Finally, it is typical for the header pins on the input and output of the board to develop cracked solder joints.  The two latter problems can easily be overcome, and will be addressed in the [http://pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Recommended_Repairs_for_the_System_80B_Power_Supply_Board Recommended Repairs for the System 80B Power Supply Board] section below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80b aux psu.JPG|300px|thumb|left|System 80B Auxiliary Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Rock, the second power supply is added, and is referred to as the auxiliary power supply. The primary functions of this board is used to power the sound board, and amplify the audio output. This sound amplifier board is used in concert with MA-766 and MA-886 sound boards. A breakdown of the voltages supplied by the auxiliary power supply are as follows:&lt;br /&gt;
*-12 VDC&lt;br /&gt;
*+12 VDC&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80B-MA1017AuxPowerSupply.jpg |300px|thumb|left|System 80B Auxiliary Power Supply with .156 headers versus edge connector]]&lt;br /&gt;
[[File:BoneBustersSpecificAmpBoard.jpg |300px|thumb|right|A BoneBusters Inc specific Auxiliary Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
This Auxiliary Power Supply board changed with the release of Bad Girls. Edge connections were no longer used. Instead, .156&amp;quot; header pins were added to the board as shown at left. Note that the System 80B Auxiliary Power Supply board is slightly different from the System 3 Auxiliary Power Supply board. The System 80B board uses a 1K ohm, 2 watt resistor at R8. The System 3 board uses a 330 ohm 1/2 watt resistor at that location.&lt;br /&gt;
&lt;br /&gt;
[http://www.ipdb.org/machine.cgi?id=347 Bone Busters Inc.] uniquely used a modified Auxiliary Power Supply board as pictured at right. A connection was made between pin 12 and the intersection of R1 and R2 to connect the audio output of the second, less populated sound board to the amplifier circuitry. A 1.8K ohm 1/4 watt resistor makes the connection while balancing the audio level from this input. No other game used pin 12 or this configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===CPU Board===&lt;br /&gt;
[[File:Gtb sys80 cpu divided.png‎|300px|left|thumb|Gottlieb® System 80 CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 CPU board is a 6502 based microprocessor system. The 6502 microprocessor (the very same one used in the first Apple computer and the Atari 2600) executes the basic operating system contained in the masked ROMs at U2/U3.  The masked ROMs at U2 and U3 have the same code for all of the different generations of the System 80 platform.  U2 and U3 code changed with the System 80A platform.  The game code &amp;quot;personality&amp;quot; augments the basic operating system PROM(s).  Early System 80 games which used two ROMs at PROM1 and PROM2 positions were masked ROMs.  Later, when the game code could be held in a single 2716, an EPROM was used instead. Battery-backed memory for audits and adjustable game parameters is added via a 5101 256x4 bit CMOS memory at Z5. &amp;quot;Scratchpad&amp;quot; memory is contained in the three 6532 RIOTs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Control of peripheral devices (in this case lamps, displays, solenoids, switches and sound) is accomplished via three 6532 RIOTs (RAM-I/O-Timer) at U4, U5, and U6. Each RIOT in turn controls it&#039;s own &amp;quot;subsystem&amp;quot; to drive these devices.&lt;br /&gt;
&lt;br /&gt;
*Switch matrix (U4)&lt;br /&gt;
*Displays (U5)&lt;br /&gt;
*Solenoids (U6)&lt;br /&gt;
*Lamps (U6)&lt;br /&gt;
*Sound (U6)&lt;br /&gt;
&lt;br /&gt;
There are four generations of the System 80 board.  All of the CPU boards can be easily identified by their revision numbers notated just below the operator adjustable dip switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====1st Generation CPU Board====&lt;br /&gt;
[[File:GTB sys80 CPU 1st ver.JPG|300px|thumb|left|System 80 CPU Board - 1st Generation]]&amp;lt;br&amp;gt;&lt;br /&gt;
The first generation CPU is used in the first 5 System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-001&lt;br /&gt;
*DET PB03-D102-001&lt;br /&gt;
*REV B&lt;br /&gt;
This board uses two masked PROM chips for the game code.  The chips are typically labeled with the three digit game model number followed by /1 or /2, designating the game PROM position.  An example of this naming convention is shown in the pic to the left.  652/1X and 652/2X are game PROM 1 and PROM 2 for Panthera.  The &amp;quot;X&amp;quot; in this case designates a code revision.  The masked ROMs at position U2 and U3 are not socketed on this board.&amp;lt;br&amp;gt;&lt;br /&gt;
With some simple modifications, this board is upward compatible to use a single 2716 EPROM placed in the PROM 1 socket of the board.  With the change of U2 and U3, this board can be used in System 80A games.  The board could potentially be used in a System 80B game with many modifications, and the addition of a daughter board, however, it is not recommended.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:EarlySystem80MPUFactoryCutJumper.jpg|300px|thumb|left|The corrected trace layout error in the 1St generation System 80 MPU]]&amp;lt;br&amp;gt;&lt;br /&gt;
This generation of board has a trace layout error that was corrected by a cut and jumper which moves the trace that terminates at Z5 (5101) pin 20 from Z36 pin 10 to pin 9.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB sys80 cpu front scale.png|300px|thumb|left|System 80 CPU Board - 1st Generation (Front)]]&lt;br /&gt;
[[File:GTB sys80 cpu back scale.png|300px|thumb|right|System 80 CPU Board - 1st Generation (Back)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;skeletal&amp;quot;, semi-populated board scans can be very useful when having to replace or follow traces on a CPU board.  Although the scans are of the 1st generation CPU board, most areas can be used for other generation CPU boards too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====2nd Generation CPU Board====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Placeholder for System 80 CPU Board - 2nd Generation]]&lt;br /&gt;
The second generation CPU is used in some System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-??? (check boards for the suffix)&lt;br /&gt;
*DETAIL PB03-D107-001&lt;br /&gt;
This board uses a single 2716 EPROM chip for the game code located at the PROM 1 socket position.  The chips are typically labeled with the three digit game model number.  Occasionally, the chip&#039;s game number label will be followed by /1, /2, /3, or even /4. In this case, the number following the slash is the code revision number.  An example of this naming convention is 658 /2, which is a game PROM for James Bond - code revision 2.  The masked ROMs at position U2 and U3 are not socketed on this board either.&amp;lt;br&amp;gt;&lt;br /&gt;
With the change of U2 and U3, this board can be used in System 80A games.  The board could potentially be used in a System 80B game with many modifications, and the addition of a daughter board, however, it again is not recommended.  The second generation CPU is backward compatible, provided a doubled up, single game PROM is used at the PROM 1 position.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====3rd Generation CPU Board====&lt;br /&gt;
[[File:GTB sys80 CPU 2nd gen.JPG|300px|thumb|left|System 80 CPU Board - 3rd Generation]]&lt;br /&gt;
The third generation CPU is used in some System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-011&lt;br /&gt;
*DETAIL PB03-D107-003&lt;br /&gt;
This board is essentially the same as the second generation board, except an eyelet ground trace was placed just above Z33 on the board.  This ground trace was never used.  All information which applies to the second generation CPU board, applies to this board.  The third generation CPU is backward compatible, provided the same is done to it as the 2nd generation board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====4th Generation CPU Board (System 80A)====&lt;br /&gt;
[[File:GTB sys80A CPU.JPG|300px|thumb|left|System 80A CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fourth generation CPU is used in all System 80A games, and is marked with the following:&lt;br /&gt;
*D 20869&lt;br /&gt;
This board is the same as the third generation board, except the U2 and U3 masked ROM chips have different code, and are now socketed.  The PROM 2 socket is no longer populated on the board.  The fourth generation CPU is backward compatible, provided the System 80 ROM code is installed at U2 and U3.  If used on a game with the 1st generation CPU, the game code must be doubled up on a 2716 EPROM, and installed at the PROM 1 position.  This board is forward compatible with System 80B, provided all of the above outlined modifications are performed.  Out of all the System 80 CPU boards, this is the most compatible with System 80B, due to using the same base circuit board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5th Generation CPU Board (System 80B)====&lt;br /&gt;
[[File: GottliebSystem80BMPUChris.jpg|300px|thumb|left|System 80B CPU Board (Refurbished; battery removed, NVRAM module installed)]]&lt;br /&gt;
The fifth generation CPU is used in all System 80B games, and is marked with the following:&lt;br /&gt;
*D 20869&lt;br /&gt;
Even though the base circuit board is identical to the fourth generation CPU board, it&#039;s being named the fifth generation board, due to all of the major changes.  The U2 and U3 masked ROM and sockets have been replaced with a piggyback daughter board soldered via header pins mounted in the U3 position.  The daughter board uses a 2764 EPROM.  Most of the related display segment and digit chips are no longer populated.  This is due to the single display board handling these functions on its own board.  The missing chips once used for the displays are Z19, Z21, Z22, Z23, Z24, and Z25. Equally, jumpers have been placed where Z19 and Z21 once resided. The fifth generation CPU is backward compatible, after the daughter board has been removed, and the missing display chips populated.  Note that there technically are two different 80B CPU boards - MA-774 and MA-1133.  The only difference between these two boards is a cut trace on the component side and a long trace wire added on the solder side from the E3 jumper to pin 35 of TC1. This modification is done to increase the ROM size of PROM 2 from a 2716 to a 2732.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Any of the Gottlieb® System 80 / 80A / 80B CPU boards are compatible cross platform.  It&#039;s just matter of how much work must be done to modify each board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80B CPU Jumper Settings=====&lt;br /&gt;
[[File:GTB Sys80B Jumpers.jpg|300px|thumb|left|The location of jumpers discussed...]]&lt;br /&gt;
All System 80B games have the E1 and E2 jumpers installed.  Jumpers E8, E9, E10, E11, E12 are unused in all games.&lt;br /&gt;
&lt;br /&gt;
The first five System 80B games, Chicago Cubs, Bounty Hunter, Tag Team Pinball, Rock, and Rock Encore, use a single ROM at the daughterboard chip socket. Therefore, jumpers associated with PROM 2 connections may not be installed. If jumpers are installed, it doesn&#039;t matter what position(s) they are placed in.&lt;br /&gt;
&lt;br /&gt;
For all games after the first five System 80B games and prior to the last five, jumpers E4, E5, and E7 should be installed.&lt;br /&gt;
&lt;br /&gt;
For the last five System 80B games, Excalibur, Bad Girls, Big House, Hot Shots, and Bone Busters, jumpers E3, E5, and E7 should be installed.&amp;lt;br&amp;gt;&lt;br /&gt;
For Night Moves (made by International Concepts using the 80B board set), these same jumpers should be installed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;The last five System 80B games, along with Night Moves, used a 2732 PROM at the &amp;quot;PROM 1&amp;quot; position.  The socket is marked PROM 1&amp;quot;, but PROM 2 is inserted into this chip socket . Additional modifications to the PCB may be necessary. See [[Gottlieb_System_80#...using_an_MA-1133_or_MA-774_MPU_in_games_that_REQUIRE_a_2732 | &amp;quot;...using an MA-1133 or MA-774 MPU in games that require a 2732&amp;quot;]], for more information.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====U2/U3 ROM Part Numbers====&lt;br /&gt;
[[File:GottliebSystem80ROMs.jpg|300px|thumb|left|System 80 ROMs]]&amp;lt;br&amp;gt;&lt;br /&gt;
All Gottlieb System 80 U2/U3 ROMs will be labeled as pictured at left.&amp;lt;br&amp;gt;&lt;br /&gt;
U2 is labeled &amp;quot;R3273-12&amp;quot; on the center line. The top line is the part number, a 2332 ROM. The bottom line is the date code, in this case, the 15th week of 1981.&amp;lt;br&amp;gt;&lt;br /&gt;
U3 is labeled &amp;quot;R3272-12&amp;quot; on the center line. The top line is the part number, a 2332 ROM. The bottom line is the date code, in this case, the 12th week of 1981.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80AROMs.jpg|300px|thumb|left|System 80A ROMs]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb System 80A ROMs may be labeled in a few different ways since Gottlieb used several manufacturers to provide the ROMs. A clear indication that the ROMs are for System 80A games is that somewhere in the labeling, &amp;quot;XO-326 U2&amp;quot; or &amp;quot;XO-327 U3&amp;quot; will be shown as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MPU to Driver Board Wire Harness===&lt;br /&gt;
[[File:A1J4-to-A3J1Mapping.png|300px|thumb|left|The System 80/A/B MPU to Driver Board Wire Harness]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left indicates the wiring connections from the MPU to the Driver board via the beefy wire harness with two sided connectors. The pins used in both connectors are bifurcated pins, Molex part number: 08-03-0304.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Driver Board===&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 drvr pw.png|300px|thumb|left|The System 80A / 80B Driver Board]]&lt;br /&gt;
The System 80 Driver board is responsible for all controlled lamps, relays, and all solenoids in the game. The CPU controls the driver board operation via a simple interface between A1J4 on the CPU and A3J1 on the driver board.  Although the driver board went through some minor changes over the years, the same board can be adapted for all of the System 80 platforms.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
To control the games&#039; total of 52 &#039;&#039;&#039;lamp circuits&#039;&#039;&#039;, the interface provides &amp;quot;device select&amp;quot; signals for each of the 74175s (Quad-D Flip-Flops) on the driver board, and 4 &amp;quot;bits&amp;quot; of data that is loaded (or &amp;quot;clocked&amp;quot;) into a particular 74175 via the aforementioned device selects. Each lamp is driven discretely by a particular output of a particular 74175, which in turn drives an MPS-A13 or MPS-U45 transistor, (NDS-U45 transistors were used in place of MPS-U45s in some cases). Gottlieb® did not implement a &amp;quot;lamp matrix&amp;quot; as some other manufacturers did.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80DriverBoardFront.jpg|600px|thumb|left|The System 80A / 80B Driver Board Component Side]]&lt;br /&gt;
[[File:GottliebSystem80DriverBoardBack.jpg|600px|thumb|right|The System 80A / 80B Driver Board Solder Side]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is noteworthy that there are some dedicated lamp transistors, which control specific game relays across the System 80 / 80A platforms.  Relays such as the game over, tilt, and coin lockout relays are controlled by Q1, Q2, and Q3 respectively.  The tilt and game over relays use the same designation for the System 80B platform, however, the use of a coin lockout relay was abandoned by this time. One neat feature of the driver board circuitry is that lamp &amp;quot;n&amp;quot; is driven by transistor Q&amp;quot;n+1&amp;quot;. i.e. L12 is driven by Q13.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_drvr_board_coin_ctrs.JPG|400px|thumb|left|Driver Board with Coin Counter Transistors Highlighted ]]&amp;lt;br&amp;gt;&lt;br /&gt;
To control the games&#039; &#039;&#039;&#039;solenoids circuits&#039;&#039;&#039;, the driver board uses signals directly from the CPU to enable transistors on the driver board which turn on up to 9 solenoids.  For solenoid control, the driver board uses MPS-U45, 2N3055, and 2N6043 transistors.  Starting and ending with the System 80 platform, (games from Spiderman to Haunted House), three transistors were reserved to drive optional mechanical coin counters. These mechanical coin counter solenoids and associated transistors are: solenoid 3 (Q54), 4 (Q55), and 7 (Q56). Starting with the System 80A platform, (Devil&#039;s Dare), these transistors were no longer reserved for coin counters, and were used for other functions. Equally, the 3 diodes associated with these 3 transistors were changed to 3 zero ohm jumpers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The games&#039; &#039;&#039;&#039;sound&#039;&#039;&#039; signals (S1, S2, S4, S8) also pass through the driver board at Z13, a 7404 Hex Inverter. See below for S16 and S32.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Repurposed Driver Board Circuits====&lt;br /&gt;
[[File:Gtb under pf transistor.JPG‎|400px|thumb|left| A Typical Remote Transistor Mounted Under the Playfield]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since quite a few System 80 games employ more than 9 solenoids, and since the original driver board design will drive a maximum of 9 solenoids, Gottlieb® repurposed some lamp outputs to drive &amp;quot;under-playfield transistors&amp;quot; which drive additional solenoids.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb ma1011 trans board.JPG‎|400px|thumb|left| A Typical Transistor Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once playfields became littered with numerous &amp;quot;under-playfield transistors&amp;quot;, Gottlieb® opted to merge some of these transistors into a transistor driver board.  The transistor driver board started to appear on Gottlieb® games nearly midway through the System 80B platform, with the game Victory.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sound S16 and S32 signals are also repurposed lamp outputs. For instance, Haunted House and Black Hole both repurpose L9 to S16. Robo-War repurposes lamp 4 to S16. Note that S16 is not consistently implemented across the System 80 family. Note also that references to the usage of S32 are difficult to find.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Auxiliary Lamp Driver Boards===&lt;br /&gt;
[[File:Gtb aux lamp 5.JPG|300px|thumb|left| An MA-138 Auxiliary Lamp Driver Board Using MPS-U45 Transistors]]&lt;br /&gt;
[[File:Gtb aux lamp MA866 2N6043.JPG|300px|thumb|right| An MA-866 Auxiliary Lamp Driver Board Using 2N6043 Transistors]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Time Line, several System 80/80A/80B platform games use auxiliary lamp driver boards. These boards are commonly referred to as &amp;quot;chaser boards&amp;quot; or &amp;quot;lamp chaser boards&amp;quot;. The reason for either of these nicknames is because these boards are used to control lamps for effect. They are either placed in the backbox or under the playfield. With later System 80B games, they were located in the lower cabinet. Location is typically dependent upon what lamps are being controlled. The auxiliary lamp driver boards are not directly controlled by the CPU. The only signals needed for an auxiliary lamp driver board to function is +5V and ground.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several different variants of auxiliary lamp driver boards used. The earliest versions use MPS-U45 transistors to control up to 10 lamp circuits, with no more than 3 lamps per circuit. Both 5 and 10 transistor versions of this board exist. Some later boards use NDS-U45 transistors instead of MPS-U45 transistors. It is assumed this is due to a the cost or lack of MPS-U45 transistors during production. Either of these versions of boards are interchangeable with one another. Finally, there are some boards used in later games which use 2N6043 transistors. These are designed to control #67 flash lamps, but sometimes circuits with 3 or more #44/45/555 lamps. These boards are compatible with previous board versions, and can be used as a drop-in replacement. &lt;br /&gt;
&lt;br /&gt;
The main differences between the auxiliary lamp boards are number of transistors used to drive lamps, the electrical load of the lamps that can be supported, and the resistor (R13) used to control the rate at which the lamps flash or &amp;quot;chase&amp;quot;. Boards using 2N6043 transistors have different resistor values for resistors R2-R11 than boards which use MPS-U45s or NDS-U45s.&lt;br /&gt;
&lt;br /&gt;
MPS-U45, NDS-U45, and CEN-U45 transistors are not substitutes for 2N6043 transistors because of differences in amperage (U45 series transistors are rated for 2A, while 2N6043 is rated for 8A). A viable replacement transistor for the 2N6043 is the TIP102.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In summary: an auxiliary lamp driver board with 2N6043 transistors is backwards compatible with any game (Arena&#039;s board with no transistors may be an exception); just change the R13 timing resistor to suit the game. Because of power requirements, a board with U45-series transistors should only be used in games that only have &#039;&#039;&#039;at most&#039;&#039;&#039; three #44/47/555 lamps on each controlled circuit, and &#039;&#039;&#039;do not&#039;&#039;&#039; control #67 flasher bulbs; and then just change the R13 timing resistor to suit the game.&lt;br /&gt;
&lt;br /&gt;
List of auxiliary lamp driver boards variations:&lt;br /&gt;
&lt;br /&gt;
* MA-121: 10 MPS-U45 transistors, R13 820K Ohm&lt;br /&gt;
* MA-138: 5 MPS-U45 transistors, R13 330K Ohm&lt;br /&gt;
* MA-210: 10 MPS-U45 transistors, R13 330K Ohm &lt;br /&gt;
* MA-234: 10 MPS-U45 transistors, R13 270K Ohm&lt;br /&gt;
* MA-339: 10 MPS-U45 transistors, R13 560K Ohm (Specs assumed assigned to MA-339, but the MA-339 part number was not explicitly documented in game schematics) &lt;br /&gt;
* MA-789: 10 NDS-U45 transistors, R13 680K Ohm&lt;br /&gt;
* MA-866: 10 2N6043 transistors, R13 680K Ohm&lt;br /&gt;
* MA-936: No transistors, R13 516K Ohm&lt;br /&gt;
* MA-1169: 10 NDS-U45 transistors, R13 10M Ohm &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Game&lt;br /&gt;
!style=&amp;quot;white-space: nowrap;&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;Part #&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Total Transistors&lt;br /&gt;
!Total Lamp Circuits Controlled&lt;br /&gt;
!Total Lamps Controlled&lt;br /&gt;
!R13 Resistor Value&lt;br /&gt;
!Controls&lt;br /&gt;
!Location&lt;br /&gt;
!Notes&lt;br /&gt;
|- &lt;br /&gt;
|Time Line||MA-121||10||10||10||820K Ohm||Chaser lamps behind nuclear symbol on backglass||In backbox||&lt;br /&gt;
|- &lt;br /&gt;
|Mars:God of War||MA-210||10|| ||28||330K Ohm||Backglass perimeter chaser lamps||In backbox||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Mars:God of War||MA-138||5|| ||10 (LEDs)||330K Ohm||LEDs behind tube||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Volcano||MA-339||10|| ||20||560K Ohm||Upper backglass perimeter chaser lamps and volcano effect behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Black Hole||MA-234||10||10||28||270K Ohm||Backglass perimeter chaser lamps||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Haunted House||MA-234||10||7||21||270K Ohm||Behind backglass lightning effect lamps||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Rocky||MA-339||10||10||19||560K Ohm||Behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Spirit||MA-339||10||10||20||560K Ohm||Behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Tag Team Pinball||MA-121||10|| ||20||820K Ohm||Multiball insert illumination||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Rock||MA-789||10||10||18||680K Ohm||Extra ball insert path||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Rock Encore||MA-789||10||10||18||680K Ohm||Extra ball insert path||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Raven||MA-789||10||10||20||680K Ohm||Inserts leading to ramp||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Hollywood Heat||MA-789||10||10||20||680K Ohm||Ramp insert illumination||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Genesis||MA-866||10||10||10 (#67 Flashers)||680K Ohm||In top of backbox ||Under PF||Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Genesis||MA-866||10||10||10 (#67 Flashers)||680K Ohm||Around playfield window ||Under PF||Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings||MA-866||10||7||14 (#67 Flashers)||680K Ohm||Flashers in topper ||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings||MA-789||10||10||10||680K Ohm||Inserts leading to ramp ||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo||MA-789||10||5||5||680K Ohm||Behind $10,000,000 sign||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo||MA-866||10||10||30||680K Ohm||Lamps around perimeter of topper||Under PF||2 of 2 Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break||MA-789||10||10 ||30||680K Ohm||In topper||Under PF||1 of 2...installed only if topper is present&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break||MA-789||10||10 ||20||680K Ohm||Special shot and shooter loop||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Arena||MA-936||None|| ||10 (LEDs)||560K Ohm||LED strip under shooter lane wireform ||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Victory||MA-789||10||10||10 (#86 bulbs)||680K Ohm||Next to left ramp||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Victory||MA-789||10||10||10 (#86 bulbs)||680K Ohm||Next to right ramp||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Lady||MA-789||10|| ||5||680K Ohm||Loop right of the ramp||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War||MA-866||10||10||20||680K Ohm||Inserts in lower portion of playfield ||Lower cabinet||(1 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War||MA-866||10||10||10 ||680K Ohm||Under playfield glass stop||Lower cabinet||(2 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls||MA-789||10||5||5||680K Ohm||Drop target illumination ||Lower cabinet||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls||MA-1169||10||10||10 ||10M Ohm||Under playfield glass stop||Lower cabinet||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters||MA-789||10|| ||12||680K Ohm||Playfield inserts ||Under PF||(1 of 2) Uses NSD-U45&lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters||MA-866||10|| ||20 (#67 flashers)||680K Ohm||Backbox lamp insert||In backbox||(2 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound Boards===&lt;br /&gt;
&lt;br /&gt;
Gottlieb® uses different sound boards throughout the course of all System 80 platforms.  Several of the sound boards cross platforms too.  Out of all of the sound boards used, there is really only about three base units total with variations made to each one.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sounds Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound.JPG|300px|thumb|left|Gottlieb® System 80 Sound Board MA-55 (Sounds only)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The first System 80 sound board is capable of sound only.  Based on the 6503 CPU architecture, this sound board is very similar to the System 1 Multi-Mode sound board.  However, there are a couple of differences between the two boards.  First, the +12VDC is no longer rectifed on the sound board.  The +12VDC power comes from the power supply.  Secondly, the +5VDC is no longer regulated on the sound board. The System 80 sound receives +5VDC from the power supply also.  Finally, the pin outs for the System 1 sound board and the System 80 sound board are completely different.  Even though either board will plug into either platform,  &#039;&#039;&#039;DO NOT PLUG A SYSTEM 1 SOUND BOARD INTO A SYSTEM 80 GAME AND VICE VERSA!!!&#039;&#039;&#039;  If this is done, bad stuff will happen.  &lt;br /&gt;
&lt;br /&gt;
Unfortunately, there are two chips on this style of board which are very difficult to source. This sound board uses a 6503 CPU and 6530 RIOT chip with special embedded code. 6530 chips marked with R3016-11 are for this System 80 sound board. 6530 chips marked with a R3014-12 or R3014-13 are for the earlier System 1 sound board. The two chips are not cross-compatible since they each have different code embedded in them for each game system.&lt;br /&gt;
&lt;br /&gt;
In addition to being used in early System 80 games, this sounds-only board was also used in the export versions of Black Hole, Volcano, and Devil&#039;s Dare.&lt;br /&gt;
&lt;br /&gt;
If the sound board is missing or cannot be repaired, there are daughter boards and aftermarket boards available.  A daughter board called the &amp;quot;[https://coinop.mally.eu/produkt.php?bestellnr=101647&amp;amp;details=1 MIOT adapter]&amp;quot; ([[media:Coinop.mally.eu_MOIT_adapter_manual_german.pdf|German manual here]]) is a replacement for the 6530 chip for both System 1 and System 80 sounds boards, produced in Germany however the webstore has been closed since at least [https://web.archive.org/web/20201218021701/http://coinop.mally.eu/ December 2020]. Pascal Janin in France has made a replacement sound board for both the original 2nd generation sound boards, and combination System 1 2nd gen boards / System 80/80A sound boards. These boards can purchased directly from Pascal - [http://www.flippp.fr/pifx1.php 2nd gen sound] &amp;amp; [http://www.flippp.fr/pifx.php combination Sys1 / Sys80/80A sound] . Although Pascal does not have US distributors, [http://www.bigdaddy-enterprises.com/ProductPages/flippp.html Big Daddy Enterprises], sometimes has these sound boards available too. There is an FPGA (TDA7267) based replacement board by LISY called the [https://www.lisy.dev/gosof.html GOSOF] which emulates System 1, 80, 80A, and early 80B.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Prototype Sounds Only Board as found in System 80 Hulk&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Images below capture a factory original Sounds only board prototype, complete with cuts (on component side) and jumpers (on solder side). Note the sound ROM marking of &amp;quot;500&amp;quot;, the game number assigned to the System 80 Hulk prototype (10 units built). Also note the &amp;quot;extra&amp;quot; 24 pin IC labeled 7681-5 in the center of the board. This IC is not present on production versions of this board. Just a guess, but since this board has a 6532 installed vs the production 6530 (40 pin IC), the 7681 appears to be ROM space to drive the sound program.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=450px heights=250px perrow=2 caption=&amp;quot;System 80 Hulk Prototype Sound Only Board&amp;quot;&amp;gt;&lt;br /&gt;
File:System80HulkSoundsOnlyBoardFront.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Component side. Note &amp;quot;cut&amp;quot; at pin 21 of the center 24 pin IC.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80HulkSoundsOnlyBoardBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Solder side. Note factory green jumpers.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound &amp;amp; Speech Board====&lt;br /&gt;
[[Image:Gtb sys80&amp;amp;a s&amp;amp;s.JPG|300px|thumb|left|Gottlieb® System 80 / 80A B-20887-2 Sound &amp;amp; Speech Board]]&lt;br /&gt;
[[File:GTB SS B-20887-3 Front.JPG|300px|thumb|right|Gottlieb® System 80 / 80A B-20887-3 Sound &amp;amp; Speech Board]]&lt;br /&gt;
Starting with Mars God of War, the second System 80 sound board has the capability of speech.  Ironically, this board is commonly referred to as the &amp;quot;sound and speech board&amp;quot;, and was brought over from the Gottlieb® video game division at the time.  Fortunately, Gottlieb® chose the 6502 CPU architecture just like the CPU board.  There is a 6532 RIOT used also.  The downside to this board is the now rare LM379S amp and SC-01 phoneme speech chip are both difficult to acquire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are approximately three renditions of this board.  Each will be marked with [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Different_Revisions_of_the_Sound_and_Speech_Boards B-20887-X].  The &amp;quot;X&amp;quot; denotes a suffix of 1, 2, or 3.  If the board has [http://en.wikipedia.org/wiki/Wire_wrap wire wrap] or resistors added to the solder side of the board, do not assume that it is some sort of diabolical, weird hack.  These were recommended upgrades either done by the factory or out in the field.  With each higher revision number, less wire wrap and resistors are present on the solder side of the board.  However, each board revision typically has some degree of wire wrap added to it.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Schematics corresponding to the -1 revision of the board can be found in the Mars, God of War and Volcano manuals. Schematics corresponding to the -3 revision of the board can be found in the Black Hole and Haunted House manuals.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound MA483 pig.JPG|300px|thumb|left|Gottlieb® System 80 / 80A Sound Board w/ MA-483 Piggyback Board (replaces LM379S amp)]]&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback.JPG|300px|thumb|right|Gottlieb® MA-483 Piggyback Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
To reduce costs, Gottlieb® abandoned the speech option, and went a step backwards with a board generating sounds only.  In doing so, they used the same B-20887-3 base board as the most current sound and speech board.  The SC-01 speech chip socket in addition to the 74xx TTL chips, one of the LM741 op amps, and discrete components associated with the speech circuit were not installed on the board.  By the time this board was first used, the LM379S amp was too costly and difficult to source.  The solution was to add a single-side, piggyback board (as shown in the picture) with a TDA2002 amplifier and other necessary components.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this board is used as a replacement in a game which uses a sound &amp;amp; speech power supply, (Haunted House for example), modifications to the sound and speech board power supply must be made.  This is due to the higher voltages necessary to operate the LM379S amp versus the TDA2002. If this board is installed in a game where the sound and speech board power supply has not been modified, destruction of the TDA2002 amp is inevitable.&lt;br /&gt;
&lt;br /&gt;
The procedure to modify the speech board power supply can be found [[#Using_the_MA-483_Sound_Amp_Board_on_a_Sound_and_Speech_Board|here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:GottliebSystem80SoundMA483WithPigAndDip.jpg ‎|300px|thumb|left|Gottlieb® System 80 / 80A Sound Board w/ MA-483 Piggyback Board and DIP switch bank]]&amp;lt;br&amp;gt;&lt;br /&gt;
A slightly different variant of this board was used in Royal Flush Deluxe. This revision of the board included the 8 position DIP switch bank.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Only Board with Piggyback====&lt;br /&gt;
[[File:GottliebSystem80ABSoundsOnlyWithPiggyback.jpg ‎|300px|thumb|left|Gottlieb® System 80A/80B Sound Board MA-490 w/MA-488 Piggyback Board (Sounds only)]]&lt;br /&gt;
[[File:Gtb piggyback sound factory trace wire.JPG|300px|thumb|right|Gottlieb® System 80A/80B Sound Board w/Factory Trace Wire]]&lt;br /&gt;
[[File:GottliebSoundsOnlyCut.jpg ‎|300px|thumb|left|Gottlieb® System 80A/80B Sound Board w/Factory &amp;quot;cut&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
To reduce costs even more, Gottlieb® started using a modified sound only board originally released with Spiderman in 1980. This &amp;quot;new&amp;quot; sound board was used during the production of Amazon Hunt, and continued until Tag Team Pinball. The main modification of the board was the addition of a piggyback board. The piggyback board was used to increase the size of the sound ROM by using a 2716 EPROM. The original game ROM location was neither socketed or stuffed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two other noteworthy modifications are an added factory trace wire on the solder side of the board, and a cut trace between pin 8 of U7 (7404) and a header pin on the component side of the board. The added trace wire runs from pin 3 of U1 (6503 CPU) to pin 18 of U2 (piggyback header pins). Both of these modifications should remain intact for the board to function properly.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is also worth mentioning that this is one of the few instances where Gottlieb® used a double-sided piggyback board.  The benefit of using a double-sided board is the decreased chance of cracked header pins, where the header pins attach to the underside of the piggyback board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (two button)====&lt;br /&gt;
[[Image:GTB Sys80B Sound.JPG|300px|thumb|left|Gottlieb® System 80B MA-766 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
And now for something completely different.  Well, not really.  The MA-766 sound board hit the scene with Rock, but a similar design was already used prior by the Gottlieb® video game division (Mylstar) when it existed.  It is based on the 6502 CPU architecture, but uses two 6502s instead of one.&lt;br /&gt;
&lt;br /&gt;
Two momentary push button switches are present on the board - SW1 and SW2.  Upon pushing SW1, the sound board should output a single blip (tone).  SW2 is used to manually reset the CPU on the sound board.  A bank of 4 dipswitches is located adjacent to SW1.  Dipswitches 1-3 should always be off, while dipswitch 4 should remain on for proper function.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (one button)====&lt;br /&gt;
[[Image:Gtb sys80b MA886 sound.JPG|300px|thumb|left|Gottlieb® System 80B MA-886 Sound Board]]&lt;br /&gt;
[[Image:GTBMA886SoundDepop.jpg|300px|thumb|right|Gottlieb® System 80B MA-886 Sound Board, only partially populated (found in Big House, Bad Girls, etc.]]&lt;br /&gt;
The MA-886 board is essentially the same as the previous sound board, except it uses 2 separate .156&amp;quot; header pin connections instead of edge connectors for inputs / outputs. Some other obvious changes are the omission of momentary test button SW1, the omission of the 4-bank dipswitch, the omission of YROM2 socket. In addition, a socket is sometimes populated at position S4 and neither AY-3-8913 orator chip is populated.  Momentary test button SW2 is still preset, and is still used to manually reset the board&#039;s processor.  The lack of YROM2 is because the MA-886 board allows for the use of larger EPROMs.  The S4 socket has been added on some boards, and is used to transfer data via a ribbon cable to an auxiliary sound board (MA-1033 or MA-1294). These boards also stuff R58 with a 10K 1/4W resistor and may have JP8 cut or not stuffed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Bone Busters Sound Board=====&lt;br /&gt;
[[Image:MA766-719A.jpg ‎|300px|thumb|left|Gottlieb® System 80B MA-886-719A Sound Board]]&lt;br /&gt;
The MA-886-719A sound board (also noted as MA-1299-719 in the manual) is an additional sound board found only in Bone Busters. It is based on the MA-886 sound board, but it is a stripped down version with much fewer populated components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Amazon Hunt II Sound Board=====&lt;br /&gt;
[[Image:placeholder.jpg|300px|thumb|left|Gottlieb® System 80B MA-982 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-982 sound board is used only in the conversion game: Amazon II. It is based on the MA-886 sound board, but it is a stripped down version with much fewer populated components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Auxiliary Sound Board====&lt;br /&gt;
There are two versions of the auxiliary sound board.&lt;br /&gt;
&lt;br /&gt;
[[Image:MA1033AuxSound.jpg|300px|thumb|left|Gottlieb® System 80B MA-1033 Auxiliary Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-1033 auxiliary sound board was used in System 80B games including: Bad Girls, Big House, and Hot Shots, as well as one System 3 game: Lights, Camera, Action.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys3 sound MA-1294.JPG|300px|thumb|left|Gottlieb® System 80B MA-1294 Auxiliary Sound Board]]&lt;br /&gt;
The MA-1294 auxiliary sound board was only used in one System 80B game, Bone Busters, as well as System 3 games including: Hoops, Bell Ringer, Silver Slugger, Car Hop, Deadly Weapon, Title Fight, and Vegas.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Speakers===&lt;br /&gt;
[[File:Panthera Head Speaker.jpg|thumb|left|300px|Typical speaker located in the head of a System 80 game (Panthera)]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80 games use a dual speaker system.  In most cases, (where there is a grill above the backglass), there is a 6-1/2&amp;quot;, 8 ohm, low wattage speaker in the lower cabinet, and a second one in the head, behind the grill in the backbox.  Some games, like Haunted House, have two speakers in the lower cabinet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB-80a-the-games-speaker.jpg|thumb|left|300px|Single speaker from an 80A game (The Games)]]&amp;lt;br&amp;gt;System 80A games may have two speakers or just one. Again, these are 6-1/2&amp;quot;, 4 ohm, low wattage speakers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Tag Team Speaker.jpg|thumb|left|300px|Single speaker from an early 80B game (Tag Team)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Early System 80B games, Chicago Cubs, Tag Team, and Bounty Hunter, all use a single 6-1/2&amp;quot; 4 ohm speaker in the lower cabinet.&lt;br /&gt;
&lt;br /&gt;
Starting with Rock, 80Bs use a 6-1/4&amp;quot; in the cabinet and a small speaker on the left of the display panel.  The last few 80B games, where the speaker panel is located above the translite, use three speakers total (2 above the translite and 1 in the lower cabinet).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Displays===&lt;br /&gt;
====System 80====&lt;br /&gt;
[[Image:GottliebSixDigitDisplay.jpg|300px|thumb|left|Gottlieb® 6 Digit Display]]&lt;br /&gt;
[[Image:GTB 6 digit display back.JPG|300px|thumb|right|Gottlieb® 6 Digit Display (Back)]]&lt;br /&gt;
&lt;br /&gt;
[[Image:GTB status display.JPG|300px|thumb|left|Gottlieb® 4 Digit Display]]&lt;br /&gt;
[[Image:GTB status display back.JPG|300px|thumb|right|Gottlieb® 4 Digit Display (Back)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80=====&lt;br /&gt;
Display test is step number 19 System 80 games. Each display, including the credit/match display participates in &amp;quot;walking&amp;quot; each digit (0 through 9 beginning with 0) across each display. The &amp;quot;walking&amp;quot; begins at the match side of the credit/match display, then moves to players 1 and 3, then to players 2 and 4. After a &amp;quot;9&amp;quot; is walked through all displays, the cycle starts again with &amp;quot;0&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A====&lt;br /&gt;
[[Image:GTB 7 digit display.JPG|300px|thumb|left|Gottlieb® System 80A 7 Digit Display]]&lt;br /&gt;
[[Image:GTB 7 digit display back.JPG|300px|thumb|right|Gottlieb® System 80A 7 Digit Display (Back)]]&lt;br /&gt;
[[Image:GTB status display.JPG|300px|thumb|left|Gottlieb® 4 Digit Display]]&lt;br /&gt;
[[Image:GTB status display back.JPG|300px|thumb|right|Gottlieb® 4 Digit Display (Back)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80A=====&lt;br /&gt;
Display test is step number 19 System 80A games. Each display lights every position, and advances through all of the numbers starting with &amp;quot;0&amp;quot; and ending with &amp;quot;9&amp;quot;.  Once &amp;quot;9&amp;quot; is reached, the process starts over at &amp;quot;0&amp;quot; again.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B====&lt;br /&gt;
[[File:System80BDisplayFront.jpg‎|300px|thumb|left|Gottlieb® System 80B MA-644 Display Component Side]]&lt;br /&gt;
[[File:System80BDisplayBack.jpg‎|300px|thumb|right|Gottlieb® System 80B MA-644 Display Solder Side]]&lt;br /&gt;
System 80B games introduced the 20 alphanumeric character dual line display module. These displays evolved over time. The one pictured here was used in games Chicago Cubs Triple Play until Excalibur. The two large ICs found on this board (Rockwell 10941 segment driver and Rockwell 10939 digit driver) are long obsolete and very hard to obtain. Other components on the board are readily available.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board rectifies 32VAC via diodes CR1-CR4 to produce -45VDC and -15VDC for use by the segment and digit drivers. Should one or more of these diodes fail, the foil trace on the board sometimes acts like a fuse, and burns itself up. The picture at right shows a board that experienced this failure, along with a jumper to repair the damaged trace.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If an MA-644 or MA-999 display exhibits ghosting or partially-dimmed characters, one possible cause is failure of the VR1 zener diode. VR1 is used as a regulator to provide a DC offset to the AC filament voltage via the center tap (VCO) of the filament transformer output. In normal operation, the AC filament voltage oscillates entirely above the reference voltage such that the trough of the wave is approximately at the reference. If VR1 fails as a short, the DC offset drops and causes the AC filament voltage to center itself around the reference voltage rather than completely above it. Replacing VR1 should correct the issue without damaging the display. VR1 on an MA-644 is a 1N4737A (7.5V, 1W) zener; it normally passes about 10-12mA of current and dissipates approximately 50mW of power. The MA-999 variant of the display uses a 1N4739A (9.1V, 1W) zener.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[FILE:GTB_80B_Large_AlphN_Display.JPG|300px|thumb|left|Gottlieb System 80B MA-999 Alpha-Numeric Display Board with header pin connections. (Bad Girls)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The last System 80B games (Hot Shots, Big House, Bad Girls, and Bone Busters) all used a larger alphanumeric vacuum fluorescent display assembly.  This type of display used two sets of .156&amp;quot; header pins instead of the more familiar edge connection.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80B=====&lt;br /&gt;
[[File:Gtb alphanum display test.gif|thumb|left|300px|Simulation of System 80B display test]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Display test is test number 20 for System 80B.  All 40 of the alpha-numeric &amp;quot;digits&amp;quot; (both the top and bottom displays) will light starting with a &amp;quot;0&amp;quot;, next a &amp;quot;+&amp;quot;, then an &amp;quot;X&amp;quot;, and finally a &amp;quot;,&amp;quot;.  In doing this, all possible segments of all the display digits are lit at one point during display test.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Reset Board===&lt;br /&gt;
[[File:Gtb sys80 reset.JPG|thumb|left|300px|Gottlieb® System 80 / 80B MA-980 Reset Board]]&lt;br /&gt;
[[File:GTB Sys80B Newer Reset Board.jpg|thumb|right|300px|Gottlieb® System 80B MA-1143 Reset/Anti-Static Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Devil&#039;s Dare, the first System 80A game, the reset board became a staple of the Gottlieb® design to automatically reset the CPU board should the CPU lock up.  Apparently games locking up on location was an issue with System 80 games.  The reset board was created to resolve this issue, should the game lock up, and no one is present to manually reset the game by shutting it off and turning it back on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The MA-980 reset board is a small footprint PCB with the board designation of A24, and is located adjacent to the TC1 connector of the CPU board.  The connection on the reset board is A24P1, while the connection for TC1 of the CPU board is A24P2.  As long as someone can turn the game off, should it lock up, there is no need to keep the reset board connected.  In most cases, the aged reset boards are more troublesome if allowed to remain connected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTBResetBoardConnector.jpg|thumb|left|300px|Connection at TC1 to the reset board.]]&lt;br /&gt;
[[File:GTB_RW_3K_Pullup.JPG|thumb|right|300px|A 3.0Kohm resistor, added between pins 7 and 11 of TC1.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Along with adding the reset board, Gottlieb® added a 3.0Kohm resistor across pins 7 and 11 of the reset board connection at MPU connector TC1. If not using the reset board, it&#039;s advised to add this resistor to the back of the board, as shown at right. This resistor pulls the R/W (read/write) line high when not pulled down by the 6502.&lt;br /&gt;
&lt;br /&gt;
If using connector A24-P2, do not add the 3.0Kohm resistor.  Doing so will change the effective resistance to 1.5Kohms (value of resistors in parallel).&lt;br /&gt;
&lt;br /&gt;
The reset board connector also has a 1N270 diode soldered to it. There is no need to add this diode to the MPU since it&#039;s part of the reset board function.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;More Regarding the 3Kohm Pullup Resistor&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most MPU boards will work without the reset board but some MPU boards do refuse to work without the Read/Write pullup resistor.&lt;br /&gt;
&lt;br /&gt;
The 3K resistor was added for two reasons:&lt;br /&gt;
&lt;br /&gt;
#It provides a stable Read/Write signal at power-up. There is a tiny fraction of time at power up where data can be written into Z5 but due to gate Z36A, this data write is prevented. The resistor does provide a proper biasing to the Read/Write line at time of powerup.&lt;br /&gt;
#More importantly - A Rockwell 6502 has a minimum VOH of 2.4volts, a 4069 requires a minimum VIH of 4 volts.&lt;br /&gt;
&lt;br /&gt;
In other words:&amp;lt;br&amp;gt;&lt;br /&gt;
*The Read/Write output from U1 (pin 34) guarantees the output will be 2.4 volts or higher for a logic 1.&amp;lt;br&amp;gt;&lt;br /&gt;
*The 4069 located at Z36D (pin 9 input of Z36) requires the input to be 4 volts or higher for a logic 1.&amp;lt;br&amp;gt;&lt;br /&gt;
*The 3K pullup resistor pulls the Z36D input closer to the required voltage range.&lt;br /&gt;
&lt;br /&gt;
Do realize that even though this problem exists on all System 80/80A/80B boards but only a very small fraction of these Gottlieb boards exhibit any symptoms. The chances that you have one if these that exhibit symptoms is quite slim.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game ROMs===&lt;br /&gt;
====ROM Checksums====&lt;br /&gt;
A partial listing of ROM checksums can be found [https://flippers.com/catalog_oc/gottlieb-game-or-sound-prom-eprom-gals-gott-prom &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]. Thanks to &amp;lt;i&amp;gt;John Robertson&amp;lt;/i&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B ROM Text Message Modifications====&lt;br /&gt;
&lt;br /&gt;
[[File:Rambo.jpg|300px|thumb|left|&amp;quot;RAMBO&amp;quot; replacement text (shown on a LISY 80B display panel). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Text messages on the dual 20 alphanumeric displays of System 80B games can be modified in the ROM image. One popular mod is to change &amp;quot;RAVEN&amp;quot; to &amp;quot;RAMBO&amp;quot;, which is displayed at the start of a game on Raven.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video describing how to do this can be found [https://www.youtube.com/shorts/SvHguKodqhs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aftermarket Boards===&lt;br /&gt;
====Power Supply Boards====&lt;br /&gt;
=====Rottendog GPS081=====&lt;br /&gt;
[[File:GPS081-1.png|thumb|left|300px|Rottendog GPS081 Power Supply Board]]&lt;br /&gt;
[[File:RottendogGPS081schematic.png|thumb|right|300px|Rottendog GPS081 Power Supply Board Schematic Diagram]]&amp;lt;br&amp;gt;&lt;br /&gt;
This is a direct replacement for the original MA831. It uses a switching voltage regulator to derive the 5V DC supply from 12V DC, &lt;br /&gt;
instead of a linear voltage regulator, as in the original board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
===Initial Troubleshooting===&lt;br /&gt;
When attempting to troubleshoot a malfunctioning or non-booting game, there are a few initial steps to perform before diving into more serious troubleshooting.&lt;br /&gt;
&lt;br /&gt;
# If the MPU has damage from a leaky battery, the corrosion will need to be addressed.&lt;br /&gt;
# Clean all the edge connector contacts using a pink rubber eraser. This will remove any tarnish or grime that has built up over the years. Sandpaper or fiberglass scratchers can be used but do so sparingly. Avoid removing the actual copper traces. &lt;br /&gt;
# Check all fuses using a multimeter set to continuity test. Do not rely on a visual inspection. Sometimes a fuse will appear to be intact but actually may be blown. Fuses are located near the transformer and on the underside of the playfield.&lt;br /&gt;
# Check voltages on the fuses near the transformer to make sure they are as expected.&lt;br /&gt;
# Check the power supply voltages and make sure that they are as expected. The 5V trim POT can be adjusted to 5.10v to overcome voltage loss across connectors if necessary. As you &amp;lt;b&amp;gt;slowly&amp;lt;/b&amp;gt; adjust the voltage trim POT, continuously measure DC voltage across the filter cap adjacent to J1 on the MPU board. This 100uf capacitor filters the incoming 5VDC. Adjust the voltage slowly, cautiously. Do not adjust the voltage above 5.1VDC&lt;br /&gt;
# It is sometimes helpful to [[#Adding_Ground_and_5V_Connections_to_Interconnect_Harness|install the two jumper wires in the interconnect harness]] between the driver board and MPU. This overcomes interboard connector loss of 5VDC and Ground.&lt;br /&gt;
&lt;br /&gt;
These steps may help address a number of common issues before proceeding to some of the more specific problems that can occur with system 80 games.&lt;br /&gt;
&lt;br /&gt;
===Connectors, Connectors, Connectors===&lt;br /&gt;
Connectors, connectors, connectors!!!  Since the Gottlieb® System 80/80A/80B boardset primarily relies on Molex connectors to pass data and voltages from board to board, the connectors should be addressed first.  Before even attempting to turn a Gottlieb® System 80/80A/80B game on for the first time, worn or corroded edge connector contacts must be replaced.  Cleaning or burnishing connector contacts is not a viable option to ensure a game&#039;s reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Poor connector contacts are the number one reason why System 80/80A/80B games do not function properly.  Poor or missing connector contacts have a cascading effect too.  The end results of bad connector contacts can be, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
*voltages which mysteriously disappear and reappear&lt;br /&gt;
*increased resistance &lt;br /&gt;
*specific switches not functioning&lt;br /&gt;
*lamps locking on&lt;br /&gt;
*lamps not turning on&lt;br /&gt;
*displays not properly functioning&lt;br /&gt;
*coils not turning on&lt;br /&gt;
*coils locking on&lt;br /&gt;
*CPU boards not booting, booting sporadically, or randomly resetting&lt;br /&gt;
*driver boards not functioning or functioning sporadically&lt;br /&gt;
&lt;br /&gt;
So, it is very important that the connector contacts are shiny, have proper spring tension, and are properly crimped for the over all reliability of the game.  Random, flaky issues which happen either sporadically or all the time are attributed to poor connector contacts in nearly every case.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=450px heights=100px perrow=2 caption=&amp;quot;System 80 Connector (J6), The Good, The Bad, and The Ugly&amp;quot;&amp;gt;&lt;br /&gt;
File:System80ConnectorBadPins.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;An example of pins in desperate need of rehab.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80ConnectorGoodPins.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Ahhh...Much nicer after repinning.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SandedGottliebEdgeConnector.jpg|300px|thumb|left|Sanded (or possibly bare from the factory) card edge contacts will corrode and degrade the electrical connection.]]&lt;br /&gt;
[[File: GottliebEdgeConnectorRehab.jpg|300px|thumb|right|The two connector pads on the left have been lightly scratched with the fiberglass pencil. Even the small bit of oxidation or corrosion shown on the remaining pins is enough to prevent a connection.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A common (poor) practice is to sand the card edge contacts to the bare copper as shown at left. While this may alleviate issues in the short term, longer term the copper will oxidize and cause more problems. All copper oxidizes. Copper is beautiful on building rooftops when first installed but oxidizes to a light green patina over time. Card edge contacts will do the same thing. &lt;br /&gt;
&lt;br /&gt;
If the card edge contacts aren&#039;t bright and shiny, they can be cleaned off with a pink rubber eraser or lightly scratched with a fiberglass pencil. This will remove oxidation and grime without harming or thinning the finger contacts. If the contacts are corroded (due to battery damage) or have divots in them, lightly sand them, then re-tin them with a thin coat of solder. Either suck the excess solder off with a solder sucker or when heated, wipe the solder off with a rag. Avoid heating the card edge contacts too much as they will detach from the PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Replacing (Repinning) System 80 Connectors====&lt;br /&gt;
Replacing connectors in a pinball machine somehow adopted the term repinning. Repinning a System 80 connector housing isn&#039;t too bad overall.  On a difficulty scale of 1 to 10 (1 being the easiest to do) compared to all other makes and platforms made, System 80 connector replacement is about a 3.  One benefit regarding the System 80 IDC housings is that they are reusable.  Below are the steps to remove the connector from its housing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*First, grasp the housing in one hand. .&lt;br /&gt;
*Next, use the Molex tool pictured below by sliding it behind the pin to release the &amp;quot;barb&amp;quot; holding the pin in.&lt;br /&gt;
*Finally, pull gently but firmly on the wire.&lt;br /&gt;
&lt;br /&gt;
Conversely, a small &amp;quot;pocket&amp;quot; flat blade screwdriver can be used to remove the Molex connector.  After pushing the connector tab down, pull the wire out and downward a bit.&lt;br /&gt;
&lt;br /&gt;
Sometimes the connector comes out, and sometimes the wire pops out of the connector.  If the latter, use a small jeweler&#039;s screwdriver to gently pry the very end of the connector against the rectangular opening in the connector housing. You&#039;re trying to get the IDC &amp;quot;ears&amp;quot; of the connector to clear the housing. Sometimes the connector will easily come right out. If it doesn&#039;t, use small needle nose pliers with serrated jaws, to grab the &amp;quot;ear&amp;quot; of the connector, and pull it out.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Molex11-03-0016.jpg|300px|thumb|left|A Molex Contact Extraction Tool, Molex part number 11-03-0016]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some system 80 connector housings are &amp;quot;double sided&amp;quot; edge connectors. All of the connector housings that are double sided are black from the factory (blue colored housings are typically Jamma connectors used as replacements, and do not apply to this section of this guide).  To remove pins from these connector housings, you need a pricey yet effective tool called a Molex contact extraction tool, (commonly referred to as a Molex extractor). The Molex part number for the extractor is 11-03-0016, and can be purchased from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=11-03-0016&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= Great Plains Electronics] or other electronics vendors.  Slide the extractor behind the pin to release the &amp;quot;tang&amp;quot; that holds the pin in. Firmly grip the wire and pull the pin out of the connector.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of the repinning process can be found [https://www.youtube.com/watch?v=hErTlsFOMw4&amp;amp;t=5s here].&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] Another YouTube video of the repinning process, along with a &amp;quot;home made&amp;quot; tool, can be found [https://youtu.be/T_uj5F1fBgU here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Alternate Method of Replacing (Repinning) System 80 Connectors====&lt;br /&gt;
[[File:AlternateRepin1.jpg|300px|thumb|left|The repinning on a single sided connector]]&lt;br /&gt;
[[File:AlternateRepin2.jpg|300px|thumb|right|The repinning on a double sided connector]]&lt;br /&gt;
Some System 80 (and most System 1) connectors do not have the slot for depressing the pin ear. Most guides (as in the previous section) recommend purchasing a somewhat pricey tool to insert into the connector and depress the ear. This procedure is tedious and takes a bit of practice. If you have a decently equipped shop which includes a drill press, repinning these connectors using the following steps might be easier for you. Using this procedure, you can expect to replace each pin in less then a minute. I repinned an entire A1-J4 / A3-J1 harness in about 40 mins.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The procedure is to drill out the depression ear and pull out the pin:&lt;br /&gt;
&lt;br /&gt;
* Install a 1/16&amp;quot; bit in your drill.&lt;br /&gt;
* Set up a jig by clamping a straight edge to your drill press table. Set the jig so the hole will be 1/4&amp;quot; from the edge of the connector.&lt;br /&gt;
* Drill through the plastic housing on the back/bottom side.&lt;br /&gt;
* When you feel resistance from the metal pin, gently continue to drill until you feel and hear it destroy the pin ear.&lt;br /&gt;
* Repeat for the remaining pins.&lt;br /&gt;
* Gently pull wire by hand and it will come out very easily. Pliers shouldn&#039;t be required.&lt;br /&gt;
&lt;br /&gt;
The newly installed pins ears will correctly lock in place regardless of the holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The CPU / Driver Board Interconnect Harness===&lt;br /&gt;
[[File:Gtb sys80 harn2.JPG|300px|thumb|left|The A1-J4 / A3-J1 Interconnect Harness]]&lt;br /&gt;
[[File:Gtb sys80 harn1.JPG|300px|thumb|right|The A1-J4 / A3-J1 Interconnect Harness]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are 33 discrete signals which pass from the CPU board to the driver board via this connection.  Two of the connectors pass ground and +5v logic to the driver board [http://pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Adding_Ground_and_5V_Connections_to_Interconnect_Harness (two more can be added)].  The remaining signals are for lamp, solenoid, relay and sound control.  It is &#039;&#039;&#039;extremely important&#039;&#039;&#039; to have solid connectors installed in the CPU / driver board interconnect harness.  Without decent connections, lamps, coils, relays, and sound can either lock on or not turn on at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Adding Ground and 5V Connections to Interconnect Harness====&lt;br /&gt;
Yet one more power/ground update to make is to &amp;quot;double up&amp;quot; the 5VDC and ground connections between the MPU and the driver board. The OEM harness contains only one connection between the MPU and driver board for 5VDC and one connection for logic ground. This is an easy upgrade since spare connection positions are available in the connectors that lead to the correct edge contacts on each board.  Approximately 8 inches of wire and four bifurcated crimp on pins (bifurcated style, Molex 4366 series, Product Family KK, product ID: 08-03-0304 at [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=4366&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= Great Plains Electronics]) are needed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Crimp a pin to each end of each wire. The connectors at each end should face opposite directions. Doing this will avoid twisting the wire as you insert the pins into the connector housing. In the picture below, the red wire carries 5VDC, blue wire carries logic ground. These colors were chosen for illustrative purposes only. Any color wire will do, of course.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=3 caption=&amp;quot;MPU-to-Driver Board Harness Upgrade&amp;quot;&amp;gt;&lt;br /&gt;
File:S80HarnessUpgradeWires.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pins crimped to extra wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80HarnessSlots.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Spare pin positions in harness.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80HarnessUpgraded.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5VDC and ground upgraded.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ground updates===&lt;br /&gt;
&lt;br /&gt;
==== Recommended Ground Improvements for System 80/80A/80B Boards ====&lt;br /&gt;
&lt;br /&gt;
When the Gottlieb® System 80 board set was designed, for whatever reason, the designers did not physically attach each board to a common ground plane via a conductive back panel, standoffs and screws as Bally and Williams did. Instead, Gottlieb® relied on connectors and wires between each board to create a common ground. A poor connection due to dirty/damaged/fatigued connector pins will sever or introduce resistance into the ground between system components resulting in all sorts of odd behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To address this problem, it is important to examine each connector to ensure each pin is clean, and making solid contact (zero electrical resistance, 0 ohms) with the card edge conductor. The ultimate (and recommended) insurance is to add an additional wire from each board&#039;s ground to a common ground point. Historically, the recommended location to join separate board grounds is at the power supply. That ground is then connected to the ground strip (System 80/80A) or transformer assembly (System 80B) in the cabinet bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These ground upgrades were initially recommended and published on the Internet by [http://flippers.com/gottlieb_ground_cures.html#System80 John Robertson of John&#039;s Jukes].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=4 caption=&amp;quot;Recommended Board Ground Wire Locations&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB_Sys80_PSU_Ground.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80/80A Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80bPowerSupplyGroundMod.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B 5V Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80BAuxiliaryPowerSupplyCardEdge.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Auxiliary Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80a cpu brd grd.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;MPU Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80ab drvr brd grd.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Driver Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80 sound added ground.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80 Sound Only Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sound Speech ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Sound and Speech Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sound Speech power sup ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Sound and Speech Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb piggyback sound ground add.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80A/80B Sound Only Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GottliebSoundBoardGroundMod.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Sound Board (edge connector)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80SoundBoardHeaderGrounds.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Sound Board (header connector)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Aux Board Ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Chaser Lamp Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another design decision was to provide separate ground wires for groups of lamps and coils on the driver board. There are several variations used to tie the driver board lamp and solenoid discrete ground wires to the ground plane.  The most common method Gottlieb® used was passing the ground wires through a large, inline Molex connector. If a group of lamps and/or coils are not working, there is a significant probability that a ground is missing.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80GroundsTiedTogether.jpg|left|thumb|300px|Tying all board ground together at a single point, on a System 80 or 80A game.]]&lt;br /&gt;
[[File:Sys80B_BoardGrounds_Added.jpg|right|thumb|300px|Using the 5VDC power supply heatsink as a tie point to add ground mods to a &amp;quot;non-foil&amp;quot; back panel game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Once all of the board grounds have been installed, tie them all together to a single point, as shown at left on a Gottlieb System 80 or 80A game. Here, one of the screws on the power supply is a handy attach point. Note that the coating on the cold plate at that screw point should be sanded bare, as discussed in step 9 of this [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Recommended_Updates_and_Repairs_for_the_System_80.2F80A_Power_Supply_Board procedure].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For 80B games with &amp;quot;non-foil&amp;quot; back panels, one method is to use the +5V power supply heatsink as a tie point. Run a lead from the heatsink to the lower right bolt in the backbox. This bolt will have the factory ground straps secured to it. Make sure to sand or use a Dremel to remove the anodized coating from the heatsink where the grounds will be connected. This implementation eases subsequent board removal as fewer &amp;quot;eyelets&amp;quot; are involved to remove a specific board.&lt;br /&gt;
&lt;br /&gt;
The other method, and a good alternative for 80B games with the &amp;quot;foil&amp;quot; back panel where the heat sink is isolated from the back panel with nylon dual sided washers, is to use wires long enough to tie each board to the lower right bolt in the backbox.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80GroundTiedToCabinetGround.jpg|left|thumb|300px|Connecting all the grounds to cabinet ground (green/yellow wire).]]&amp;lt;br&amp;gt;&lt;br /&gt;
With the grounds all tied together at the power supply, tie that ground to the ground strip in the cabinet bottom. In the picture at left, the wire joined to all other grounds at the power supply is tied to a cabinet ground point (in this case the speaker housing). Cabinet ground points generally have a green wire with yellow tracer attached.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80GroundStrap.jpg|left|thumb|300px|System 80 Cabinet Bottom Ground Strip]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bottom board ground strap is where all grounds should come together for System 80 games.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Grounds Improvements for System 80A at Transformer Panel=====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|System 80A Grounds Cabinet Bottom Ground Strip]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Grounds Alien Star After.jpg|300px|thumb|left|Grounds at Transformer Panel (Alien Star)]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® did secure the grounds correctly on one particular game.  As seen in the adjacent pic, the grounds on Alien Star were attached discretely on the transformer panel.  These ground lines did not pass through a Molex connector like games before or games after.  Why Gottlieb® did not continue this practice is unknown.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Recommended Ground Improvements for System 80B====&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80A / 80B at the Transformer Panel - &amp;quot;The Games&amp;quot; to &amp;quot;Chicago Cubs Triple Play&amp;quot;=====&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*The Games&lt;br /&gt;
*El Dorado City of Gold&lt;br /&gt;
*Touchdown&lt;br /&gt;
*Ice Fever&lt;br /&gt;
*Bounty Hunter&lt;br /&gt;
*Chicago Cubs Triple Play&lt;br /&gt;
&lt;br /&gt;
After Alien Star, Gottlieb® either soldered wire leads directly to the male spade connector board on the transformer panel (games like Chicago Cubs), or used female spade connectors (games like The Games, Touchdown, and Ice Fever), and used square, inline 9-pin Molex connectors to connect to the wiring harness. These connections, if the pins in the connectors are in good shape, are solid and do not require upgrade or modification.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px&amp;gt;&lt;br /&gt;
File:Gottlieb-touchdown-transformer-panel.jpg|Grounds at Transformer Panel (Touchdown)&lt;br /&gt;
File:GTB Grounds Cubs.jpg|Grounds at Transformer Panel (Chicago Cubs Triple Play)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80B at the Transformer Panel - &amp;quot;Tag Team Pinball&amp;quot; to &amp;quot;Spring Break&amp;quot;=====&lt;br /&gt;
&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*Tag-Team Pinball&lt;br /&gt;
*Rock&lt;br /&gt;
*Raven&lt;br /&gt;
*Rock Encore&lt;br /&gt;
*Hollywood Heat&lt;br /&gt;
*Genesis&lt;br /&gt;
*Gold Wings&lt;br /&gt;
*Monte Carlo&lt;br /&gt;
*Spring Break&lt;br /&gt;
&lt;br /&gt;
Ground connections used on System 80B games from Rock to Spring Break are the most unreliable style of ground connections Gottlieb® ever used.  These connections consist of two (sometimes three) small boards each with two gangs of 9-pin male connections. The boards are fastened to the left side of the transformer panel&#039;s metal chassis.  One problem with this is that the 9-pin female connection becomes loose, and in turn, ground connections become intermittent.  Another problem is the male pins on the boards suffer from cracked solder connections.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One common symptom of poor ground connections is multiple solenoids not functioning.  If removing the 9-pin Molex plug from the ground board, rotating it 90 degrees, and reconnecting it causes non-working solenoids to function, the ground connections are bad. Whether or not this test proves that the ground connections are bad, it is highly recommended to improve the ground connections for future reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The purpose of these changes is to remove one potentially failed connection out of the equation.  The grounds will then be secured directly to the transformer chassis via solderless eyelet crimp connectors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These ground upgrades were initially recommended and published on the Internet by [http://www.flippers.com/gottlieb_ground_cures.html#System3 John Robertson of John&#039;s Jukes].  Below are the steps to properly upgrade the grounds.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=100px perrow=3 caption=&amp;quot;Gottlieb® System 80B Ground Upgrades (Tag Team Pinball to Spring Break)&amp;quot;&amp;gt;&lt;br /&gt;
File:Gtb_sys80b_trans_ground_01.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The stock ground connections plugged into the ground connection boards on the left side of the transformer panel.  This pic is a view from the left side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 02.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Remove all connections from the transformer panel.  Then, unscrew the four 5/16&amp;quot; hex head screws which secure the transformer panel from the bottom of the cabinet.  Turn the transformer panel on its side.  This will allow better access to secure the ring terminals to the side of the chassis.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 03.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut all of the ground wires as close as possible to the 9-pin connection.  Remove the two boards with the 9-pin male wafer connections.  As can be seen in the pic, Gottlieb® did actually secure the discrete transformer panel grounds to the panel&#039;s chassis with a single, soldered eyelet connector.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 04.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All the ground wires are to have their insulation stripped back longer than usual - approximately 3/4&amp;quot;.  Solderless ring terminals are crimped onto the ground wires.  The connections used in this particular application are Motormite #85443.  Motormite brand does not have to be used.  This particular brand and part number are mentioned due to the difficulty in finding the correct connectors to use. Most common ring terminals have a #10 or larger screw eyelet, which will not work effectively, if the eyelets are fastened to the side of the transformer panel chassis.  The ring terminals shown here are made for #12-#10 gauge wire with an eyelet for a #8 screw.  &amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 02.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The ground Molex plugs and connection boards which were formerly fastened to the transformer panel&#039;s metal chassis. The four ground connector plugs (some games only use three total) were cut off from the incoming ground wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 06.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Keep wires which were common to one connector together (driver board ground wires, playfield ground wires, and backbox ground wires).  In doing this, future disassembly will be possible, should any of the individual wiring harnesses need attention or the playfield removed from the game.  The ground wires are then twisted together and crimped.  From experience, a maximum of 4 larger gauge wires can be crimped in one connection.  Lighter gauge wires can be paired with or without heavier gauge wires.  When doing this, the maximum effective grouping of wires increases slightly.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 01.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The screws which were removed from the ground bus board should be reused to secure the eyelets to the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 03.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The transformer is fastened to the bottom of the cabinet with the ground upgrades in place.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground last.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pay close attention when securing the transformer panel to the cabinet.  All four mounting screws typically have flat ground straps with an eyelet.  These eyelet connections *must* be secured to the transformer panel.  Otherwise, the earth grounds will not all be tied together anymore.  Two of these ground connections are circled in the pic.  There are two more located on the backside of the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although somewhat equally difficult to locate, an alternate to the Motormite # 85443 connectors are Tyco / AMP 408-2049-4 connectors. Again, any brand can be used, but make certain the eyelet hole is for a #8 screw (not a #10 or larger), and the crimp connector can accommodate #10 / #12 gauge wires (typically yellow insulation on crimp).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80B at the Transformer Panel - &amp;quot;Arena&amp;quot; to &amp;quot;Amazon Hunt III&amp;quot; =====&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*Arena&lt;br /&gt;
*Victory&lt;br /&gt;
*Diamond Lady&lt;br /&gt;
*TX-Sector&lt;br /&gt;
*Robo-War&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Excalibur&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bone Busters Inc.&lt;br /&gt;
*Night Moves&lt;br /&gt;
*Amazon Hunt III&lt;br /&gt;
&lt;br /&gt;
Ground connections used on System 80B games from Arena to Amazon Hunt III are the not as bad as the previous design, however, they are still unreliable at times.  These connections consist of two small boards with three 10-pin .156&amp;quot; inline male header connections. The boards are fastened to the left side (or back side on newer games like Hot Shots) of the transformer panel&#039;s metal chassis.  One problem with this is that the header pins get cracked solder joints, and in turn, ground connections become intermittent. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One common symptom of poor ground connections is multiple solenoids not functioning.  If removing the 10-pin Molex plug from the ground board, and reconnecting it at a different header causes non-working solenoids to function, the ground connections are bad. Whether or not this test proves that the ground connections are bad, it is highly recommended to improve the ground connections for future reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The purpose of these changes is to remove one potentially failed connection out of the equation.  The grounds will then be secured directly to the transformer chassis via solderless eyelet crimp connectors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like the previous section, these ground upgrades were initially recommended and published on the Internet by [http://www.flippers.com/gottlieb_ground_cures.html#System3 John Robertson of John&#039;s Jukes].  Below are the steps to properly upgrade the grounds.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=100px perrow=3 caption=&amp;quot;Gottlieb® System 80B Ground Upgrades (Arena to Bone Busters)&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB 80B Victory Grounds 01.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The stock ground connections plugged into the ground connection boards on the left side of the transformer panel.  This pic is a view from the left side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 02.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Remove all connections from the transformer panel.  Then, unscrew the four 5/16&amp;quot; hex head screws which secure the transformer panel from the bottom of the cabinet.  Turn the transformer panel on its side.  This will allow better access to secure the ring terminals to the side of the chassis.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 03.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut all of the ground wires as close as possible to the 10-pin housing.  Remove the two boards with the three .156&amp;quot; 10-pin male header connections.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 04.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All of the ground wires are to have their insulation stripped back longer than usual - approximately 3/4&amp;quot;.  Solderless ring terminals are crimped onto the ground wires.  The connections used in this particular application are Motormite #85443.  Motormite brand does not have to be used.  This particular brand and part number are mentioned due to the difficulty in finding the correct connectors to use. Most common ring terminals have a #10 or larger screw eyelet, which will not work effectively, if the eyelets are fastened to the side of the transformer panel chassis.  The ring terminals shown here are made for #12-#10 gauge wire with an eyelet for a #8 screw.  &amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 05.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The ground Molex plugs and connection boards which were formerly fastened to the transformer panel&#039;s metal chassis. The five ground connector plugs were cut off from the incoming ground wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 06.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Keep wires which were common to one connector together (driver board ground wires, playfield ground wires, and backbox ground wires).  In doing this, future disassembly will be possible, should any of the individual wiring harnesses need attention or the playfield removed from the game.  The ground wires are then twisted together and crimped.  From experience, a maximum of 4 larger gauge wires can be crimped in one connection.  Lighter gauge wires can be paired with or without heavier gauge wires.  When doing this, the maximum effective grouping of wires increases slightly.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 07.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The screws which were removed from the ground bus board should be reused to secure the eyelets to the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 08.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The transformer is fastened to the bottom of the cabinet with the ground upgrades in place.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 09.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pay close attention when securing the transformer panel to the cabinet.  The four mounting screws may have flat ground straps with an eyelet.  These eyelet connections *must* be secured to the transformer panel.  Otherwise, the earth grounds will not all be tied together anymore.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although somewhat equally difficult to locate, an alternate to the Motormite # 85443 connectors are Tyco / AMP 408-2049-4 connectors. Again, any brand can be used, but make certain the eyelet hole is for a #8 screw (not a #10 or larger), and the crimp connector can accommodate #10 / #12 gauge wires (typically yellow insulation on crimp).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Problems===&lt;br /&gt;
====Replacing the Orange Filtering Capacitor====&lt;br /&gt;
[[File:AgedOrangeCap.jpg|300px|thumb|left|A worn out original 6800uf/25V Gottlieb® filter capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
If your System 80 or early System 80A game still has the original, orange 12VDC filtering capacitor in the cabinet bottom, it should be replaced. It&#039;s 30+ years old, has served the game well for a long time, and deserves a rest. Replace it with a new capacitor, valued from 6800uf to 12,000uf and at least 25V. Don&#039;t forget to acquire the right sized bracket to secure the cap to the bottom board.&lt;br /&gt;
&lt;br /&gt;
A very nice replacement for this capacitor, specified at 12,000uf, can be found [https://www.bigdaddy-enterprises.com/repairkits/gottlieb_kits.htm#g-80filters here] or [https://www.marcospecialties.com/pinball-parts/C12KM40VR here].&lt;br /&gt;
&lt;br /&gt;
This capacitor filters the rectified 12VDC which is supplied to the power supply board for regulation down to 5VDC which is used by every board in the game, including the MPU. Solid 5VDC power is critical for the game to operate properly, hence the need for a properly working cap.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sporadic / Inconsistent / Missing Voltages====&lt;br /&gt;
[[File:GTB Sys80 PS Cold Joints.jpg|300px|thumb|left|This header pin was removed from the board by wiggling it loose!]]&amp;lt;br&amp;gt;&lt;br /&gt;
One problem with the System 80 power supply sporadic, inconsistent, or missing voltages.  The game may be fine one minute, while the next minute, it loses voltage(s) completely.  One of the main culprits for this is cracked header joints.  Between vibration and the heat dissipated by the heat sink, header joints have a fairly high failure rate on System 80 power supplies.  The fix is to disassemble the power supply (as seen in the next section), and replace the stock round header pins with square headers. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Low 60v and All Displays Dim or at Half Brightness===&lt;br /&gt;
See the display section: [[#All Displays Dim or at Half Brightness|All Displays Dim or at Half Brightness]]&lt;br /&gt;
&lt;br /&gt;
====Recommended Updates and Repairs for the System 80/80A Power Supply Board====&lt;br /&gt;
[[File:GottliebSystem80PSBurnedCR7.jpg|300px|thumb|right|If CR7 on the Gottlieb power supply looks like this, the board should be rehabbed immediately.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 Power Supply board is a pretty tough bugger. Still, after years of steady operation, they do fail, and they require refurbishment / rebuild.&amp;lt;br&amp;gt;&lt;br /&gt;
The test point values are silk screened on the System 80 power supply board. They are +5VDC, +8VDC, +42VDC, and +60VDC. Ground, or &amp;quot;common&amp;quot; is also labeled.&amp;lt;br&amp;gt;&lt;br /&gt;
Given that the parts to refurbish the power supply are cheap and readily available, and that taking the power supply apart is a bit of a pain, a good strategy is to replace all failure prone parts, whether the parts have failed or not, to avoid disassembling the power supply more than once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mandatory parts list:&amp;lt;/b&amp;gt;&lt;br /&gt;
#.156 male header pins without friction lock, 9-pin, 7-pin, 6-pin, or break to size.&lt;br /&gt;
#500 ohm resistor cermet trimmer potentiometer. A quality sealed one like the one pictured is advised.&lt;br /&gt;
#3 inches of 18 gauge wire&lt;br /&gt;
#680 ohm 1/2 watt resistor (470, 510, 560, or 620 works also) replacement for R10, originally a 30 ohm 2W resistor and &amp;lt;b&amp;gt;must be replaced&amp;lt;/b&amp;gt; if CR7 is replaced with a 1N4738 (below)&lt;br /&gt;
#1N4738 8.2V 1 watt zener diode (CR7, originally a 1N3445 8.2V 2W zener)&lt;br /&gt;
#12K ohm, 1/2 watt resistor (R3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Optional parts list:&amp;lt;/b&amp;gt;&lt;br /&gt;
#1N4746 18V 1 watt zener diode (CR6, optional)&lt;br /&gt;
#47uf, 100V axial capacitor (C2, optional)&lt;br /&gt;
#LM723 voltage regulator and 14-pin socket (IC1, optional if the 5V section is operational)&lt;br /&gt;
#2N6057, 2N6059, or 2N6284 Darlington transistor (Q3, optional if the 5V section is operational)&lt;br /&gt;
#heat sink compound (optional as required)&lt;br /&gt;
#TO-3 mica insulator or heat sink gasket (optional as required)&lt;br /&gt;
#TO-3 transistor spacer (optional as required) Keystone 4616 or Mouser Electronics 534-4616&lt;br /&gt;
#2N5550 or 2N5551 transistor (Q2, optional)&lt;br /&gt;
#470uf/100V axial capacitor (C1, optional if the 42v/60v section is operational, this cap is often the cause of the 1/4A HV fuse blowing)&lt;br /&gt;
#TIP31C TO-220 NPN transistor (Q1, optional if the 42v/60v section is operational)&lt;br /&gt;
#TO-220 mica insulator (optional as required)&lt;br /&gt;
#TO-220 Passive Heatsink - Aavid Thermalloy 563002B00000G (only necessary if the existing heatsink is damaged or missing the PCB mounting tabs)&lt;br /&gt;
#TO-220 Nylon Bushing Insulator (only necessary if missing or damaged)&lt;br /&gt;
#Green LEDs (optional...use to identify that the board has been rebuilt)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&lt;br /&gt;
#Remove the 4 screws that fasten the PCB to the cold plate (heat sink).&lt;br /&gt;
#Remove the 2 screws that fasten the back mounted transistor Q3 to the PCB and cold plate.&lt;br /&gt;
#Use a solder removal tool to remove the solder from the legs of Q3 that extend through the PCB. This is the toughest part of the job. If the board had been really hacked, two irons and a friend may be needed to accomplish this.&lt;br /&gt;
#Once the cold plate and Q3 have been removed, set those parts to the side.&lt;br /&gt;
#Replace parts on the PCB as recommended and advised by the particular failure.&lt;br /&gt;
#On the solder side of the PCB, solder a 3&amp;quot; wire from the ground trace to the screw mount, as shown in the picture below.&lt;br /&gt;
#When replacing the original round header pins with new square header pins, the through holes may require slight enlargement using a pick as shown in the picture below. Alternatively, the holes can be drilled with a small bit from the solder side of the board. Pressing the pins into the through holes without enlarging them might cause the solder pad to pop off the board. Key pins must be removed prior to installation as the PCB has no holes at the key pin position.&lt;br /&gt;
#Recheck all of the work performed.&lt;br /&gt;
#Sand the black insulating coating from the top/right screw hole on the front of the cold plate, as shown in the picture below. The insulating coating is very tough. A drum sander attachment on a Dremel works very well for this.  To ensure enough has been sanded, use a meter to &amp;quot;buzz&amp;quot; between screw holes. The screw hole will be used later to tie the ground from each PCB together.&lt;br /&gt;
#Install Q3 (note that it will only install one way) onto the cold plate using the transistor spacer, mica insulator, and heat sink compound.&lt;br /&gt;
#Mate the two halves of the power supply together and reinstall the two screws which secure Q3.&lt;br /&gt;
#Solder the leads of Q3 to it&#039;s through-holes.&lt;br /&gt;
#To ensure continuity at each leg&#039;s solder joint, &amp;quot;buzz&amp;quot; the connection between the left leg of Q3 and the top leg of R9.&lt;br /&gt;
#Also &amp;quot;buzz&amp;quot; the connection between the right leg of Q3 and the bottom leg of R11.&lt;br /&gt;
#Install the remaining 4 screws around the perimeter of the power supply board. &lt;br /&gt;
#Lastly, ensure there is NO continuity between Q3 and the cold plate, as shown in the picture below. This is an essential step to ensure proper operation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=170px heights=100px perrow=3 caption=&amp;quot;System 80/80A Power Supply Repair&amp;quot;&amp;gt;&lt;br /&gt;
File:Parts.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Required&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsRemoved.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front Side, Parts Removed and Board Cleaned Up&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsRemovedBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Back Side, Parts Removed&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:EnlargingHoles.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Enlarging Header Pin Holes&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsReplaced.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Replaced, Front Side&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsReplacedBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Replaced and Ground Updated, Back Side&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:R10ThermalStrainRelief.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Strain Relief for R10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Sys80PSAllDone.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All Done&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Transistor-to-ColdPlateContinuityTest.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Ensuring no continuity between Q3 and the cold plate&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once fully assembled, reinstall the power supply into the game. Connect ONLY J1 (the lower 9-pin connector) at this time. Power the game on, looking for the two LEDs to light. If they do not light, there will be rework to perform. Assuming that they do light, test each of the voltages that the power supply creates to ensure the correct power is being generated/regulated. Since the power is not &amp;quot;under load&amp;quot;, each of the voltages may read 10% or so high. While measuring the 5V test point, adjust the 5V trim pot to about 5.1VDC.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
That&#039;s it! Done.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: once the other boards are connected to the power supply, the 5V may sag some. Measure the 5V across the electrolytic cap just to the right of the MPU power connector. Using the 5V trim pot, adjust the 5V power to between 5.0 and 5.1VDC.&lt;br /&gt;
&lt;br /&gt;
====Recommended Repairs for the System 80B Power Supply Board====&lt;br /&gt;
[[File:Gtb sys80b psu.JPG|300px|thumb|left|System 80B +5 VDC Power Supply. The adjustment POT is at the top of the PCB.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Step one to improving power supply reliability is to replace the original 500 ohm 1 watt adjustment pot.  This procedure can be done easily without removing the large heat sink.  A replacement sealed pot is recommended, but not completely necessary.&lt;br /&gt;
&lt;br /&gt;
Next, remove all the old solder from the all of the .156&amp;quot; header pins, and reflow new solder onto the joints. The top header pins (J2) supply +5VDC to the majority of the associated circuit boards in the back box.  Provided that the power supply is delivering acceptable voltages in the +5VDC range, these two relatively simple repairs are the only things needed for this board.&lt;br /&gt;
&lt;br /&gt;
However, if you&#039;ve adjusted the pot as much as possible in the appropriate direction, and the power supply is still delivering voltages higher or lower than around +5VDC, it&#039;s probably time to look at replacing the LM338K voltage regulator.  While not a frequent occurrence, the voltage regulator will sometimes fail. &lt;br /&gt;
&lt;br /&gt;
If the voltages measured are less than 1VDC, the grounds for the power supply (located at the transformer panel) will more than likely need attention.  Once the grounds at the transformer panel are better secured, recheck the voltage at the power supply.&lt;br /&gt;
&lt;br /&gt;
Note: When measuring the +5VDC provided by the power supply, first disconnect J2 on the power supply. Measure power at the J2 male headers first. Once within an acceptable range, turn power off and reconnect J2. Measure power across C1, the 100uf/10V capacitor that is next to J1 (power connector) on the MPU. The MPU may drag the +5VDC supply down a bit. If you find this to be the case, adjust the trim pot on the power supply until a steady +5VDC is seen at the MPU. Poor connections between the +5VDC power supply and the MPU board may also reduce the voltage measured at the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Optional Bling...Adding Power Indicating LED&#039;s to Boards====&lt;br /&gt;
=====CPU Board LED=====&lt;br /&gt;
How to add a &amp;quot;+5 volt&amp;quot; indicator for the Gottlieb System 80 Generation 1 CPU board (the D102 board). This will light up when + 5 volts are present on the CPU board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; diameter holes spaced about 3mm apart in the spot indicated just below power connector J1. This area has no traces to interfere with drilling.&lt;br /&gt;
#Install LED into board with flat side facing toward the power connector J1.&lt;br /&gt;
#Bend the flat side&#039;s lead to the negative (ground) point shown in the picture and solder it.&lt;br /&gt;
#The other lead of the LED will connect to one side of the 330 ohm resistor. The other end of the resistor will be soldered to the positive trace shown in the picture. You&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is powered on, this LED will indicate that the CPU board is receiving +5 volts from the power supply.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDholesfront.JPG|300px|thumb|left|Holes drilled on front of board]]&lt;br /&gt;
[[File:Sys80CPULEDholesrear.JPG|300px|thumb|right|Holes drilled on rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Circled areas are where to drill the two holes for the LED. Any color of LED can be used, but red or green are preferred.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDwiring.JPG|300px|thumb|left|Wiring on solder side of board]]&lt;br /&gt;
[[File:Sys80CPULEDfront.JPG|300px|thumb|right|LED installed on board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED. Note the location of the flat side of the LED.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDlitup.JPG|300px|thumb|left|Finished installation of LED]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Completed installation with LED lit up indicating the +5 volts is present on the CPU board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Driver Board LED=====&lt;br /&gt;
Adding a &amp;quot;+5 volt&amp;quot; indicator to the System 80 Driver Board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohm quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; holes spaced about 3mm apart in the board at the location shown in the pictures to the left of the electrolytic capacitor near chip Z1. There should be no traces at that area.&lt;br /&gt;
#Install the red LED with the flat side facing the trace going to the negative side of the electrolytic capacitor. Bend the LED&#039;s flat side lead down to that trace and scrape away some of the green paint at the point you will be soldering it. Now solder that lead to the trace.&lt;br /&gt;
#Solder one end of the 330 ohm resistor to the other lead of the LED.&lt;br /&gt;
#The other end of the resistor will now get soldered to the trace that goes to the positive side of the electrolytic capacitor. Again, be sure to scrape some of the green paint off of the trace where the resistor lead will be soldered. You are done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is on, the LED will be lit indicating that the driver board is receiving +5 volts from the CPU board.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LED_holesfront.JPG|300px|thumb|left|Drilled holes on front of board]]&lt;br /&gt;
[[File:Sys80LEDholesrear.JPG|300px|thumb|right|Drilled holes on the rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Views of the holes drilled for the LED looking from the front and rear of the System 80 driver board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LEDrear.JPG|300px|thumb|left|Wiring of the LED and resistor]]&lt;br /&gt;
[[File:Sys80LEDflat.JPG|300px|thumb|right|Finished installation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED. Notice the location of the flat side of the LED. Any color of LED can be used, but red or green is prefered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LEDlitup.JPG|300px|thumb|left|Finished installation with LED lit]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Completed installation showing the LED lit up indicating +5v power is present on the driver board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pop Bumper Driver Board LED=====&lt;br /&gt;
How to add a &amp;quot;+5 volt&amp;quot; indicator for the Gottlieb System 80 Pop Bumper Driver Board. This will light up when + 5 volts are present on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#From the solder side, mark and drill four 1/16&amp;quot; diameter holes spaced as shown in the spot indicated. &lt;br /&gt;
#Install LED into board with flat side facing toward the power connector J1.&lt;br /&gt;
#Bend the flat side&#039;s lead to the negative (ground) point shown in the picture and solder it.&lt;br /&gt;
#The other lead of the LED will connect to one side of the 330 ohm resistor.&lt;br /&gt;
#The other end of the resistor will be soldered to the positive trace shown in the picture.&lt;br /&gt;
#You&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is powered on, this LED will indicate that the CPU board is receiving +5 volts from the power supply.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px perrow=3&amp;gt;&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-supplies.jpg|Supplies needed.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-1.jpg|Mark holes on solder side as shown.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-2.jpg|Drill holes.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-3.jpg|Stuff parts shown. Note the polarity of the LED.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-4.jpg|Bend component legs as shown.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-5.jpg|Solder all 3 connections as shown.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Repeat for each Pop Bumper Driver Board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary Lamp Driver Board LED=====&lt;br /&gt;
Adding a &amp;quot;+5 volt&amp;quot; LED indicator for the auxiliary lamp driver board used to create &amp;quot;chase lamps&amp;quot; in many System 80/80A/80B games.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red or green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, 1/4 watt&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; diameter holes about 3mm apart in the locations indicated in the pictures.&lt;br /&gt;
#Mount LED with the flat side toward the edge of the board.&lt;br /&gt;
#The lead from the LED&#039;s flat side will be soldered to pin 2 (ground) of connector A11P1. Be sure to slide a piece of heat shrink tubing over this lead so it does not accidently short to the other connector pins.&lt;br /&gt;
#The other lead of the LED will be soldered to one end of the 330 ohm resistor.&lt;br /&gt;
#The other end of the resistor will be soldered to pin 4 (+5 volts) of connector A11P1.&lt;br /&gt;
&lt;br /&gt;
Whenever the machine is on, the LED should be lit, indicating the auxiliary lamp driver board is receiving power. &lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDfrontholes.JPG|300px|thumb|left|Drilled holes on front of board]]&lt;br /&gt;
[[File:ALDLEDrearholes.JPG|300px|thumb|right|Drilled holes on rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
View of the holes drilled for the LED as viewed from the front and rear of the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDfront.JPG|300px|thumb|left|LED installed on board]]&lt;br /&gt;
[[File:ALDLEDrear.JPG|300px|thumb|right|Resistor and LED wiring]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED on the rear of the board. Notice the location of the flat side of the LED.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDlitup.JPG|300px|thumb|left|LED is lit up]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Finished installation with LED lit up indicating presence of +5 volts power on the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound/Speech Power Supply Board LED&#039;s=====&lt;br /&gt;
The Sound/Speech power supply board will get a total of four LED&#039;s! These are to indicate the presence of -12 volts, +12 volts, and +30 volts going out to the actual sound/speech board and also to indicate +24 volts coming in to the power supply board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*4 Red or green LED&#039;s&lt;br /&gt;
*2 Resistors, 1 k, 1/4 watt&lt;br /&gt;
*1 Resistor, 2.2k, 1/4 watt&lt;br /&gt;
*1 Resistor, 3.0 k, 1/4 watt&lt;br /&gt;
&lt;br /&gt;
#Drill a total of eight 1/16&amp;quot; holes at the points shown in the pictures near connector A7P1. Lead spacing per LED is about 3mm. Be sure the LED&#039;s are not too close to each other to interfere with sitting flat against the board. The +12 and +30 volt LED&#039;s will mount with the flat side facing diagonally (7 o&#039;clock) toward the lower left board mounting hole.&lt;br /&gt;
#The -12 volt LED will have the lead of the round side (anode) soldered to the heavy ground trace of the board. You&#039;ll need to scrape some of the green paint off the trace first. The other lead of this LED will be soldered to one end of a 1k resistor. The other end of this resistor will be soldered to the junction point of resistor R2 and the anode of zener diode CR2.&lt;br /&gt;
#The +24 volt LED will have the lead from the flat side (cathode) of the LED soldered to the heavy ground trace on the board. You&#039;ll need to scrape a bit of the green paint off the trace first. The other lead of the LED will be soldered to one end of a 2.2k resistor. The other end of the resistor will be soldered to the trace going to connector A7P1 pin 6 (+24 volts). Again, you&#039;ll need to scrape some of the green paint from the trace first.&lt;br /&gt;
#The +12 volt LED will have the lead from the flat side (cathode) of the LED soldered to the heavy ground trace. You will need to scrape some of the green paint off the trace first. The other lead of the LED will be soldered to one end of a 1k resistor. The other end of this resistor will be soldered to to the trace going to connector A7P1 pin 1 (+12 volts). You will need to scrape some of the green paint off of the trace first.&lt;br /&gt;
#The +30 volt LED will have the lead of the flat side (cathode) soldered to the heavy ground trace. You will need to scrape off some of the green paint from the trace first. The other lead of the LED will be soldered to one end of a 3 k resistor. The other end of this resistor will be soldered to the trace going to connector A7P1 pin 2 (+30 volts). You will need to scrape some of the green paint from the trace first.&lt;br /&gt;
#These LED&#039;s above are all optional. The board never originally came with anything to indicate presence of voltages. If you only want to install one, that&#039;s fine. I chose to install all four so I can see at a glance that all four voltages are present. You don&#039;t have to install all four if you don&#039;t want to.&lt;br /&gt;
&lt;br /&gt;
In the picture of the finished front of the board the LED&#039;s from top to bottom are:&lt;br /&gt;
&lt;br /&gt;
*-12v&lt;br /&gt;
*+24v&lt;br /&gt;
*+12v&lt;br /&gt;
*+30v&lt;br /&gt;
&lt;br /&gt;
In the picture of the wiring on the back (foil) side of the board, the resistors top to bottom are:&lt;br /&gt;
&lt;br /&gt;
*1K&lt;br /&gt;
*2.2K&lt;br /&gt;
*1K&lt;br /&gt;
*3K &lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDfrontholes.JPG|300px|thumb|left|Drilled holes for the LED&#039;s on the front of board]]&lt;br /&gt;
[[File:SSPSLEDrearholes.JPG|300px|thumb|right|Drilled holes for the LED&#039;s on the rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Views of the drilled holes for the LED&#039;s looking from the front and rear of the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDlower.JPG|300px|thumb|left|+12 and +30 LED&#039;s installed on front]]&lt;br /&gt;
[[File:SSPSLEDupper.JPG|300px|thumb|right|-12 and +24 LED&#039;s installed on front]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All four LED&#039;s installed on the front of the board. Notice the location of the flat sides of all the LED&#039;s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLED_wiring.JPG|300px|thumb|left|Wiring of the resistors on the rear of board]]&lt;br /&gt;
[[File:SSPSLEDfinished.JPG|300px|thumb|right|All four LED&#039;s installed on front of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistors and LED&#039;s on the rear of the board. All four LED&#039;s installed on front of board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDlitup.JPG|300px|thumb|left|Finished and all LED&#039;s lit]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All four LED&#039;s installed and lit up indicating the presence of the four different voltages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80/80A Power Supply Board LED=====&lt;br /&gt;
The System 80 and System 80A power supply board already has LED&#039;s installed to indicate the +5 volts and +12 volts. This project will add an LED to indicate the presence of the +60 volts which is used to operate the score displays. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 LED, any color&lt;br /&gt;
*1 Resistor, 10k, 2 watts&lt;br /&gt;
&lt;br /&gt;
#Drill a total of four 1/16&amp;quot; diameter holes at the points indicated between the foil traces in the pictures. Try to keep the holes in a straight line.The LED installs in the top two holes and with the flat (cathode) side facing downward toward the bottom end of the board. The resistor will install in the other remaining two holes which are the also the farthest spaced. Be sure to scrape the paint off of the foil traces at the points shown in the pictures.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_holes_front.JPG|300px|thumb|left|Holes drilled viewed from front of board]]&lt;br /&gt;
[[File:SYS80PS_holes_rear.JPG|300px|thumb|right|Holes drilled as viewed from rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wiring it all up:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The flat (cathode) side of the LED will be soldered to the top end of the 10k 2 watt resistor. Be sure to keep all component leads pressed down as close to the foil traces as possible to prevent shorting to the metal frame when the board is re-assembled to the metal frame. There is very little clearance between the board and the metal frame when everything is re-assembled. The lower end of the resistor will be soldered to the foil trace that goes to connector J3, pins 4 and 5 (ground). The round (anode) side of the LED will be soldered to the foil trace that goes to connector J3 pin 1 (the +60 volts). Put a short piece of heat shrink tubing or sleeving over that lead to prevent it from shorting to the trace it crosses over. Now carefully bend that lead of the LED down onto the correct foil trace as shown in the pictures and solder it. Be sure to label the new LED on the parts side of the board as &amp;quot;+60V&amp;quot;. This completes the wiring.&lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_parts.JPG|300px|thumb|left|Resistor and LED mounted on board]]&lt;br /&gt;
[[File:SYS80PS_soldered.JPG|300px|thumb|right|Parts soldered to foil traces]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new LED should be lit at all times the machine is turned on. It indicates that +60 volts DC is present to operate the score displays. The other display voltage, +42 volts, is derived from the +60 volts. &lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_finished.JPG|300px|thumb|left|Finished installation with +60v marking]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80 First Generation &amp;quot;Sounds Only&amp;quot; Sound Board LED&#039;s=====&lt;br /&gt;
This board was used in early System 80 games such as Panthera. It operates on three power sources, -12 volts, +12 volts, and +5 volts. The +12 volts is obtained from the bottom panel in the machine. The +5 volts is obtained from the game&#039;s power supply board. The -12 volts is generated on this sounds only board by receiving ac power input on J1 pins 3 and 4. You can measure the -12 volts by connecting your volt meter across zener diode CR5 (1N4742A).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MATERIALS NEEDED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*2 LED&#039;s, any color&lt;br /&gt;
*1 Resistor, 1k @ 1/4 watt&lt;br /&gt;
*1 Resistor, 330 ohm @ 1/4 watt&lt;br /&gt;
*1 Short piece of small diameter heat shrink tubing&lt;br /&gt;
&lt;br /&gt;
#Drill two pairs of holes 1/16&amp;quot; diameter and about 3mm apart at the locations as shown in the pictures. Be sure not to drill through any foil traces.&lt;br /&gt;
#The +12 volt LED will have the flat side (cathode) of the LED soldered to the ground trace coming from pin 6 of connector J1. You&#039;ll need to scrape a bit of green paint off of the trace first in order to solder it. The other lead of the LED will be soldered to one end of a 1k @ 1/4 watt resistor. The other end of the resistor will be soldered to pin 1 of connector J1 (the +12 volt source). Be sure to slide a short piece of heat shrink tubing over this end of the resistor before soldering since this lead will pass over a couple of traces. This will prevent the resistor lead from shorting to those traces and causing damage.&lt;br /&gt;
#The +5 volt LED will have the flat side (cathode) of the LED soldered to the ground trace coming from pin 6 of connector J1. You&#039;ll need to scrape a bit of the green paint off of the trace first in order to solder it. The other end of the LED will be soldered to one end of a 330 ohm @ 1/4 watt resistor. The other end of the resistor will be soldered to pin 5 of connector J1 (the +5 volt source).&lt;br /&gt;
#When finished, be sure to note that the flat sides of both LED&#039;s will be facing each other on the front side of the board. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80so_holes_front.JPG|300px|thumb|left|Holes drilled in front of board]]&lt;br /&gt;
[[File:Sys80so_holes_rear.JPG|300px|thumb|right|Holes drill in rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80so_LEDS.JPG|300px|thumb|left|LED&#039;s installed on board with flat sides facing each other]]&lt;br /&gt;
[[File:Sys80so_resistors.JPG|300px|thumb|right|Wiring on solder side of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====F2 Fuse Blows At Power Up on 80A games====&lt;br /&gt;
If the F2 fuse blows at power up, there is one overlooked problem that is good to check. This could also apply to 80B games, but a different fuse may blow.&lt;br /&gt;
&lt;br /&gt;
On the transformer panel, there is a pair of cement resistors are soldered to a solder tab, which is screwed down to a small square plastic post. Check to make sure that this has not been moved to another screw hole in the metal of the transformer panel. Screwing this line to the metal of the transformer panel ties one of the AC lines to ground. Since this line is shorted/tied to ground, it also has the side effect of making the bridge rectifier test bad, since there is a tab tied to ground when there shouldn&#039;t be one. It is likely that the bridge rectifier will test good as soon as the solder tab is moved to the correct place.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300&amp;gt;&lt;br /&gt;
File:sys80-f2-fuse-blows-issue-2.jpg|Correct place to screw the solder tab (on the square plastic post)&lt;br /&gt;
File:sys80-f2-fuse-blows-issue-1.jpg|Incorrect place to screw the solder tab. This causes a short.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MPU boot issues===&lt;br /&gt;
&lt;br /&gt;
There are a large and varied number of reasons that a System 80 MPU will fail to boot. Unfortunately, as has been said before, &amp;quot;this is not a Bally world&amp;quot;. That is, unlike &amp;quot;classic&amp;quot; Bally and Stern MPUs the System 80 MPU provides absolutely no indication as to why it may have failed to boot.&lt;br /&gt;
&lt;br /&gt;
Debugging a non-booting MPU is somewhat of an art. A few basic steps are listed below.&lt;br /&gt;
&lt;br /&gt;
#Ensure the power supply is providing a solid 5VDC power source&lt;br /&gt;
#Replace the orange electrolytic cap in the cabinet bottom if still original&lt;br /&gt;
#Take the board to the bench&lt;br /&gt;
#Examine the board for alkaline damage. Abate all alkaline corrosion.&lt;br /&gt;
#Ensure the reset section of the board is working. Pin 40 of the 6502 should begin &amp;quot;low&amp;quot;, then after about 1/2 second, transition to &amp;quot;high&amp;quot;. Note that the reset transition will be slightly longer if using a modern reset generator (ala DS1811) as outlined in subsequent sections&lt;br /&gt;
#Check the clock signals at the 6502. A logic probe will show a rhythmic pulse. An Oscilloscope should show the 3.58Mhz pulse. If the clock signal is not pulsing, work backwards through the 74xx logic all the way to the crystal if necessary&lt;br /&gt;
#Check the IRQ signal at the 6502. Ensure it isn&#039;t &amp;quot;stuck&amp;quot;. Only the 6532 RIOTs can pull the IRQ signal low. Once the 6502 software processes the IRQ, the 6502 will release the IRQ signal&lt;br /&gt;
#Check the R/W (read/write) signal at the 6502. Again, ensure it isn&#039;t stuck&lt;br /&gt;
#Check the address and data lines to ensure that they are pulsing&lt;br /&gt;
#Feel each of the masked ROM chips at U2 and U3 as well as the 6532 RIOT chips at U4, U5, and U6. If the IC is too hot to touch, it has probably failed and should be replaced. Note that the 6532 RIOTs run hot normally. If one is noticeably hotter than the other, that may be an indication of failure.&lt;br /&gt;
#Test each of the 74XX chips in the switch matrix (Z11 - Z15) using this [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit procedure].&lt;br /&gt;
#If the board has the original masked game ROM(s), replacement of those ROM(s) is advised. System 80 and 80A games used a 2716 originally at the PROM1 position (early games used dual 2708s at PROM1 and PROM2). System 80B games used a 2764 for the game ROM (which also replaces U2 and U3) and generally a 2716 at the PROM1 position. Of course, the ROM image can be doubled or even quadrupled so that it fits snugly into a larger capacitor ROM as long as that ROM footprint matches the OEM ROM footprint (number of pins)&lt;br /&gt;
#System 80B MPUs employ a &amp;quot;daughter card&amp;quot;. Fractured solder joints where the &amp;quot;riser pins&amp;quot; connect to the daughter card are often an issue. These joints can&#039;t be examined without removing the daughter card. And removing the daughter card is not trivial. If flexing the daughter card causes the board to boot or to crash, fractured solder joints are a solid suspect.&lt;br /&gt;
&lt;br /&gt;
====Power on &amp;quot;Thunk&amp;quot;====&lt;br /&gt;
Some System 80 games exhibit a &amp;quot;thunk&amp;quot; upon power up. The manifestation of this is the unpredictable lighting of lamps, running of motors, and actuation of coils / relays.  The symptom is unpredictable in that swapping either the driver or the MPU board might change the behavior. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;thunk&amp;quot; can be suppressed via a process detailed [http://www.flippers.com/gott-system80.html#thunk here] by John Robertson.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80 Driver Reset Front.JPG|thumb|left|300px|The addition of an MCP130-460HI/TO reset generator on the driver board.]]&lt;br /&gt;
[[File:Sys80 Driver Reset Back.JPG|thumb|right|300px|The addition of an MCP130-460HI/TO reset generator on the driver board w/ traces cut and jumpers run.]]&amp;lt;br&amp;gt;&lt;br /&gt;
As an alternative to John&#039;s approach, another method has been developed. The method employs the use of a reset generator tied to the &#039;&#039;&#039;CLR&#039;&#039;&#039; leg (pin 1) of the appropriate 74175 flip-flops (those that control devices that &amp;quot;thunk&amp;quot;). The reset generator is added to the front of the driver board in the upper right hand corner. There is a &amp;quot;star via&amp;quot; in this location. Solder should be removed from the star via exposing a through hole. Next, two very small holes should be drilled into the board on either side of the via. Make certain not to drill through traces on the solder side of the board, and that neither hole touches the &amp;quot;star via&amp;quot;. Next, scrape the solder mask from the two thick traces on the solder side which pass closest to the star via. These traces terminate at capacitor C1 on the driver board.  The closest trace is ground and the other trace is +5v. Next, place a MCP130-460HI/TO reset generator through the driver board. The center leg (&#039;&#039;&#039;RESET&#039;&#039;&#039;) will pass through the star via, while the outer legs will go through the newly drilled holes. The flat side of the reset generator should be facing the components on the driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
Next, bend the GND and 5V legs of the reset generator onto the appropriate traces where the masking was scraped.  Next, the traces on Z3, Z4, and Z5 should be cut between pin 1 and pin 16. This is the wide trace at the very top of the chip. Additionally, there is a thick trace to the right of pin 1 on Z4 which must be severed. After cutting this trace, pin 16 and the isolated trace must be tied together with a jumper.  This connects 5VDC to pin 16 of Z4. Now that pin 1 is isolated from 5VDC on chips Z3, Z4, and Z5, trace wire must be routed from the center leg (&#039;&#039;&#039;RESET&#039;&#039;&#039;) of the reset generator to pin 1 of each of these chips. Once this modification is completed, the coils associated with these chips will no longer be pulsed when the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Like the modification which John Robertson lays out, it may not be necessary to isolate pin 1 of Z3, Z4, and Z5 for every game. However, isolating these 3 chips accommodates most System 80/A/B games that use lamp transistors to pre-drive coils / relays. The game over and tilt relays will still pulse briefly upon turning the game on but that behavior is generally acceptable. Isolating pin 1 of Z1 and tying pin 1 to the reset line of the reset generator will resolve this residual behavior.&lt;br /&gt;
&lt;br /&gt;
Note that the trace wire shown in the pic on the right could have been routed more elegantly.  This was in part due to an afterthought in having Z3 tied to the reset generator.&lt;br /&gt;
&lt;br /&gt;
Since the &amp;quot;thunk&amp;quot; is really just a minor irritation, most owners do not think that the resolution is worth the effort. However, on some games, the thunk can be very annoying by pulsing the ball release coil under the lower apron. The result is a ball being served into the shooter lane, before the MPU board even boots up. Most System 80B Genesis games run the &amp;quot;Reveal Motor&amp;quot; as a result of the &amp;quot;thunk&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ResetGeneratorPinExplanation.jpg|thumb|left|300px|Part number explanation and pin configuration for various reset generators.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Other reset generators may be used as long as the pinout of the legs is observed. Shown at left is a snippet of the datasheet that explains reset generator part numbers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AlternateDethunkFront.jpg|thumb|left|300px|Using an MCP130-460DI/TO reset generator. Take care to drill the holes so that only one reset generator leg touches the star.]]&lt;br /&gt;
[[File:DethunkAlternateBack.jpg|thumb|right|300px|Jumpers are still connected to the &amp;quot;star via&amp;quot; but the new holes are drilled in different locations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One alternate reset generator to use is the MCP130-460DI/TO which is also used in the section that discusses System 80 MPU alkaline corrosion abatement. The installation is a bit different as is shown in the adjacent pictures. The (&#039;&#039;&#039;RESET&#039;&#039;&#039;) signal is on the left leg of the reset generator while Vdd (5VDC) is in the center and Vss (Ground) is on the right leg.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Erratic Boot Issues with Later 80B Games (Hot Shots, Bad Girls, and Big House)====&lt;br /&gt;
Some erratic boot issues have been observed with the following games: Hot Shots, Bad Girls, Big House, and Excalibur, however, the list of games may be more extensive.  The issues included are a locked on display with garbage characters shown, no display illuminating at all, sound board not booting (LED stuck on), locked on lamps, no controlled lamps, locked on coils, etc.  The source of the problem seems to stem from the fluorescent tube starter located in the backbox.  It is unknown why exactly this anomaly occurs.  Removal of the starter should resolve the booting issues.  Worst case scenario, remove the 110v panel fuse on the transformer panel use for the fluorescent light circuit.  Unfortunately, this is the only resolution known at this time.&lt;br /&gt;
&lt;br /&gt;
====Battery Leakage and Corrosion====&lt;br /&gt;
Like most any other pinball machine manufactured, Gottlieb® uses batteries to supply power to the non-volatile RAM memory.  Certain game settings, high score thresholds (including high score to date), audit information, and bookkeeping information are all options which are saved when the game is powered off.  And unless some kind soul, who worked on your machine before, either removed the battery and mounted it remotely away from circuit boards, or just plain removed the battery, there will be some variety of a 3.6v Nickel Cadmium (NiCad) rechargeable battery soldered onto your CPU board.  &lt;br /&gt;
&lt;br /&gt;
So, what&#039;s so bad about having a battery on the CPU board?  Well, nothing really, unless it&#039;s forgotten, and in most cases, it is.  While you let your pinball machine sit unplayed for weeks, months, or even years at a time, the battery remains perched on the circuit board like a ticking time bomb.  I&#039;m not saying the battery is going to blow up, although some replacement non-rechargeable batteries could overheat and / or explode if not correctly installed.  The battery is like a ticking time bomb, because it is a threat to the overall health of the electronic components, traces, and connectors attached to your CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now that I have your attention regarding the whole battery thing, let&#039;s talk about the battery, and what happens. . .&#039;&#039;&#039;WHEN GOOD BATTERIES GO BAD&#039;&#039;&#039;.  It&#039;s not that some batteries were born on the wrong side of the tracks or anything. Any good battery can go bad without much warning.  It takes time, but eventually you will find that your battery has crossed over to the &amp;quot;dark side&amp;quot;.  That particular time is typically when you turn your game on, the lights come on, and that&#039;s it.  The displays don&#039;t light up. The start up sounds don&#039;t resonant. And, the silver ball stays in its comfy little home.  Nada...nothing...no signs of anything resembling a fun game of pinball.  &#039;&#039;&#039;UH-OH!&#039;&#039;&#039; So what happened?  The pinball machine worked fine the last time you played it.  &lt;br /&gt;
&lt;br /&gt;
Well, while you were out having a good time and enjoying life, the poor, aged, neglected battery decided to wreak havoc all over the reset section, clock section, or possibly more regions on your CPU board.  The CPU battery spewing its guts all over the place is akin to the batteries in the flashlight you haven&#039;t turned on since the last power outage a year or two ago.  You go to turn on the flashlight when you need it most, and find out there&#039;s something wrong.  So being the curious type, you open the flashlight&#039;s battery compartment only to find some kind of blue-green funk leaking all over, or the batteries now look like they need a shave.  The resolution to the flashlight scenario is pretty simple. Throw it away, and buy a new one. Your CPU board problem can be resolved the same way, except it will be a lot more costly, and is not recommended to just pitch it in the trash. If the battery damage to the CPU board is not overly extensive, attempt to repair it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80A bat damage01.JPG|300px|thumb|left|Typical Battery Found on a System 80 CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s unfortunate, but every battery has a life expectancy.  The only silver lining is that some of the Ni-Cad batteries installed on Gottlieb® CPU boards can last longer than others.  Probably the worst culprit of board destruction is the &#039;&#039;&#039;Data Sentry&#039;&#039;&#039; pack, and its associated knock-offs.  This battery comes in a black rectangular plastic package.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB sys80A battery.jpg|300px|thumb|left|Typical Battery Found on a System 80A / 80B CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another battery pack style which looks very similar to the NiCad battery packs found in &amp;quot;old school&amp;quot; cordless phones.  It is actually three small NiCad cells wrapped separately in an orange poly material, which is wrapped in a outer white poly material.  These don&#039;t leak nearly as badly, but they still have the potential to fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Replacement nicad.jpg|300px|thumb|left|Typical NiCad Battery Which was Replaced]]&amp;lt;br&amp;gt;&lt;br /&gt;
The final common battery style is a what looks like an AA battery on steroids.  This style is a fraction longer and fatter than an AA battery&#039;s physical form, and has two soldered leads on either end.  If you find one of these, it means the battery was previously replaced.  The good news is that this battery is newer than the original. However, the same results of battery seepage can occur.  The only benefit of this type of battery is that it can be carefully cut (in most cases) from the board without removing the board from your game.  This is a plus if no battery damage has occurred.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80A bat damage03.JPG|300px|thumb|left|NiCad Battery Damage to a System 80A CPU Board&amp;lt;br&amp;gt;(Note:  This is considered very mild damage!)]]&lt;br /&gt;
[[File:Gtb sys80A bat damage04.JPG|300px|thumb|right|Damage from the battery may also occur on the back side of the board, especially on the edge connection fingers]]&amp;lt;br&amp;gt;&lt;br /&gt;
So what happens if you don&#039;t heed the above warnings, and the battery is allowed to remain on the board?  Plain and simple - &#039;&#039;&#039;THE BATTERY WILL LEAK!&#039;&#039;&#039;  It&#039;s only a matter of time.  Equally, the path of destruction is uncertain.  Batteries don&#039;t just leak - they release caustic, alkaline fumes.  These fumes attack wherever there is copper, even tinned or soldered copper.  The end results are:&lt;br /&gt;
&lt;br /&gt;
*solder joints which become green or gray and crusty as opposed to a shiny silver&lt;br /&gt;
*connectors which are also now green / gray or potentially broken&lt;br /&gt;
*solder mask, the green covering the electronic traces, on the circuit board has either flaked off or is partially delaminating (lifting)&lt;br /&gt;
*insulated wire becomes less flexible and brittle&lt;br /&gt;
*sometimes the alkaline &amp;quot;cloud&amp;quot; in the game&#039;s backbox causes every board in the head to be affected.&lt;br /&gt;
&lt;br /&gt;
Electronic components, related solder joints, circuit board traces, connectors, and even insulated wire will become unreliable and/or fail.  In all cases, the affected components are less conductive.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If battery damage has occurred, the related parts must now be replaced.  Attempting to remove soldered through components on the circuit board is now even more of a task.  The green / gray dull solder does not transfer heat well.  Battery damaged solder does not flow like clean solder.  Also, crimped connectors are more difficult to remove from their housings, and have a tendency to break before they can be successfully pulled out.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After all the effected electronic components are removed, the board must be treated.  This process starts by sanding the traces and solder pads until shiny copper is exposed.  It is worth mentioning that a battery damaged board can be treated by bead blasting instead of sanding, however, most people do not have access to such a machine.  After the copper areas of the board have been either sanded or bead blasted, an acidic bath of 50% vinegar and 50% (preferably distilled) water is applied to the board.  A small brush like a toothbrush can be used to scrub the board&#039;s area. The purpose of introducing an acid to the effected area is to neutralize what the battery has left behind.   The liquid and fumes from the battery are actually a base, not an acid.  Next, rinse the area of the board with water.  Once the board is clean, isopropyl alcohol (the higher the alcohol percentage the better) is applied to the same area to rinse away the acid bath, and hopefully dissipate any remaining water.  Finally, the board is either blown dry or air dried.  This may be a given, but &#039;&#039;&#039;DO NOT ATTEMPT TO APPLY POWER TO THE BOARD IF IT IS STILL WET!&#039;&#039;&#039;  Most liquids are conductive to some extent. After the previous steps are performed, the task of installing the new components begins.  If any traces or solder pads were damaged, see the [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 Repairing Traces] portion of this Wiki guide on to to fix them.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The point I&#039;m trying to ultimately make is this...regardless of age, shape, or form, &#039;&#039;&#039;remove the battery from the CPU board&#039;&#039;&#039;, as soon as it realized that there is a battery on the board.  If not, the board can be damaged, nonfunctional, and become more difficult or even impossible to repair.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
The first thing that should be done to any System 80 MPU is remove the rechargeable NiCad battery from the MPU board. All batteries leak. They are like ticking bombs. It is merely a matter of when they will leak and possibly damage (sometimes irreplaceable) boards.  &lt;br /&gt;
&lt;br /&gt;
There are at least &amp;lt;b&amp;gt;five&amp;lt;/b&amp;gt; methods of relocating and/or replacing the battery on a System 80/80A/80B MPU.&lt;br /&gt;
&lt;br /&gt;
*Remove the battery completely without replacing it. The 5101 memory will not store information from power-on to power-on and therefore, high scores, replay levels, and credits will be lost.&lt;br /&gt;
[[File:System80battery.jpg‎|300px|thumb|right|Remote Battery]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Mount a remote battery pack that uses standard AA batteries (x3) to protect your board.  A blocking diode must be installed (1N4004, although a 1N4001 will work just as well) to prevent the game circuitry from attempting to charge the batteries. Install the blocking diode in series with the positive lead of the battery pack, with the band oriented toward the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:MemorySuperCap.jpg‎|300px|thumb|right|Here a 5.5V, 1F Super Cap is used to retain 5101 memory for up to 30 days]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the battery with a 1F 5.5V &amp;quot;SuperCap&amp;quot;. The capacitor will never leak, will charge during power-on cycles, and will retain 5101 memory for about 30 days. If you&#039;ve sanded traces as was done in the picture, use a non-conductive material to cover the trace under the cap to ensure that the negative side of the cap doesn&#039;t short a trace (such as clear nail polish, green overcoat pen, electrical tape, or fishpaper). Cut the tape in a circular shape and poke the capacitor leads through it so it can&#039;t fall off in the future. (Electric tape is notorious for slipping.)  An alternate solution would be get a piece of fishpaper insulator, cut that into a circle and poke holes in it for the capacitor leads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:GTB Sys80 H Mem Cap.JPG|300px|left|thumb|Alternate method for installing a memory cap]]&lt;br /&gt;
[[File:GTB Sys80 H Mem Cap Back.JPG|300px|right|thumb|Tying the negative lead of the memory cap to the negative pad on the MPU board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The memory cap can also be installed in the two leftmost holes, where the Ni-Cad battery formerly resided.  The negative lead of the memory cap will then have to be tied to the negative (ground) through hole of the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Remotely mount a replacement NiCad battery in a location that, should it leak, won&#039;t damage valuable circuit boards.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:GottliebCR2032.jpg‎|300px|thumb|left|a CR2032 Lithium &amp;quot;Button Cell&amp;quot; Battery Installed]]&lt;br /&gt;
[[File:GottliebBlockingDiode.jpg‎|300px|thumb|right|A 1N4004 Blocking Diode Installed &amp;quot;inline&amp;quot; with the Positive Connection]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the original NiCad battery with a Lithium button cell CR2032 battery and holder. The holes for the original battery can be repurposed to connect the button cell holder and to add the &amp;lt;b&amp;gt;necessary&amp;lt;/b&amp;gt; blocking diode in the positive side of the circuit.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Using a Reset Generator for the CPU Reset Section ====&lt;br /&gt;
If you find that the battery has leaked, alkaline damage can be cleaned up, traces repaired, and new components installed with kits available from several sources, including Great Plains Electronics.&lt;br /&gt;
&lt;br /&gt;
An alternative to replacing a great many of the components is to use the Dallis/Maxim DS1811 reset generator. The DS1811-10 has a typical trip point of 4.35VDC. You may also use the Microchip Technology equivalent, part number [http://www.greatplainselectronics.com/proddetail.asp?prod=MCP130-460DI%2FTO MCP130-460DI/TO], available from Great Plains Electronics. Remove all reset section components, clean up residual alkaline damage, add four jumpers, and install the reset generator as pictured below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After jumpers and the reset generator are added, make certain there is continuity between the three legs of the reset generator and the appropriate locations on the circuit board.  Below is a list of the reset generator legs and the board locations.  Pin 1 of the reset generator is the left leg, when the flat side of the unit is facing towards the user.&lt;br /&gt;
&lt;br /&gt;
*Pin 1 of reset generator to pin 2 of Z4&lt;br /&gt;
*Pin 2 of reset generator to +5VDC line (lower leg of C2)&lt;br /&gt;
*Pin 3 of reset generator to ground (upper leg of C2)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=500px heights=500px perrow=2 caption=&amp;quot;Using the Dallas Maxim 1811 Reset Generator&amp;quot;&amp;gt;&lt;br /&gt;
File:Dallas_Maxim_Reset_scaled.JPG|A System 80 MPU with alkaline damage repaired/cleaned. Reset circuitry replaced with the much simpler Dallas Maxim 1811&lt;br /&gt;
File:Gtb sys80 reset gen jumpers updated.png|Illustrated picture of components to remove, keep, and jumpers to add.&lt;br /&gt;
File:Dallas_Maxim_Reset_scaled_with_markup.JPG|The same image, but with indications of jumper locations (yellow dots) and where to install the Dallas Maxim 1811, flat side facing the bottom of the board. &amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Note: View at full resolution&amp;lt;/b&amp;gt;&lt;br /&gt;
File:S80ResetCircuitDS1811Mine.png | Schematic, updated to reflect DS1811 implementation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80 Corrosion Area Parts Identification&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:System80CorrosionAreaPartsIdentification.jpg|1000px|center|System 80 Corrosion Area Parts Identification]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys80 MCP120 Reset Gen.JPG|300px|left|thumb|MCP120 reset generator installed with 4.7K pullup resistor]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a reset generator with an internal pullup resistor (MCP130 series) is not available, an MCP120 reset generator can be installed.  However, an external resistor must be installed between the reset and +5v.  The easiest location to install the resistor is between the through hole where the top leg of Q4 was, and through hole where the bottom leg of Q2 was.  In the adjacent image, an MCP120-460DI/TO is installed with the 4.7K 1/4 watt external pullup resistor highlighted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When installing this type of reset generator, remove all of the components, and add all of the jumpers related to the installation of an MCP130-460DI/TO reset generator.  Adding the external pullup resistor is the only additional step.  Failure to add the pullup resistor will result in the reset signal not going high, and the board will not boot.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TC1 Test Connector Connectivity Table====&lt;br /&gt;
[[File:TC1ContinuityTestChart.png|300px|thumb|left|TC1 Connectivity Table. Click for slightly larger image.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The table at left indicates connections between the 6502 microprocessor and the TC1 test connector. This may be useful when debugging corroded MPU boards.&lt;br /&gt;
&lt;br /&gt;
The signal at each TC1 pin is also shown.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slam Switch Modification ====&lt;br /&gt;
In order to test the CPU board on the test bench, a modification must be made to the CPU board to make the CPU think that the slam switch is closed. If the CPU thinks that the slam switch is not closed, the CPU will not complete the boot process, instead booting into a mode where the displays flicker all zeros at a very rapid rate (System 80 and 80A). See the image [[Gottlieb_System_80#Open_Slam_Switch | here]] for a depiction of what you&#039;ll see.  When the slam switch is open on a System 80B game, (the appropriate games where the slam switch is supposed to be closed), an &amp;quot;OPEN SLAM SWITCH&amp;quot; message will be shown on the display.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gottlieb® designed the slam switch as a normally closed switch. That is, the switch must be closed for the machine to operate normally. When a brute kicks the machine, the slam switch will open from the inertial force on the weight attached to the switch, and the slam switch will open. Since the CPU is on the bench, we need a way to have this switch closed at all times to properly test the board.&lt;br /&gt;
&lt;br /&gt;
Additionally, slam switches themselves fail. It&#039;s a good idea to implement this change as a preemptive fix for slam switch failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Slammod.png|300px|thumb|left|Slam Switch Mod]]&amp;lt;br&amp;gt;&lt;br /&gt;
The slam switch can effectively be permanently closed by making a small solder bridge across two traces to the right of Z26 (which is on the lower right side of the CPU board). To permanently close the switch, remove the solder mask by scraping with a sharp knife or screwdriver. Create the solder bridge between the two now bare traces. This change will connect pin 13 of Z26 to ground, permanently closing the switch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DefeatSlamSwitch.jpg|300px|thumb|left|Alternative Slam Switch Mod]]&lt;br /&gt;
[[File:Z26RemovedSlamSwitch.jpg|300px|thumb|right|Z26 removed. One can easily see that the two methods of defeating the Slam switch are equivalent.]]&amp;lt;br&amp;gt;&lt;br /&gt;
An alternate method of achieving the same results is to solder a clipped resistor leg across the bottom of capacitor (C30) and resistor (R20), both immediately to the left of Z26.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Ni-WumpfSlamMod.jpeg|300px|thumb|left|Slam Switch Mod for Ni-Wumpf CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
To permanently close the slam switch on a Ni-Wumpf CPU board, you need to connect pin A1J5-10 to ground on the board.  This picture shows how to do this from the back of the board by soldering a jumper wire.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the last 4 Gottlieb® System 80B games were released with normally open slam switches.  Do not perform the slam switch modification on these games.  This includes the following games:&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bonebusters, Inc.&lt;br /&gt;
*Night Moves (made by International Concepts using the 80B board set)&lt;br /&gt;
&lt;br /&gt;
Regardless of what platform the game is based on, there is only one slam switch used in a System 80/80A/80B game.  It is the weighted switch located on the coin door.  There is some confusion that the ball roll tilt and weighted tilt switch on the playfield are slam switches.  They are not.  These switches along with the pendulum tilt are all tilt switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== System 80B Daughter Board Solder Joints ====&lt;br /&gt;
[[File:GTB sys80B CPU.JPG|300px|thumb|left|A typical System 80B MPU Board, showing the location of the &amp;quot;daughter board&amp;quot;.]]&lt;br /&gt;
[[File:System80BFracturedJointsDaughterCard.jpg|thumb|right|300px|A closeup of Gottlieb® System 80B Daughter Board Male Header Pins with fractured solder joints. This board was cleanly removed from the CPU with great care.]]&lt;br /&gt;
Games with System 80B MPUs feature a &amp;quot;daughter board&amp;quot; to accommodate the 2764 game ROM as shown in the picture on the left. The daughter board connects to the MPU board at the location occupied by U3 in System 80/80A MPUs, via a 24-pin male header. That connection is a two-sided solder joint that can fail. As can be seen in the picture at right, these same header pins connect to the daughter board via a single sided solder joint. Since the daughter board is cantilevered over both the former location of U2 and U3, pressing on this board over time commonly results in fractured solder joints (as seen, right) at the single sided joint and sometimes at the two-sided joint.&lt;br /&gt;
&lt;br /&gt;
Typical symptoms of fractured solder joints at this location are failure to boot, random resets, and random lockups. Sometimes pressing on the daughter board will &amp;quot;fix&amp;quot; the issue temporarily. This is a sure indication of cracked solder joints.&lt;br /&gt;
&lt;br /&gt;
Correction of this issue is easier said than done. And, if you do not possess the tools, skills, and experience to desolder the daughter board, this task is best left to a professional pinball circuit board repair technician. Desoldering the 24 male header pins from the delicate solder pads without damaging the pads or pulling traces is non-trivial.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Continuity Chart of Pinouts for Damaged U2 / U3 Area=====&lt;br /&gt;
It is far too easy for inexperienced technicians to tear up the traces or eyelets at positions U2 and U3 when attempting to remove the daughter board from the System 80B MPU.  If the traces or through holes are damaged, clearly they must be repaired.  Nearly all of the signals which pass from U2 and U3 continue on to the 3 RIOTs at U4, U5, and U6 and also to the PROM 1 position. Below is a handy chart which can be used to ensure continuity between critical parts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U2 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U3 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U4, U5 &amp;amp; U6 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U1&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Signal&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A7&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A6&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A5&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A4&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A3&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A2&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A1&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A0&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D0&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;32&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;32&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D1&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;31&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;31&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D2&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1,21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;GND&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D3&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D4&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;28&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;28&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D5&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;27&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;27&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D6&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;26&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;26&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D7&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;19&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;19&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z12 Pin 10&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 12&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;/BAB12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z7 Pin 10&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;22&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;22&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A9&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;23&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;23&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A8&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;24&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;24&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;+5V&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====System 80B Daughter Board Replacement Options=====&lt;br /&gt;
[[File:U2U3AdapterGPE.jpg|300px|thumb|left|Replacement daughter board engineered by Great Plains Electronics. &#039;&#039;Image used with permission from Great Plains Electronics.&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Great Plains Electronics produced a better replacement daughter board. This board is designed to be installed in both the U2 and U3 sockets, eliminating the problem of board flex and cracked solder joints with the daughter board. Unfortunately, it is no longer available. If it needs to be installed on an MPU (especially where the U2/U3 chips are not socketed for easy removal), it is recommended to desolder the chips, fit the replacement board into quality machine pin sockets, then fit the entire assembly into the MPU board for soldering. The board is also designed with redundant traces for all but a few of the signals, as almost all signals are present at both the U2 and the U3 sockets.&lt;br /&gt;
&lt;br /&gt;
Pinitech has another replacement option called [https://www.pinitech.com/products/gottlieb_piggydeux.php Piggy Deux], but at the time of writing, it is not currently available. This module fits into the TC1 test socket near top of the MPU, which saves a lot of trouble by not requiring removal or repair of the original daughter board. The 2764 EPROM chip simply needs to be removed from the original daughter board and installed into the Piggy Deux module.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====An Alternate to the Daughter Board on System 80B MPU Boards=====&lt;br /&gt;
[[File:GTB Sys80B Alt D-Board.jpg|thumb|left|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 (Genesis)]]&lt;br /&gt;
[[File:GTB Sys80B Raven No D-Board jecourie.jpg|thumb|right|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 (Raven)]]&lt;br /&gt;
[[File:GTB Sys80B Alt D-Board_Back.jpg|thumb|left|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 - Back Side (Genesis)]]&lt;br /&gt;
[[File:GTB Sys80B Raven No D-Board back jecourie.jpg|thumb|right|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 - Back Side (Raven)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:GTB_Sys80B_Alt_D-Board_Cut_Trace.jpg|thumb|left|300px|Trace cut on an 80B MPU Board with an MCM68766 PROM installed at U3 (Genesis)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Connecting a logic probe to the MPU ====&lt;br /&gt;
A great place to source power for your logic probe while diagnosing the board is across the filter capacitor in the vicinity of connector J1. Connect the black lead of your logic probe to the negative lead of the capacitor for ground. Connect the red lead of your logic probe to the positive lead of the capacitor for 5V. The red lead can also connect to E1, the vertically-aligned 5V jumper wire, below the 6502 chip. Take care to ensure that the clips don&#039;t short to adjacent components.&lt;br /&gt;
&lt;br /&gt;
==== Using a PC Power Supply For Bench Testing ====&lt;br /&gt;
The MPU board is much easier to work on if it is removed from the backbox and placed on the test bench. An AT-style PC power supply can be used to power the MPU board on the bench. &lt;br /&gt;
&lt;br /&gt;
Obtain an old PC power supply. If you don&#039;t have an old computer laying around, head on off to the thrift store and pick one up. Remove the power supply from the case by unscrewing the appropriate screws. Be careful not to unscrew the power supply case itself.&lt;br /&gt;
&lt;br /&gt;
[[File:PowerSupply.png|300px|thumb|left|Power Supply]] &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Clip one of the connectors from the power supply wire bundle and clearly mark on the power supply box the value of each of the colored wires from the power supply. Typically, the yellow wire is 12V, red is 5V, and the black is ground. Strip insulation from the end of the red wire and the black wire as the System 80 MPU requires only 5V and ground to boot. Use alligator clips to connect 5v and ground to the appropriate J1 connection. I use larger alligator clips to make the connection easier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:MPUPower.png|300px|thumb|left|J1 Connector]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mark connector J1 where the positive and negative (common) connection is for the five volts from the computer power supply. The ground connection is on the top of the connector, the 5V connection is on the bottom. The image shows A1J1 with the markings. I took the picture with the board still mounted in the machine. Connect the 5v supply with alligator clips to the positive connector on J1 and the black wire (ground) to the negative connector of J1.&lt;br /&gt;
That&#039;s it! you&#039;re good to go!&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====List of Acceptable TTL Chip Substitutes on a System 80 CPU Board====&lt;br /&gt;
Several years ago, Ed from GPE replied to a System 80 chip substitution question on rec.games.pinball [http://groups.google.com/group/rec.games.pinball/msg/86f37cb479ece4c4 here] and later on Pinside [https://pinside.com/pinball/forum/topic/gottlieb-system-80-chip-replacement#post-4139713 here]. The info from those responses are summarized below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Most of the parts can be freely substituted.  But many cannot.  The clock oscillator circuit (Z3) is one example of a part that cannot be subbed.  Also, some IC&#039;s have hefty loads and cannot be subbed (some of the 7404&#039;s and a 7432).  The 7474 in question on this board can be freely subbed with a 74LS74 or a 74HCT74.  I went through all the standard logic devices on the Gottlieb System 80 MPU.  Based on loading and output characteristics, this is what I get as valid subs for the System 80 MPU.  Of course, substituting some of the parts will ripple through and allow others to be substituted as well - but this can get quite convoluted.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Chip Designation&lt;br /&gt;
!Part #&lt;br /&gt;
!Substitute (Y/N)&lt;br /&gt;
!Acceptable Substitutes&lt;br /&gt;
|-&lt;br /&gt;
|Z1 || 4528 || N ||&lt;br /&gt;
|-&lt;br /&gt;
|Z2 || 7474 || Y || 74LS74 and 74HCT74&lt;br /&gt;
|-&lt;br /&gt;
|Z3&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; || 7404 || ? || Possibly 74LS04 and/or 74F04; See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z4 || 4081 || N ||&lt;br /&gt;
|-&lt;br /&gt;
|Z7 || 74LS04 || Y || 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
|Z8 || 7402 || Y || 74LS02 and 74HCT02&lt;br /&gt;
|-&lt;br /&gt;
|Z9 || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z10&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt;  || 74LS05 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z11&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z12&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z13&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z14&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z15 || 7432 || Y || 74F32 and 74S32&lt;br /&gt;
|-&lt;br /&gt;
|Z16&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt;  || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
||Z17 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z18 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z19 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z20 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z21 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z22 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z23 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z24 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z25 || 74154 || Y ||74LS154 and 74HCT154&lt;br /&gt;
|-&lt;br /&gt;
||Z26 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z27 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z28 || 74LS139 || Y ||74HCT139&lt;br /&gt;
|-&lt;br /&gt;
||Z29 || 7416 || Y ||7406&lt;br /&gt;
|-&lt;br /&gt;
||Z30 || 7416 || Y ||7406&lt;br /&gt;
|-&lt;br /&gt;
||Z31&amp;lt;sup&amp;gt;(6)&amp;lt;/sup&amp;gt; || 7408 || Y ||74LS08&lt;br /&gt;
|-&lt;br /&gt;
||Z32 || 7417 || Y ||7407&lt;br /&gt;
|-&lt;br /&gt;
||Z33 || 74154 || Y ||74LS154 and 74HCT154&lt;br /&gt;
|-&lt;br /&gt;
||Z34&amp;lt;sup&amp;gt;(7)(8)&amp;lt;/sup&amp;gt;  || 7404 || Y ||74LS04, see note below&lt;br /&gt;
|-&lt;br /&gt;
||Z35&amp;lt;sup&amp;gt;(7)&amp;lt;/sup&amp;gt;  || 7404 || Y ||74LS04&lt;br /&gt;
|-&lt;br /&gt;
||Z36 || 4069 || N ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Note: Z3 cannot use a 74HC04 or 74HCT04, since these have &amp;quot;high impedance inputs&amp;quot; and won&#039;t work properly in an oscillator circuit. A 74LS04 should work, and possibly 74F04, but the better candidate would be a 74LS04. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; Note: Untested, but it may be possible to use an 74LS00 or 74HCT00 at Z10 in place of 7405. However, this will defeat the ability to test the MPU using the [https://www.greatplainselectronics.com/proddetail.asp?prod=120-102 QuickScan80 tester].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; Note: Z11 &amp;amp; Z12 only have to sink ~2mA, so they might be able to be replaced with 74LS04, but this might result in noisy switching.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; Note: Z13 &amp;amp; Z14 are in the switch matrix. 74LS00 might a possible substitute, but substitutions can result in noisy switching, and isn&#039;t recommended here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt; Note: If Z18, 20, and 22 are 74175, do not substitute.  If Z18, 20, and 22 are 74LS175 or 74HCT175, acceptable subs are 74LS04 and 74HCT04.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(6)&amp;lt;/sup&amp;gt; Note: Z31 can use 74LS08. 74HCT08 can be used as well, but 74HCT08 is not a good board-to-board driver, and isn&#039;t the best option here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(7)&amp;lt;/sup&amp;gt; Note: 74HCT04 can be used at Z34 &amp;amp; Z35 as well as 74LS04, but 74HCT04 is not a good board-to-board driver, and isn&#039;t the best option here. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(8)&amp;lt;/sup&amp;gt; Note: Had issues with a 74LS04 installed at Z34 in a Haunted House. The side effects were the lower playfield VUK would fire and partially lock on when the lower playfield 5-bank drop target would reset.  Also, the 5-bank drop target would continuously tried to reset when the lower playfield VUK switch was closed. The issue acted as if there was a switch matrix issue, but there wasn&#039;t.&lt;br /&gt;
&lt;br /&gt;
====Replacing the quartz crystal with a TTL Oscillator====&lt;br /&gt;
&lt;br /&gt;
Alkaline corrosion may damage the board in such a way that it&#039;s advantageous to replace the original quartz crystal oscillator with a TTL oscillator.&lt;br /&gt;
&lt;br /&gt;
[[Image:Clock_logic_sys80.jpg|300px|thumb|left|Clock section of the system 80 MPU]]&lt;br /&gt;
[[Image:oscillator.jpg|300px|thumb|right|The original crystal, Z3, and a few resistors may be replaced with a 900 kHz TTL Oscillator that is packaged like this 16Mhz version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 clock signal is produced by a 3.57Mhz crystal, a few resistors, and Z3 (a 7404). Z2 divides the clock by 4, resulting in a clock signal of approximately 900 KHz, which is provided at pin 9 of Z2.&lt;br /&gt;
&lt;br /&gt;
[[Image:CrystalGuts.jpg ‎|300px|thumb|left|The &amp;quot;guts&amp;quot; of an original S80 crystal. The quartz crystal is the round &amp;quot;disk&amp;quot; like part. It is sandwiched between two electrodes]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a 900 KHz TTL oscillator can&#039;t be obtained, a 1MHz oscillator works perfectly fine and gives your pin a 10% speed bump. Game play shouldn&#039;t be impacted, as long as the game doesn&#039;t have a timer related feature that was implemented via software timing, like Timeline. Even games like Timeline are minimally impacted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Clock_system80_vorher.jpg|300px|thumb|left|The original clock section as found on every System 80, 80A and 80B MPU]]&lt;br /&gt;
[[Image:Clock_system80_nachher.jpg|300px|thumb|right|The clock section after installing a TTL oscillator. Note that pin 1 of the oscillator is upper left in this image.]]&amp;lt;br&amp;gt;&lt;br /&gt;
To accomplish this mod, remove the following parts&lt;br /&gt;
*Y1 (Crystal)&lt;br /&gt;
*Z2 (TTL 7474)&lt;br /&gt;
*R3, R4 and R5 (the three resistors above Z2). &lt;br /&gt;
&lt;br /&gt;
Z3 is still required for other functions. Leave it in place. Install the DIP-14 oscillator (4-pins) into position Z2, with the ‘dot’ (pin 1) in the upper left corner. Since the clock signal previously emanated from Z2 pin 9, install a jumper (or solder bridge) between pin 8 and pin 9 of the original Z2 position. This connects the oscillator output to pin 9.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Using a WDC 65C02 in a System 80/80A/80B MPU====&lt;br /&gt;
[[File:65C02.png ‎|300px|thumb|left|Gottlieb® System 80 MPU using a WDC 65C02, requiring a 3K resistor between pin 36 and 5V. In this case, 5V is picked up from pin 8 of the 65C02]]&amp;lt;br&amp;gt;&lt;br /&gt;
Western Design Center (WDC) has reproduced the 6502 in a CMOS version designated 65C02. It works perfectly in all System 80 MPUs with one modification. Pin 36 of the 65C02 must be pulled up to Vcc (5VDC) via a 3K (or 3.3K) pull-up resistor. Pin 36 (BE) is the &amp;quot;bus enable&amp;quot; input which allows external control of the 65C02 busses. Pin 36 is unused by original 6502s and not connected to anything on System 80 MPU boards. Simply tack soldering a 3 - 3.3K resistor between pin 36 and a 5VDC trace will do the trick. An easy place to pick up 5VDC is pin 8 of the 65C02, as pictured at left&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Aftermarket Test Devices====&lt;br /&gt;
=====Great Plains Electronics (GPE) QuikScan80=====&lt;br /&gt;
[[File:QS80.jpg|300px|thumb|left|The Great Plains Electronics QuickScan 80 (no longer available)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video demonstrating both the GPE QS80 tester (NLS) and the Marco Test ROM in a PiniTech Test Device can be found [https://youtu.be/M58CB1xar6s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
The venerable QuickScan80, developed by Ed Kryzicki of Great Plains Electronics many years ago, is an excellent tool for testing every aspect of System 80/80A/80B MPU system operation. Unfortunately, this test device is no longer being manufactured with little prospect of ever being produced again.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Marco&#039;s Test ROM=====&lt;br /&gt;
[[File:PiggyDeux.jpg|400px|thumb|right|The Pinitech &amp;quot;PiggyDeux&amp;quot;]]&lt;br /&gt;
The Marco test ROM was developed by Marco Albus. It is easily paired with a chip carrier called [https://www.pinitech.com/products/gottlieb-piggydeux.php the &amp;quot;PiggyDeux&amp;quot; (developed by Pinitech)], but is not often available.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marco test ROM blink indications:&#039;&#039;&#039;&lt;br /&gt;
* May barely blink once at power on. This is just an artifact.&lt;br /&gt;
* Blink one time to indicate software is running.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by one blink indicating 5101 CMOS memory tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by two blinks indicating U4 6532 RIOT tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by three blinks indicating U5 6532 RIOT tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by four blinks indicating U6 6532 RIOT tested good.&lt;br /&gt;
* LED will continue to blink at about 1Hz as long as power is applied.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Marco&#039;s Test ROM Download&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:Download.png|link=File:MarcoSystem80MPUTestROMv33.zip]] Marco&#039;s test ROM can be found [[Media:MarcoSystem80MPUTestROMv33.zip|&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]].&amp;lt;br&amp;gt;&lt;br /&gt;
Many thanks to Marco for making this test ROM available.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====GoRaT80 Test Device=====&lt;br /&gt;
[[File:GoRaT80.jpg|300px|thumb|left|The LISY Project&#039;s GoRaT80 Test Device and Daughter Card Substitute]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another recent (May, 2025) addition to the System 80 test arsenal is the GoRaT80 (Gottlieb ROM and Test for System 80) designed by the [https://lisy.dev/gorat80.html LISY project].&lt;br /&gt;
&lt;br /&gt;
This handy board can carry Leon&#039;s Test ROM or Marco&#039;s Test ROM as well as replace original game ROMs in the same manner as the (no longer available) Pinitech &amp;quot;PiggyDeux&amp;quot;. The ROM image to execute is selected via DIP switches 3 and 4 on the device.&lt;br /&gt;
&lt;br /&gt;
Documentation in the manual indicates that DIPSW 4 ON maps test ROM software into the address space.&amp;lt;br&amp;gt;&lt;br /&gt;
Turning DIPSW 3 and 4 on maps game ROM software into the address space.&lt;br /&gt;
&lt;br /&gt;
This method is quite flexible as any two 64K images can be mapped into the normal address space occupied by U2/U3 (System 80/80A) or the daughter card (System 80B).&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating Marco&#039;s TEST ROM as well as TX Sector game ROMs in the GoRaT80 Test Device can be found [https://youtu.be/01MrEt6DLq8 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Resets===&lt;br /&gt;
System 80 games sometimes exhibit &amp;quot;resets&amp;quot;, especially when high power coils fire. Assuming you&#039;ve updated the power supply grounds and reflowed or replaced the header pins on the Power Supply, there are a few typical causes for System 80 resets.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 bad caps.JPG|300px|thumb|right|Gottlieb® System 80A Filtering Capacitors]]&amp;lt;br&amp;gt;&lt;br /&gt;
#The 12VDC filter capacitor in the cabinet bottom which, if still original, should always be replaced. Originally, this was a 6800uf/25V capacitor. Replace with a 6800uf to 12,000uf/25V cap such as [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=RCT123M025V3550B&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat=| this one] from Great Plains Electronics. The filtered 12VDC is regulated down to 5VDC on the power supply board.  Note that some games have two of these capacitors (as shown). Note: purchase a [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=VR3A&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= VR3A capacitor clamp] from Great Plains Electronics when replacing the large capacitor for a clean looking job.&lt;br /&gt;
#The bridge rectifier that originates the 12VDC&lt;br /&gt;
#Missing, broken, or failed coil diodes&lt;br /&gt;
#Poor 5VDC power connections between the power supply and the MPU. The female connector on the MPU connects 5VDC to the MPU via molex crimp-on pins and a &amp;quot;double-wide&amp;quot; edge connector pad. Ground is connected in the same way. But you&#039;ve done the ground mods, right?&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A / 80B Resets====&lt;br /&gt;
A failed or failing reset board can &#039;&#039;cause&#039;&#039; resets.  The reset board may cause problems all of the time, or just when the game is under stress, like multiball.&lt;br /&gt;
&lt;br /&gt;
To see if the reset board is the problem, disconnect it.  If disconnecting the reset board resolves the issue, there are two fixes:&lt;br /&gt;
&lt;br /&gt;
* Replace the large caps (C3 and C4).  These have dried out over the years and screw up the timing of these boards.&lt;br /&gt;
* Leave the reset board disconnected&amp;amp;mdash;if someone will always be in the general vicinity of the game to turn it off should the CPU lock up.&lt;br /&gt;
&lt;br /&gt;
When first trying to get a System 80A or System 80B game to boot properly, it is best to disconnect the reset board until the game is working.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Electrolytic capacitors C3 and C4 are both 470 uf @ 16 volts. C1 is a 47 uf @ 16 volts. Be careful when unsoldering these capacitors as the foil traces are very delicate. The connector pins also develop bad solder joints so it is wise to resolder it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Updating a dual game PROM MPU (1st generation) to a single game PROM configuration (2nd generation)===&lt;br /&gt;
&lt;br /&gt;
As noted earlier, the first five system 80 games used both sockets at PROM1 and PROM2, populating them with 512 byte masked ROMs. Should one of these ROMs fail, replacements might be obtainable, but they are becoming more pricey, more difficult to find, and are still prone to failure as they age.&lt;br /&gt;
&lt;br /&gt;
A more flexible solution would be to update the MPU to use a single 2716 UVEPROM at the PROM1 socket. &lt;br /&gt;
&lt;br /&gt;
Modifications must be made to both the solder side and the component side of the board. See the pictures below.&lt;br /&gt;
&lt;br /&gt;
Component side modification:&lt;br /&gt;
#Cut the trace that extends from the left of Z10 between pins 6 and 7. A Dremel with a &amp;quot;ball shaped&amp;quot; cutter bit works beautifully for this. In the second picture below, the cut has already been made. I&#039;ve filled the cut hole with black Sharpie! to better show the location of the cut.&lt;br /&gt;
&lt;br /&gt;
Solder side modifications:&lt;br /&gt;
#Cut the traces leading to PROM1 socket, pins 19 and 21. Again, the cuts have been highlighted with black Sharpie!&lt;br /&gt;
#Jumper from the PROM1 socket, pin 19, to the PROM2 socket, pin 21 (connects A10)&lt;br /&gt;
#Jumper from the PROM1 socket, pin 21, to the PROM1 socket, pin 24 (connects +5V to Vpp)&lt;br /&gt;
#Jumper from the PROM1 socket, pin 22, to the PROM2 socket, pin 18 (connects A9)&lt;br /&gt;
#Jumper from Z10, pin 13 to the via just below and to the right of Z9 (when viewing the back of the board)&lt;br /&gt;
&lt;br /&gt;
The MPU board is now configured for any System 80 game. All that remains is to acquire a 2716 EPROM containing the game&#039;s code. When using the original ROM images, which are 512 bytes, the DOS command to combine them is shown below. Note that in addition to combining the ROM images, this command also &amp;quot;doubles&amp;quot; the image so that it fills the 2716 EPROM. Modify as appropriate to match the file names.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;&lt;br /&gt;
copy /b prom1.bin + prom2.bin prom1.bin + prom2.bin combined.716&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This should result in a 2K image as shown by the computer&#039;s file manager&lt;br /&gt;
&lt;br /&gt;
A 2732 EPROM may also be used, even if the game doesn&#039;t require a 2732. This is possible because a 2732 has the same number of pins as a 2716. Build the EPROM image for a 2732 in much the same way, by doubling the 2716 image.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;&lt;br /&gt;
copy /b combined.716 + combined.716 combined.732&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This should result in a 4K image as shown by the computer&#039;s file manager&lt;br /&gt;
&lt;br /&gt;
The MPU may also be used in a System 80A game if U2/U3 are updated, and in a System 80B game if considerably more mods are made which frankly, just aren&#039;t worth it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px perrow=2 caption=&amp;quot;System 80 1st Generation to 2nd Generation Board Updates&amp;quot;&amp;gt;&lt;br /&gt;
File:DremelBallCutter.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Dremel Tool with &amp;quot;Ball Cutter&amp;quot;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Z10TraceCut.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut in trace extending Left from Z10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PROM2-to-PROM1JumpersAndTraceCuts.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;PROM2-to-PROM1 Socket Cuts and Jumpers&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Z10-Pin13-to-ViaJumper.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper connecting Z10, pin 13 to a &amp;quot;via&amp;quot;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Using a 2732 at the PROM2 position in a System 80B MPU===&lt;br /&gt;
====...in games that &amp;quot;normally&amp;quot; use a 2716====&lt;br /&gt;
It is easy to use a 2732 at position PROM2 with an MPU jumpered to use a 2732 for a game that normally populates that position with a 2716. Simply &amp;quot;double-up&amp;quot; the 2716 ROM image, and burn it into a 2732.&lt;br /&gt;
&lt;br /&gt;
The DOS command to accomplish this is ... &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;copy /b image.2716 + image.2716 image.2732&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====...using an MA-1133 or MA-774 MPU in games that REQUIRE a 2732====&lt;br /&gt;
Some System 80B games require 4K of code space at PROM 2, which dictates a 2732 EPROM. An MPU built to use a 2716 EPROM at PROM2 can be modified to work, as is discussed below. &lt;br /&gt;
&lt;br /&gt;
The CPU schematics of game manuals, such as &amp;quot;Bad Girls&amp;quot; and &amp;quot;Big House&amp;quot;, state that E3 is directly connected to AB15 (address bus 15).  However, there is no mention of the factory modification (outlined below) performed on CPU boards stamped MA-1133.  Equally, should the user have an MA-774 CPU board, (used in games starting with Chicago Cubs Triple Play and ending with Robo-War), this modification can be performed to use the board in the following games.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Excalibur&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bone Busters, Inc.&lt;br /&gt;
*Night Moves (made by International Concepts using the 80B board set)&lt;br /&gt;
&lt;br /&gt;
PROM2 is actually located at the socket marked &amp;quot;PROM 1&amp;quot; on the PCB. The area on the board marked &amp;quot;PROM 2&amp;quot;, which has solder pads but no socket, is a legacy carried over from the first generation System 80 CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following information was taken from a service bulletin located in the back of the 1992 Gottlieb® parts catalog.  This modification makes AB15 available to PROM 2, allowing the use of a 2732 EPROM at this position. &lt;br /&gt;
&lt;br /&gt;
This procedure can be used in reverse if you have an MA-1133 board and you need to use a 2716 at position PROM2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Procedure:&lt;br /&gt;
#If jumper E4 is installed, remove it. You will find the top of the E4 jumper located immediately to the right of the socket marked &amp;quot;PROM 1&amp;quot;.&lt;br /&gt;
#Install a jumper at E3. This connects the pad marked E3 to the dual pad marked E4.&lt;br /&gt;
#On the solder side of the board, follow the trace from the pad marked E3 Southeast 1/8 inch, then South about 1/2 inch to a via. &lt;br /&gt;
#Find this via on the component side of the board. It will extend to the left to another via.&lt;br /&gt;
#Cut the trace between the two vias.&lt;br /&gt;
#On the solder side of the board, install a jumper from TC1, pin 35 to the right solder pad of the via which was just cut.&lt;br /&gt;
#All other jumpers should remain installed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px perrow=2 caption=&amp;quot;System 80B PROM 2 2732 Update&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB_sysS80b_2732_prom2_front.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;E4 removed, E3 installed, and trace cut below E3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB sysS80b 2732 prom2 back.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper from TC1 pin 35 to E3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Alternate Method&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an easier and cleaner method that allows the use of a 2732 ROM at the PROM2 position. This method is also easier to revert back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&lt;br /&gt;
#Remove jumpers E3 and E4 which are located to the right of the socket marked &amp;quot;PROM1&amp;quot;. &lt;br /&gt;
#On the solder side of the board, install a jumper wire from TC1, pin 35, to either the upper pad marked E3 or the lower pad marked E4. These two pads are connected together on the component side of the board.&lt;br /&gt;
#All other jumpers should remain installed.&lt;br /&gt;
#Leave all traces intact. No cuts!&lt;br /&gt;
#That&#039;s it! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px perrow=2 caption=&amp;quot;System 80B PROM 2 2732 Update (Alternate Method)&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB Sys80B Alt Jump2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Both jumpers E3 and E4 are removed.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sys80B Alt Jump.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper from TC1 pin 35 to either upper E3 pad or lower E4 pad.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid problems===&lt;br /&gt;
&lt;br /&gt;
====The Driver Board====&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 drvr pw.png|300px|thumb|left|The System 80A / 80B Driver Board]]&lt;br /&gt;
The System 80 Driver board is responsible for all controlled lamps, relays, and &amp;lt;b&amp;gt;all solenoids&amp;lt;/b&amp;gt; in the game. The CPU controls the driver board operation via a simple interface between A1J4 on the CPU and A3J1 on the driver board.  Although the driver board went through some minor changes over the years, the same board can be adapted for all of the System 80 platforms.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
To control the games&#039; total of 52 &#039;&#039;&#039;lamp circuits&#039;&#039;&#039;, the interface provides &amp;quot;device select&amp;quot; signals for each of the 74175s (Quad-D Flip-Flops) on the driver board, and 4 &amp;quot;bits&amp;quot; of data that is loaded (or &amp;quot;clocked&amp;quot;) into a particular 74175 via the aforementioned device selects. Each lamp is driven discretely by a particular output of a particular 74175, which in turn drives an MPS-A13 or MPS-U45 transistor, (NDS-U45 transistors were used in place of MPS-U45s in some cases). &amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It is noteworthy that there are some dedicated transistors, which control specific game relay coils across the System 80 / 80A platforms.  Relays such as the game over, tilt, and coin lockout relays are controlled by Q1, Q2, and Q3 respectively.  The tilt and game over relays use the same designation for the System 80B platform, however, the use of a coin lockout relay was abandoned by this time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_drvr_board_coin_ctrs.JPG|300px|thumb|left|Driver Board with Coin Counter Transistors Highlighted ]]&amp;lt;br&amp;gt;&lt;br /&gt;
To control the games&#039; &#039;&#039;&#039;solenoids circuits&#039;&#039;&#039;, the driver board uses signals directly from the CPU to enable transistors on the driver board which turn on up to 9 solenoids.  For solenoid control, the driver board uses MPS-U45, 2N3055, and 2N6043 transistors.  Starting and ending with the System 80 platform, (games from Spiderman to Haunted House), three transistors were reserved to drive optional mechanical coin counters. These mechanical coin counter solenoids and associated transistors are: solenoid 3 (Q54), 4 (Q55), and 7 (Q56). Starting with the System 80A platform, (Devil&#039;s Dare), these transistors were no longer reserved for coin counters, and were used for other functions. Equally, the 3 diodes associated with these 3 transistors were changed to 3 zero ohm jumpers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The games&#039; &#039;&#039;&#039;sound&#039;&#039;&#039; signals (S1, S2, S4, S8) also pass through the driver board at Z13, a 7404 Hex Inverter. See below for S16 and S32.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Repurposed Driver Board Circuits====&lt;br /&gt;
[[File:Gtb under pf transistor.JPG‎|300px|thumb|left| A Typical Remote Transistor Mounted Under the Playfield]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since quite a few System 80 games employ more than 9 solenoids, and since the original driver board design will drive a maximum of 9 solenoids, Gottlieb® repurposed some lamp outputs to drive &amp;quot;under-playfield transistors&amp;quot; which drive additional solenoids.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb ma1011 trans board.JPG‎|300px|thumb|left| A Typical Transistor Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once playfields became littered with numerous &amp;quot;under-playfield transistors&amp;quot;, Gottlieb® opted to merge some of these transistors into a transistor driver board.  The transistor driver board started to appear on Gottlieb® games nearly midway through the System 80B platform, with the game Victory.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sound S16 and S32 signals are also repurposed lamp outputs. For instance, Haunted House and Black Hole both repurpose L9 to S16. Robo-War repurposes lamp 4 to S16. Note that S16 is not consistently implemented across the System 80 family. Note also that references to the usage of S32 are difficult to find.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:Sys80 driver screws.JPG|300px|thumb|left|Nuts / Screws Which Secure the 2N3055s Collector to Drive Line]]&lt;br /&gt;
[[File:System80-2N3055.jpg ‎|300px|thumb|right|If the metal casing of the transistor is not &amp;quot;making&amp;quot; with the trace it is connected to, the solenoid will not fire.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Make certain to inspect and tighten the screws which secure the 2N3055 TO-3 transistors to the driver board.  Specifically, the screws / nuts as marked in the pic.  They tie the transistor cases (collector) to the respective solenoid drive lines.  If these cases are not secured, the transistors will not function as intended.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Remote Mounted Transistors==== &lt;br /&gt;
[[File:UnderPFTransistor.jpg|300px|thumb|left|Under Playfield Transistor, with Emitter, Base, and Collector Labeled]]System 80 games have nine dedicated solenoid circuits on the driver board. To overcome this limitation, Gottlieb® added remote, high current transistors, mounted to brackets under the playfield. A lamp drive transistor is generally used to &amp;quot;pre-drive&amp;quot; the larger solenoid drive transistor. However, there are instances where a solenoid drive transistor is used to pre-drive a remotely mounted transistor. In later games, Gottlieb® Premier began to add (up to) three transistors on PCBs. These PCBs were mounted behind the game&#039;s lamp insert panel or on the side wall of the lower cabinet. While other games, such as Monte Carlo, have a large metal bracket installed under the playfield with 6 transistors installed, and a common ground on the collector of the metal bracket.  With 80B games, the game&#039;s diagnostics will drive these transistors during solenoid test, otherwise, they are typically driven during lamp test.&lt;br /&gt;
&lt;br /&gt;
On System 80 games, under playfield transistors were originally 2N5875s or 2N5879s. The failure rate of the original transistors tends to be rather high. Thirty years is a long time for a transistor of that technology. Should one fail, it can be replaced with one of its beefier siblings, a &amp;lt;b&amp;gt;2N5880, 2N5883 or 2N5884. An MJ2955&amp;lt;/b&amp;gt; can also be used.&lt;br /&gt;
&lt;br /&gt;
System 80B games used a mix of 2N5879 transistors and MJ2955 transistors to drive flash lamps and coils.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:RemoteTransistors.jpg|300px|thumb|left|An image/schematic/explanation (click)]]&amp;lt;br&amp;gt;&lt;br /&gt;
A ground wire is always connected to the tip of the transistor (collector) and leads to ground. On System 80 games, this wire is green/yellow (Gottlieb® wire color code 54).  On 80B games, ground wires are plain white with no trace (Gottlieb® wire color code 9).&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;emitter&amp;quot; should be connected to the lug of the coil that has the non-banded side of the diode facing it (black-blue-blue in this picture).&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;base&amp;quot; should be connected to the drive wire from the driver board (brown-red-red in this picture).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; Solenoids which use a remote mounted transistor can be enabled by temporarily connecting the associated driver board pre-drive transistor&#039;s tab to ground. This test is typically performed to test the integrity of the wiring and edge connectors from the drive transistor to the remotely mounted transistor and to the solenoid. This test does not prove that the pre-drive transistor is good since grounding a transistor tab bypasses the transistor&#039;s internal switch.&amp;lt;br clear=all&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
=====Remote Mounted Transistor Update=====&lt;br /&gt;
[[File:Remote transistor circuitry.png|left|thumb|300px|Gottlieb® Remote Transistor Circuit]]&lt;br /&gt;
During the run of Black Hole, Gottlieb® released a service bulletin recommending that the existing 10Kohm pullup resistor be changed to a 4.7Kohm resistor when changing from a 2N5875 to a 2N5879 or equivalent.  Affected Black Hole games were marked serial number 6271 to 9160.  However, there were several games prior to and after Black Hole, where a pullup resistor was never installed.  And, don&#039;t always bank on the playfields installed in a game being original to the cabinet&#039;s serial number.  Case in point is a recently acquired Black Hole where the main playfield had a factory pull up resistor for the ball release coil transistor, but the 3 coils on the [http://www.pinwiki.com/wiki/index.php?title=Black_Hole#Pull_Up_Resistors_Added_to_Remote_Transistors_.28Centrally_Located.29_on_Lower_Playfield lower playfield which use remote transistors] did not have the pull resistors added.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Pullup circuitry.png|left|thumb|300px|Gottlieb® Remote Transistor Circuit w/ Pull Up Resistor Upgrade]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is highly recommended to add this resistor.  This upgrade will decrease the chances of particular solenoids, which use a remote mounted transistor, from locking on when the game is powered up. The 4.7K resistor is soldered to the base of the remote mounted transistor, and then tied to the 24vdc solenoid bus.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Power On &amp;quot;Thunk&amp;quot;====&lt;br /&gt;
Due to the driver board design, certain solenoids and / or relays can pulse briefly as soon as a game is turned on.  To rectify the issue, please refer to the [[#Power_on_.22Thunk.22|Power on Thunk]] section above.  This applies to potentially all System 80/80A/80B games, where the solenoid / relay signal passes through one of the 74175 chips on the driver board.  &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Correcting Solenoid Problems====&lt;br /&gt;
Gottlieb&#039;s implementation to control solenoids was, at a top level, identical to every other game manufacturer. Power is present at the coil, sometimes routed through the &amp;quot;Game Over&amp;quot; relay. A path to ground is switched on by a transistor which is enabled by upstream TTL logic. For the System 80 platform, this TTL logic is located on the MPU board. Signals are conveyed from the MPU to the driver board via the A1J4-to-A3J1 wire harness. These signals directly switch a path to ground on for one of the 9 designed-in solenoid circuits.&lt;br /&gt;
&lt;br /&gt;
As noted above, to accommodate game implementations needing more than 9 solenoids, Gottlieb repurposed some of the lamp driver circuits, driving 2N5875 (generally) transistors either screwed to the bottom of the playfield, or located on dedicated transistor boards. &lt;br /&gt;
&lt;br /&gt;
Solenoid problems can be divided into two simple categories, solenoids that do not engage and solenoids that are &amp;quot;locked on&amp;quot;. Correcting these two situations is discussed below.&lt;br /&gt;
&lt;br /&gt;
=====Solenoid Doesn&#039;t Turn On=====&lt;br /&gt;
&lt;br /&gt;
First, note that not all solenoids are always tested by the built in solenoid diagnostics. The first example of this is the coin counter solenoids (numbered 3, 4, and 7). To avoid artificially incrementing the coin drop counters, these coils are not pulsed. Other coils may be pulsed during lamp test. This is most often the case with System 80B games, using repurposed lamp driver circuits.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;b&amp;gt;Problem Determination Procedure&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
With the game turned on and a game started, use a DMM to measure for coil power at the coil lug (generally either 24 or 38VDC). Power should be present at both lugs of the coil. If present on the coil lug attached to the banded side of the diode and not present at the coil lug attached to the non-banded side of the diode, then the coil winding or it&#039;s attachment to one of the coil lugs is open.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Next, test paths to ground for the coil. Attach a wire with clip leads to game ground. Any green wire with yellow stripe will work fine. First, &amp;lt;b&amp;gt;BRIEFLY&amp;lt;/b&amp;gt; touch the other end of the wire to the &amp;lt;b&amp;gt;non-banded&amp;lt;/b&amp;gt; side of the coil lug. The coil should pull in. If it does not, then either the coil winding is open or the coil wire is not securely attached to the coil lug. Next, identify the driver board transistor that switches ground for the solenoid in question. &amp;lt;b&amp;gt;BRIEFLY&amp;lt;/b&amp;gt; touch the other end of the wire to the tab (MPS-U45 or 2N6043) or case (2N3055) of that transistor. The solenoid should pull in. If it does, this proves the path from the coil to the transistor, but doesn&#039;t prove anything about the transistor. If it doesn&#039;t pull in, then there is a break in continuity between the transistor and the coil. Likely suspects are the connector pins, the IDC connection of the wire to the connector, and the actual wire itself.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
At this point in the process, we know that the coil has power, and the path to ground via the transistor is valid. The next step is to test the actual transistor. &lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::Testing an MPS-U45 (or NDS-U45) or an MPS-A13 transistor&lt;br /&gt;
:::*Set the DMM to diode check&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for one of the flanking legs.&lt;br /&gt;
:::*A measurement between 1.2 and 1.4 should be displayed for the other flanking leg.&lt;br /&gt;
:::*Readings outside of these ranges (generally dead shorts, sometimes opens) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
:::Testing a 2N6043 transistor&lt;br /&gt;
:::*Set the DMM to diode check&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for each flanking leg&lt;br /&gt;
:::*Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
[[File:TO-3Case2N3055.jpg|300px|thumb|right|Emitter, Base, and Collector parts of a TO-3 form transistor, like the 2N3055. Note that the emitter and the base pins are closer to one end of the TO-3 case.]]&lt;br /&gt;
:::Testing a 2N3055 transistor&lt;br /&gt;
:::*Set the DMM to diode check.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the metal casing of the transistor.&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the legs in turn.&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for one of the legs.&lt;br /&gt;
:::*A measurement of &amp;quot;null&amp;quot; (no reading) should be displayed for the other leg.&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the &amp;quot;base&amp;quot; lead of the transistor.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the other lead of the transistor (the &amp;quot;emitter&amp;quot;).&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the case of the transistor (the &amp;quot;collector&amp;quot;).&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed.&lt;br /&gt;
:::*Readings outside of these ranges (generally dead shorts, sometimes opens) indicate the part has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video demonstrating each of these transistors being tested can be found [https://youtu.be/CcDe95uUVvo?si=ILbopV5R9Oct6POR &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;ol start =4&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Test the output signal from the MPU at the driver board. This test completes the test of the driver board circuitry. If this test doesn&#039;t identify a problem, then the problem must lie upstream with the inter-board harness or on the MPU board itself. With a logic probe, and the game in solenoid test, probe the following points for solenoids 1 through 9. 1 - non-banded side of CR6, 2 - R53, 3 - non-banded side of CR2, 4 - non-banded side of CR4, 5 - R56, 6 - R59, 7 - non-banded side of CR4, 8 non-banded side of CR1, 9 - non-banded side of CR5. With the game in Solenoid test, each solenoid should be pulsed in order, with the pulse easily detectable with a logic probe on the appropriate spot. Note that the coin counter solenoids will not be pulsed in test, and games that don&#039;t use every solenoid won&#039;t pulse unused solenoid circuits. Consult the manual for solenoid numbering for a particular game.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Test the output signal of the TTL circuitry on the MPU. Solenoids 1 through 9 are all enabled via signals from Z29 and Z30 on the MPU board. Both ICs are 7416s. Z29 pins 2, 4, 10, and 12 drive solenoids 1 through 4 respectively. Z30 pins 2, 4, 6, 10 and 12 drive solenoids 5, 6, 8, 9, and 7 respectively (note the order is not strictly ascending). If the output signal on the MPU is present, but the signal is not present on the driver board, then the problem is probably the inter-board connector.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Solenoid Locked On=====&lt;br /&gt;
&lt;br /&gt;
A solenoid (or flasher) that is &amp;quot;locked on&amp;quot; is caused by coil power having a continuous path to ground. Remember, coil power is always present at the coil when a game is started and the game over relay is powered (for System 80/80A/80B games). 99.9% of the time, this continuous path to ground is caused by a shorted drive transistor; either an under-playfield transistor, a transistor on a transistor board, or a transistor on the driver board itself.&lt;br /&gt;
&lt;br /&gt;
Generally, a locked on coil will heat up, burn through the insulation on the coil windings, and cause direct shorts between windings. This effectively reduces the length of the wire and hence, the resistance. Once the resistance is reduced to less than 2 ohms or so, the continuous current through the transistor and the coil cause both to be irreparably damaged. For this reason, if you find a transistor shorted, check the associated coil. Likewise, if you find a coil shorted, or with significantly reduced resistance (ohms), check the associated transistor.&lt;br /&gt;
&lt;br /&gt;
Some solenoid driver circuits, like solenoid 8 that uses a 2N3055, are &amp;quot;pre-driven&amp;quot; by an MPS-U45 (or NDS-U45). Be sure to test the associated pre-driver transistor too.&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
Lamp problems are common with most any pinball machine, and Gottlieb® System 80/A/B games are no exception.&lt;br /&gt;
&lt;br /&gt;
For controlled and GI lamps, Gottlieb® System 80/A/B games use either a #44 or #47 lamp.  The choice of which lamp to use is the preference of the game owner.&lt;br /&gt;
&lt;br /&gt;
For games with flash lamps, a #67 bulb is used.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended &#039;&#039;&#039;not&#039;&#039;&#039; to replace or remove lamps with the power to the game on.  There are primarily two reasons for this.&lt;br /&gt;
#Some lamp sockets must have their mounting brackets bent back to access the bulb for replacement.  In turn, the potential of inadvertently shorting one lamp socket to another is possible.&lt;br /&gt;
#Lamps are constructed of an equal balance of glass and conductive metal.  If a bulb slips out of one&#039;s grasp when trying to remove or install with the power on, there are many areas in the bottom of the cabinet, where the metal of the bulb can short across.  A short across other circuits could potentially lead to other unplanned or otherwise unnecessary repairs needed to perform.&amp;lt;br&amp;gt;&lt;br /&gt;
So in short, change or remove bulbs with the game&#039;s power off, just to be safe.&amp;lt;br&amp;gt;&lt;br /&gt;
All System 80 games have three separate lamp circuits, and some have a fourth.  The circuits are comprised of:&lt;br /&gt;
*General illumination for the backbox&lt;br /&gt;
*General illumination for the playfield&lt;br /&gt;
*Controlled lamps for primarily the playfield, although, there can be four controlled lamps located in the backbox (shoot again, high score game to date, tilt, and game over), depending on the era of the game.&lt;br /&gt;
*Auxiliary lamps used for effect, such as chaser lamps used around the backglass border of Mars God of War and Black Hole.  Auxiliary lamps are not used on all games.  Jump to the [[#Auxiliary_Lamp_Driver_Boards | Auxiliary Lamp Board section]] to see what games use auxiliary lamps.&lt;br /&gt;
&lt;br /&gt;
Below are several approaches used to determine the source of a lamp problem, and how it can be resolved.&amp;lt;br&amp;gt;  &lt;br /&gt;
      &lt;br /&gt;
====Bad Bulbs====&lt;br /&gt;
The first thing when troubleshooting lamp problems, and this may seem blatantly obvious, but determine whether the lamp is good or not.  The bulk of all lamp problems are simply burned out light bulbs.  Always try a known good bulb as the solution first. Don&#039;t rely on the bulb being brand new either.  The ratio of brand new, bad bulbs is slim, but there is that chance a new bulb is not good.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Dying battery.JPG|thumb|left|300px|Making certain an old 9v battery is putting out an acceptable lower voltage]]&lt;br /&gt;
[[File:Testing bulb.JPG|thumb|right|300px|Testing a 6v bulb with a dying 9v battery]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bulbs used in a System 80/A/B game are powered by ~6 volts, (the exception is the bulbs powered for the lower [[#Replacing_Black_Hole_Lower_Playfield_Illumination_Lamps_with_.2344_Lamps | playfield illumination on Black Hole and Haunted House]]).  A great way to quickly test a bulb is to use a dying 9v battery.  Don&#039;t use a fresh 9v battery, or you will shorten the life of the bulb.  Find a battery that is roughly putting out 7v - 8.25v.  An old battery from a smoke detector works pretty well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place the tip of the bulb on one of the battery terminals, and cock the outer metal casing of the bulb to touch the other terminal.  Orientation of the bulb with regards to the positive and negative terminals does not make a difference in this case.  Do not hold the bulb across the battery terminals for very long.  Just long enough to determine if the bulb&#039;s filament is lighting or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may also use a known working socket to test bulbs in...but that requires the game to be on while testing...which always presents some risk and is not recommended.  However, if there is no other option but to use a known good socket for testing bulbs, the preferred method is to use a socket located in the backbox lamp insert panel.  This unfortunately does not pertain to 65% of the System 80B games, because a fluorescent lamp was used for backbox illumination for them.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Games that have not been played in a long time develop a film of corrosion between the lamp &amp;quot;nipple&amp;quot; and the lamp socket which prevents conductivity. Simply removing the lamp and scratching the nipple with something abrasive (like rubbing it on the lockdown bar receiver) may fix many &amp;quot;lamp out&amp;quot; problems. In some cases, a light socket cleaning stick (available from the Pinball Resource [http://www.pbresource.com/tools.html here]) may be useful for cleaning the lamp socket. Gottlieb® lamp sockets are comparatively beefy and do not fail often.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Lamp Power Issues====&lt;br /&gt;
Next, make certain there is power at the lamp socket.  The game will have to be turned on for the following procedures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====General Illumination Lamp Power Issues=====&lt;br /&gt;
GI lamps are powered by ~6VAC.  When testing a GI lamp socket for power, each lead of the DMM (now set in AC mode) will be placed on the two leads of the lamp socket.  If there isn&#039;t power at the lamp socket, suspect a bad fuse first.  Keep in mind that the playfield GI and backbox GI for System 80, 80A, and a few 80B games (the first 3 80B games and the last 2), have two separate fuses located on the transformer board in the bottom of the cabinet.  These are typically higher amperage rated fast-blo fuses. The backbox GI on a System 80 game is always on when the game is turned on.  If the backbox GI fuse is good, and no backbox lights are lit, the inline connection which feeds the GI could possibly be bad.  Unfortunately, this connection is not standard from game to game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80TiltRelayAnnotated.jpg|thumb|left|300px|Gottlieb® System 80 Tilt Relay with GI Lamps/Tilt Lamp Make-Break Switch Highlighted. This tilt relay is from a Gottlieb® Spiderman]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The playfield GI is always powered on too, except when the game is in tilt mode.  If the game was not tilted and /or the tilt switches are not stuck closed, check the switch stack on the tilt relay.  These switches can sometimes get bent or misaligned.  If the playfield GI fuse is good and the tilt relay switches are good, the inline connections may be suspect.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the fuse to a particular GI circuit is bad, and continues to blow every time a new fuse is installed, a short is probably causing the issue. A shorted lamp GI circuit is probably the worst and most difficult lamp related issue to resolve.  In most cases, the GI power lines are uninsulated wiring, which make them susceptible to shorted circuits.  First, determine if the GI short originates on the backbox lamp insert or on the playfield.  GI shorts on the playfield are typically more common than backbox lamp insert shorts.  Pop bumper lamps are generally not CPU controlled, and are included in the playfield GI string (some System 80B games are the exception, [http://www.ipdb.org/machine.cgi?id=1975 RoboWar] being an example).  Also, depending on the game, star rollover lamps and kickout hole lamps are sometimes part of the playfield GI circuit.  Consult the game manual for these particulars.&lt;br /&gt;
&lt;br /&gt;
Although it can be a pain and time consuming, the best approach is to remove all of the bulbs in the associated shorted GI string.  In removing all of the bulbs, we are trying to isolate whether the problem is a bad, defective bulb, or one of the GI power lines is shorting.&lt;br /&gt;
&lt;br /&gt;
=====Controlled Lamp Power Issues===== &lt;br /&gt;
Controlled lamps are powered by ~6VDC.  When testing a controlled lamp socket, the red lead of the DMM (now set in DC mode) will be placed on the lamp socket mounting bracket.  The bare wire soldered to the lamp socket&#039;s mounting bracket is the power bus not the ground bus, so be careful.  The black lead of the DMM will be placed on ground. If working under the playfield, the ground plate in the bottom of the cabinet is a good place to connect to ground.  If working in the backbox, find where one of the green wires with a yellow trace is screwed to the metalwork, and place the lead on it.  Depending on the game, System 80 side rails, lockdown bar assemblies, and other associated trim metalwork, except the coin door, were not grounded from the factory like Bally, Williams, and Stern.  Therefore, using any of these as a ground reference is not recommended.  Gottlieb® did start grounding the metalwork at the start of the System 80A platform.&lt;br /&gt;
&lt;br /&gt;
If there isn&#039;t any power at the lamp socket, suspect a bad fuse first.  The controlled lamp circuit has a separate fuse on the transformer board, and is normally a 5 amp slo-blo fuse.  If the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_fuses fuse tests fine], there is a separate set of switch leaves on the tilt relay, which pass the controlled lamp power to the playfield lamps.  Inspect and adjust these switches if necessary. If the controlled lamp fuse and the switches on the tilt relay both test good, there may be an issue with the source power connection to the rectified DC circuit on the game transformer board. Unfortunately, System 80/80A/80B used different connector designations for controlled lamp source power for different games. Consult the game manual / schematics to find the source of 6VDC on the transformer board power supply.&lt;br /&gt;
&lt;br /&gt;
If the fuse for the controlled lamps is bad, and continues to blow after a new fuse is installed, suspect a bad controlled lamp bridge rectifier.  The lamp bridge rectifier is located on the transformer board.  Please see the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier Testing a Bridge Rectifier] portion of the PinWiki guides. Before testing the bridge rectifier, try to isolate it as much as possible.  By isolating it, this will minimize the possibly skewed readings caused by attached devices (lamps and the power transformer).  Two key things to do would be to remove the lines which connect the bridge to the playfield and backbox lights, and remove the controlled lamp fuse. Keep in mind that a bridge rectifier can fail in such a way where it may not blow the controlled lamp fuse.  Although, a failed bridge blowing a fuse is a tad more common than not.&lt;br /&gt;
&lt;br /&gt;
If all of the above tests good, there may be a short on the controlled lamp bus line.  This is not a very common occurrence, but it can happen.  Inspect the underside of the playfield for any wires or brackets touching the controlled lamp bus line, which shouldn&#039;t be touching.&lt;br /&gt;
&lt;br /&gt;
====Bad Lamp Sockets====&lt;br /&gt;
Third, determine if the lamp socket is good.  Some games have been through the wringer, and the sockets didn&#039;t hold up too well due to abuse, a damp environment, or other various reasons.  Start by turning the &#039;&#039;&#039;power to the game off&#039;&#039;&#039;.  If the socket has some corrosion, try using a lamp socket cleaning tool first.  If a lamp socket cleaning tool is not available, a small wire brush used for cleaning copper fittings, a rolled up piece of 220 grit sandpaper, or a Dremel tool with a small wire brush attachment can all be used.  After the socket has been cleaned, place the bulb in the socket for the following procedures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If testing a &#039;&#039;&#039;GI lamp&#039;&#039;&#039; socket, use the dying 9v battery trick again. Remove the fuse of the particular GI circuit which the lamp socket being tested is located.  Connect the terminals of the 9v battery to the bulb socket with alligator clip leads.  Be careful not to short the alligator clips to each other at the battery&#039;s terminals.  Equally be very careful not to short the clip leads to an adjacent switch on the pinball machine, or anything else for that matter.   One clip will connect to one side of the socket, and the other lead will go to the other side of the socket.  &#039;&#039;&#039;DO NOT ALLOW THE BATTERY TO STAY CONNECTED VERY LONG&#039;&#039;&#039;.  Since this is a GI lamp circuit, other lamps in the string will be powered by the battery.  If the battery is connected to the string for too long, the battery will start to get hot.  The battery does not have enough power to light a string of bulbs for very long.  The lamp may only glow dimly, but that is enough to determine if the socket is good or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If testing a &#039;&#039;&#039;controlled lamp&#039;&#039;&#039; socket, remove all of the connector housings from the bottom of the driver board first (A3-J2/J3/J4).  Then remove the fuse for the controlled lamp circuit.  Clip one lead of the battery to the lamp socket mounting bracket and the other to the solder tab.  The orientation of the negative and positive leads of the battery terminals makes no difference.  Again, keep the battery connected just long enough to see if the lamp lights to determine whether the lamp socket is good or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Issues====&lt;br /&gt;
=====Lamp(s) Will Not Turn On=====&lt;br /&gt;
So, the bulb is good; the socket is good; there&#039;s power at the socket; and the lamp still won&#039;t light.  Well, this occurrence can only really happen if there is a controlled lamp involved.  If all three of the above things apply, it can only mean one thing - the bulb is not getting properly grounded, and will not turn on.  The source of this problem may be due to several different issues.  But, it is best to start at the bulb socket, and work backward towards the CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Determine if the connector and wiring from the output of the driver board to the lamp socket is good.  While the wires are usually solid, the single sided edge connectors are a frequent cause for loss of conductivity. Simply &amp;quot;buzzing&amp;quot; the connection from the lamp socket back to and onto the driver board may uncover the issue.  With the power off, check the continuity between the solder tab of the lamp socket and the collector (right leg) of the associated lamp transistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is continuity, it’s time to test the transistor. Transistors fail &amp;quot;open&amp;quot; (lamp never lights) and &amp;quot;shorted&amp;quot; (lamp is constantly on). A simple comparison of &amp;quot;diode check&amp;quot; readings between &amp;quot;same type&amp;quot; transistors on the driver board can identify failed transistors. &lt;br /&gt;
&lt;br /&gt;
Testing an &#039;&#039;&#039;MPS-A13&#039;&#039;&#039; transistor.&lt;br /&gt;
#Set your DMM to diode test&lt;br /&gt;
#Place the &amp;lt;font color=Red&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/font&amp;gt; lead of your DMM on the center leg&lt;br /&gt;
#Place the &#039;&#039;&#039;black&#039;&#039;&#039; probe on left leg (viewing the component side of the board). That leg should read about 1.3&lt;br /&gt;
#Move the &#039;&#039;&#039;black&#039;&#039;&#039; probe to the right leg. That leg should read about .7&lt;br /&gt;
#Readings close to these, or even similar to adjacent like components, indicate a good component. Failure to obtain these readings means the component has failed.&lt;br /&gt;
&lt;br /&gt;
Testing an &#039;&#039;&#039;MPS-U45&#039;&#039;&#039; transistor (or &#039;&#039;&#039;NDS-U45&#039;&#039;&#039; or &#039;&#039;&#039;CEN-U45&#039;&#039;&#039; which are equivalents).&lt;br /&gt;
#Set your DMM to diode test&lt;br /&gt;
#Measure on the solder side of the board, with J5 and J6 oriented toward you&lt;br /&gt;
#Place the &amp;lt;font color=Red&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/font&amp;gt; lead of your DMM on the center leg&lt;br /&gt;
#Place the &#039;&#039;&#039;black&#039;&#039;&#039; probe on left leg. That leg should read about 1.3&lt;br /&gt;
#Move the &#039;&#039;&#039;black&#039;&#039;&#039; probe to the right leg. That leg should read about .7&lt;br /&gt;
#Readings close to these, or even similar to adjacent like components, indicate a good component. Failure to obtain these readings means the component has failed.&lt;br /&gt;
&lt;br /&gt;
[[File:ReplacingMPS-U45WithMPS-A13.jpg|300px|left|thumb|An NDS-U45 replaced by the less expensive MPS-A13. This replacement is advised ONLY if the transistor drives a single lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80/80A/80B architecture does not utilize a lamp matrix. Controlled lamps are driven by individual transistors on the driver board, exactly like Gottlieb® System 1 games and Bally/Stern 6800 games. Driver board operation is pretty simple. The CPU places a signal on Logical Device lines 1 through 4 (LD1...LD4) and &amp;quot;strobes&amp;quot; the appropriate 74175 device select pin to latch the LDx values into the 74175 Quad FlipFlop&#039;s outputs. These outputs then drive the associated transistor(s) on, providing a path to ground for the lamp. That&#039;s all there is to it.&lt;br /&gt;
&lt;br /&gt;
The transistors on the driver board are a mix of 2N6043s, MPS-U45s (or NDS-U45s), 2N3055s, and MPS-A13s. 2N6043s drive coils. Generally, the MPS-U45 transistors drive coils, pre-drive coils via remote mounted transistors and 2N3055s, or drive more than one lamp. The 2N3055s drive coils (in some cases, not all 3 of these are used in a game). The MPS-A13s generally drive a single lamp.&lt;br /&gt;
&lt;br /&gt;
MPS-A13 transistors are still widely available and cheap. MPS-U45s are obsolete but may be replaced with CEN-U45 transistors [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=cen-u45&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= available from Great Plains Electronics] and Mouser.  A much cheaper MPS-A13 may sometimes be substituted for the less common and more expensive MPS-U45, as shown in the pic at left for Q22. Although this will work, you must ensure that the transistor is driving only a single lamp. This obviously limits the &amp;quot;portability&amp;quot; of the driver board. If Q22 were used to switch anything other than a single lamp on, it will be destroyed. Substitute with caution. &lt;br /&gt;
&lt;br /&gt;
2N6043 transistors used on the driver board are still available but becoming pricey. 2N6043s can be replaced by a TIP-102.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A nice convention Gottlieb® used with System 80 games is that lamp &amp;quot;n&amp;quot; is driven by transistor &amp;quot;n+1&amp;quot; on the driver board. This is always true.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the transistor tests fine, a gate on the 74175 may be bad, which is rare but does happen. Use a logic probe on the input and output of the associated lamp gate to check definitively.  Again, comparing the signal between different drive pins can help identify a failed driver circuit. 74175s can easily and reliably be tested using the procedure in the &amp;quot;General for all games&amp;quot; section, [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit here].  &lt;br /&gt;
&lt;br /&gt;
If more than one controlled lamp is not lighting, check the game’s manual / schematics to see if the bulbs are related in some way. &lt;br /&gt;
*When four lamps are not lighting, it may appear that the 74175 which controls the lamp transistors is at fault. This can happen, but the more commonly related issue is that the device select signal for a particular 74175 is lost between the CPU and driver board.  This can be due to a bad connection at A1J4 or A3J1.  See the chart below for the lamp device select signal path. &lt;br /&gt;
*When a whole group of lamps fail to light, review the schematics to see if the lamp transistors share a common ground path. Again, poor connections at the driver board, or the path to ground (generally green with yellow tracer or solid white wire) on the bottom board ground strap may be the root cause.&lt;br /&gt;
&lt;br /&gt;
If the connections, associated 74175, and lamp transistors are all correct, the circuitry on the CPU board is probably at fault.  Again, using a logic probe to determine which component on the CPU board has failed is the best course of action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Device Select&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;CPU Connector&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Driver Input&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Driver Quad Flip-Flop (74175)&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Transistor #s&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Lamp #s&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS1 || &amp;lt;center&amp;gt;A1J4-C&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-C&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q1-Q4&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Game Over relay, Tilt relay, coin lockout, L3&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS2 || &amp;lt;center&amp;gt;A1J4-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q5-Q8&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L4-L7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS3 || &amp;lt;center&amp;gt;A1J4-E&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-E&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q9-Q12&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L8, sound 16, L10, L11&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS4 || &amp;lt;center&amp;gt;A1J4-D&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-D&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q13-Q16&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L12-L15&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS5 || &amp;lt;center&amp;gt;A1J4-H&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-H&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q17-Q20&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L16-L19&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS6 || &amp;lt;center&amp;gt;A1J4-F&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-F&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q21-Q24&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L20-L23&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS7 || &amp;lt;center&amp;gt;A1J4-K&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-K&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q33-Q36&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L24-L27&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS8 || &amp;lt;center&amp;gt;A1J4-J&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-J&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q37-Q40&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L28-L31&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS9 || &amp;lt;center&amp;gt;A1J4-M&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-M&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L32-L35&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS10 || &amp;lt;center&amp;gt;A1J4-L&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-L&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z10&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L36-L39&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS11 || &amp;lt;center&amp;gt;A1J4-N&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-N&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L40-L43&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS12 || &amp;lt;center&amp;gt;A1J4-P&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-P&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z12*&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&amp;amp;nbsp;Q45-Q48 &amp;amp; Q49-Q52&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L44-L47 &amp;amp; L48-L51 (inverse of L44-L47)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;*Z12 not only outputs four lamp signals like all the other 11 74175s, but it also outputs four inverted lamp signals.  These signals are typically used for lamps located on opposite sides of the playfield which alternate on / off between each other.&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Lamp(s) Will Not Turn Off=====&lt;br /&gt;
If a single lamp is involved, or only a handful of lamps with different lamp device select signals, suspect the lamps&#039; associated drive transistors.  If a group of four lamps will not turn off, and they are all controlled by the same 74175, suspect the associated 74175 or the device select for that 74175 (&amp;quot;DS&amp;quot; on the schematics). If numerous groups of four lamps will not turn off, suspect the associated 7404 on the CPU board.&lt;br /&gt;
*Z17 for DS1-DS5 device select signals or,&lt;br /&gt;
*Z24 for DS6-DS11 device select signals or,&lt;br /&gt;
*Z26 for DS12-DS16 device select signals.  &lt;br /&gt;
If the lamps involved originate from more than one group of device select signals, suspect the 74154 at Z25 or, backing up one more step, the 6532 RIOT at U5.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flash Lamps===&lt;br /&gt;
Flash lamps are #67 powered by the 24VDC solenoid bus.  They are controlled like any of the coils that have a under-playfield transistor.  To step down 24V to a more lamp-friendly 13V, the power is routed through a single 4 ohm 7 watt resistor for powering paired flash lamps wired in parallel.  An 8 ohm 5 watt resistor is used for powering single flash lamps. &lt;br /&gt;
&lt;br /&gt;
On early 80B games, the power resistors are mounted to a small bakelite board under the playfield (up to 4), and the transistors are mounted to a bracket (up to 6).  On later games, starting with Arena, new PCBs were introduced that had the transistor, power resistor, and 4.7K pullup resistor all on the same board (up to 3).&lt;br /&gt;
&lt;br /&gt;
If lamps are locked on, or won&#039;t work, the remote mounted transistors associated with them have failed.  Generally, the pre-drive transistor on the driver board has also failed.&lt;br /&gt;
&lt;br /&gt;
Under-playfield flash lamp transistors are 2N5879s or MJ2955s.&lt;br /&gt;
&lt;br /&gt;
===Auxiliary Lamp Problems===&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Aux Board Headers.JPG|thumb|left|300px|Reflowed Header Pins on Auxiliary Lamp Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
For issues with lamps controlled by the auxiliary lamp driver board, follow the troubleshooting section for controlled lamps [[Gottlieb_System_80#Controlled_Lamp_Issues | above]].  Additionally, make certain that +5vdc and ground are present on the auxiliary driver board.  If either are missing, the potential for cracked header connections is possible.  Remove the existing solder from the header connections, and resolder the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Unconventional Lamps====&lt;br /&gt;
System 80B games added quite a few special lighting effects.  Gottlieb® never used software when hardware would do.  This is probably harkens back to their electromechanical days.  So, there are usually some creative, different ways used to control lamps.  For instance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Monte Carlo and Spring Break have Auxiliary Lamp Driver boards where power to a bunch of #44 lamps is switched by a relay.&lt;br /&gt;
&amp;lt;li&amp;gt; Genesis drives #67 lamps with an auxiliary power board.  Power to this board is controlled via a relay that turns itself to activate the &amp;quot;reveal&amp;quot;; this relay is activated by a lamp driver, but the relay will keep itself on until one revolution of the reveal gimmick is done.&lt;br /&gt;
&amp;lt;li&amp;gt; Spring Break has eight #44 lamps controlled by one relay; the relay is controlled with a lamp driver.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Diagnosing these is generally the same as other lamps, but first, understand the peculiar arrangement for the game in question.&lt;br /&gt;
&lt;br /&gt;
===Switch problems===&lt;br /&gt;
&lt;br /&gt;
==== Switch Matrix Operation ====&lt;br /&gt;
&lt;br /&gt;
The Gottlieb System 80 switch matrix is implemented via the 6532 RIOT (RAM, I/O, Timer) at U4, strobe ICs at Z11 and Z12 (7404), return ICs at Z13 and Z14 (7400), and DIP switch &amp;quot;read enables&amp;quot; at Z15. The switch matrix simply provides a TTL &amp;quot;low&amp;quot; pulse on a single switch matrix column, then listens for a &amp;quot;low&amp;quot; return on the switch rows. Closed switches complete the circuit and enable a switch matrix return. Switch returns are processed then the next column is strobed. The game software &amp;quot;debounces&amp;quot; all switches to accommodate less than electrically and mechanically perfect switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Scoring&amp;quot; Switches for Pop Bumpers and Slingshots are not part of the switch matrix====&lt;br /&gt;
[[File:GottliebPopBumper.jpg ‎|400px|thumb|left|Typical Gottlieb System 80/80A/80B pop bumper hardware and switches. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GottliebSlingShot.jpg ‎|400px|thumb|right|Typical Gottlieb System 80/80A/80B slingshot hardware and switches. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb System 80 Pop Bumpers and Slingshots are designed with two switches on each device. One switch connects the associated coil to coil power (two switches for slingshots). Another switch, mechanically connected to the device, acts as a &amp;quot;scoring switch&amp;quot;. Only the scoring switch is part of the switch matrix. &lt;br /&gt;
&lt;br /&gt;
During switch test, the scoring switch will register only if the associated slingshot coil plunger is pulled in, or if the associated pop bumper &amp;quot;rod and ring&amp;quot; assembly is manually pushed down. Since pop bumper spoon switches and slingshot standup switches are not on the switch matrix, they will not be reported during switch test.&lt;br /&gt;
&lt;br /&gt;
Pictured left and right are representative pop bumper and slingshot switches, annotated to show the function of each switch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Common Switch Matrix Faults ====&lt;br /&gt;
&lt;br /&gt;
===== Isolating Switch Problems to the MPU or the Game Wiring =====&lt;br /&gt;
&lt;br /&gt;
Since Gottlieb uniquely used edge connectors instead of more common header pins, isolating switch matrix issues to either the MPU or to the game wiring is not quite as easy. However, &amp;quot;jumping&amp;quot; from a switch column to a switch row is possible using the same technique. &lt;br /&gt;
&lt;br /&gt;
*Place the game into switch test&lt;br /&gt;
*Using a short length of wire, short each column drive to each row return, one at a time&lt;br /&gt;
*A single switch closure should be shown as each connection is made.&lt;br /&gt;
&lt;br /&gt;
If a single switch closure is shown for each and every connection made, then the MPU circuitry is probably undamaged, and the playfield wiring, switches, and diodes should be examined. If a switch closure isn&#039;t registered, or more than one switch closure is reported, then the MPU circuitry is damaged.&lt;br /&gt;
&lt;br /&gt;
===== MPU Switch Matrix Issues =====&lt;br /&gt;
&lt;br /&gt;
====== Blown Switch Matrix ICs ======&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebStackedSwitch.jpg|thumb|left|300px|The thin strip of &amp;quot;fish paper&amp;quot; physically isolating the flipper EOS switch and the &amp;quot;lane change&amp;quot; switch is all that prevents certain destruction of switch matric chips. &amp;lt;i&amp;gt;Image courtesy of Russell McIntyre.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:System80SwitchMatrixICs.jpg|thumb|right|400px|Identifying the System 80 MPU switch matrix ICs. Z15 is just below Z11/Z12.]]&lt;br /&gt;
[[File:System80MPUBlownZ13.jpg|thumb|left|300px|Diode testing Z13 uncovers a shorted IC caused by shorting HV to the switch matrix wiring.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The most prevalent reason for switch matrix failures is shorting high voltage (i.e. coil voltage) to the switch matrix. As always, it&#039;s inadvisable to work on the game with the power on. Sometimes, &amp;quot;fish paper&amp;quot; designed to isolate switch blades from higher voltage conductors becomes displaced, shorting high voltage to the switch matrix, and damaging some/all of the switch matrix ICs. Examples of such a switch are the kicking target under the upper playfield in Haunted House and the &amp;quot;lane change&amp;quot; stacked switch on the right flipper of games like Mars God of War, Rock, Genesis, Gold Wings, and Spring Break.&lt;br /&gt;
&lt;br /&gt;
A quick check of Z11 through Z15 using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test] will reveal failed ICs easily. An example is pictured at right.&lt;br /&gt;
&lt;br /&gt;
Using this same diode test on U4, comparing the results to U5 and U6, may help to identify a failed RIOT.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Alkaline Damaged Connectors ======&lt;br /&gt;
&lt;br /&gt;
Playfield switch wiring is connected to MPU edge connector J6, which is sometimes directly below, but at the very least in close proximity, of the OEM NiCad battery. These batteries frequently leak their corrosive contents onto the board, affecting nearby connectors, including the switch matrix connectors at J6 (playfield) and J5 (cabinet). Close examination of the friction pins in the connector as well as the copper traces at the edge connector may reveal alkaline corrosion impacting proper switch matrix operation.&lt;br /&gt;
&lt;br /&gt;
===== Playfield Switch Matrix Issues =====&lt;br /&gt;
&lt;br /&gt;
Once the switch matrix issue has been isolated to the playfield, follow the tips listed in the [http://www.pinwiki.com/wiki/index.php?title=General#The_Switch_Matrix Switch Matrix Diagnosis] section.&lt;br /&gt;
&lt;br /&gt;
One additional item to note is that Gottlieb did not attach isolation diodes directly to switches. Instead, isolation diodes are collected on &amp;quot;diode boards&amp;quot; which are screwed to the playfield underside or the cabinet bottom.&lt;br /&gt;
&lt;br /&gt;
===Display Problems===&lt;br /&gt;
The blue Futaba display glasses used by Gottlieb® System 1 and 80 machines are a fairly reliable, long-lasting display.  Although, they can and do still fail.  It&#039;s just a matter of diagnosing the symptoms of a failed display.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Display problems can primarily be classified into the following categories:&amp;lt;br&amp;gt;&lt;br /&gt;
#Power problems&lt;br /&gt;
#Display glass failure&lt;br /&gt;
#Data problems&lt;br /&gt;
#Tired displays&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 displays.png‎|thumb|550px|left|Gottlieb® System 80 Display Diagram]]&lt;br /&gt;
[[File:Gtb sys80A displays.png‎|thumb|550px|left|Gottlieb® System 80A Display Diagram]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Display Power Problems====&lt;br /&gt;
&lt;br /&gt;
Before even attempting to work on System 80/80A/80B displays, there are two caveats to heed.  First and foremost, the displays function due to the necessity of several voltages, including high voltage.  &#039;&#039;&#039;IF YOU ARE UNCOMFORTABLE WORKING ON HIGH VOLTAGE CIRCUITS, THEN DO NOT WORK ON THESE DISPLAYS!&#039;&#039;&#039;  High voltage can hurt or even kill you.  If you don&#039;t feel comfortable working around this type of scenario, then hire a professional to do the work.  Secondly, any time a display connector needs to be disconnected, &#039;&#039;&#039;DO NOT REMOVE ANY DISPLAY RELATED CONNECTOR WITH THE POWER ON!&#039;&#039;&#039;  This goes for the connectors located directly at the display, connectors A1J2 and A1J3 on the CPU board, A2J3 on the power supply board, and A7J3 / A7P3 (early System 80 up to Mars God of War), A10J1 / A10P1 (when used), A12J4 / A12P4 (Black Hole and after), or A10J7 / A10P7 (when used) from the transformer.  Removing connectors with the power on can damage the display, the CPU board, and / or you.  Sorry to &amp;quot;yell&amp;quot;, but it is extremely important to stress the above two statements.  Now that this is out of the way, let&#039;s move on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As stated above, the displays need several sources of voltage to function properly. The display voltages used are broken down by the type of display: +60VDC and 5VAC with a positive 8VDC offset are used for the 6-digit displays; +42VDC, +5VDC logic (for the 7432 chip - Z1), and 3VAC with a positive 4VDC offset are used for the 4-digit status display. When using a 6 digit display with DI513 Dionics chips, +5VDC is necessary for RP1 and RP2, both 8.2K resistor networks. Likewise, 7 digit displays also have a 7432 chip on them, and +5VDC is needed for them too. If any of the above voltages are missing, the display will never light.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prior to plugging in and turning the game on for the very first time, it is a good practice to check all of the fuse values located on the transformer board first. There is a 1/4 amp slo-blo fuse used for the display voltage, which is located on the transformer board in the bottom of the cabinet.  With the game unplugged from the wall outlet, remove the fuse from its fuse holder.  When checking fuses, never &amp;quot;eyeball&amp;quot; a fuse.  Your eyes may tell you that the fuse is good, but your eyes can fool you.  Use a digital multi-meter (DMM) or a continuity tester to check fuses. Put each lead of DMM on opposite ends of the fuse.  A tone should be heard.  If not, the fuse is bad, and should be replaced with the same value.  Fuses are used to protect equipment, the surroundings, and you.  Installing fuse values with higher ratings is very dangerous. &#039;&#039;&#039;DO NOT USE A FUSE RATED AT A HIGHER RECOMMENDED VALUE!&#039;&#039;&#039;  If the existing fuse is blown, it may not necessarily mean there is a problem.  Fuses do get stressed, and sometimes just fail.  However, there is more than likely a problem somewhere in the display power train.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the game still unplugged, the next course of action is to place connector A2J1 on the power supply.  A2P1 is the bottom connection on the power supply, and receives all voltages directly from the transformers and a single ground from the ground strip.  Once A2J1 is connected, remove any other connections from the power supply (A2J2 and A2J3).  All voltages should be tested before any boards or displays are connected to them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_psu_A2J3_highli.JPG|left|thumb|300px|System 80 Power Supply with A2J3 highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
At this point, plug the game in, and turn it on.  Using a DMM or volt meter, check all of the voltages at A2P3.  For the +60VDC (A2P3-1) and +42VDC (A2P3-3), any ground connection can be used as a reference. The +42VDC is derived from the +60VDC.  If there is +60VDC, but not +42VDC, The 18v CR6 zener diode or the R5 resistor may have failed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the two high voltages test all right, it&#039;s time to check the offset voltages.  The offset voltages are +5VDC (A2P1-6) and +8VDC (A2P1-9).  Use any ground connection as a ground reference to test these voltages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If displays are not lighting, but either the +42VDC is present on the display (status display) or the +60VDC is present on the 6 digit or 7 digit displays, check for the presence of AC voltage used to power the display filament.  Do not use ground as a reference when measuring these voltages, as they are AC.  Measurements must be taken from the send and return lines.  If the AC voltage is missing, check the in-line connection at A7J3 / A7P3 (early System 80 up to Mars God of War) or A12J4 / A12P4 (Black Hole and after).  Also, some games have more connectors which pass the AC voltages.  These additional connectors are A10J7 / A10P7 or A10J1 / A10P1. Check the voltages on the input and output of the connector to see if fatigued connectors are the source of the voltage loss.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
If all the display voltages are satisfactory, it is time to move onto the next step of visually inspecting the display boards for obvious defects.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====What is the DC Offset Voltage?=====&lt;br /&gt;
[[File:ACSineWave.jpg|left|thumb|300px|Representation of AC voltage with and without a DC offset component. Note the red sine wave is shifted &amp;quot;up&amp;quot; by the DC component.]]&lt;br /&gt;
[[File:DCOffsetClip.jpg|right|thumb|300px|A snippet from a typical System 80 schematic showing &amp;quot;DC offset&amp;quot; voltages connected to the center tap of the transformer secondary where AC filament voltages originate.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Futaba displays as used in Gottlieb System 1 and System 80 games require AC power that is &amp;quot;offset&amp;quot; by a specific DC voltage; 8VDC for the 6/7 digit displays, 5VDC for the 4-digit credit/match display. The DC component of the AC voltage raises the AC sine wave by that DC voltage. If the offset voltage is missing, inconsistent or wavy displays will result.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Glass Failure====&lt;br /&gt;
[[File:Good display.JPG|300px|thumb|left|Display with a good display glass]]&lt;br /&gt;
[[File:NippleGuard.jpg|300px|thumb|right|A cheap and easy way to protect your nipples]]&amp;lt;br&amp;gt;&lt;br /&gt;
The simplest and easiest problem to identify is display glass failure.  All of the 6 digit displays used by Gottlieb® System 80, and 7 digit displays used by System 80A games will have a black &amp;quot;blotch&amp;quot;, for lack of a better term, in the upper left and lower right corner of the glass.  The 4-digit status display typically has only one black blotch.  The evidence of a black blotch or blotches is good.&lt;br /&gt;
&lt;br /&gt;
[[File:Bad sys1 display1.JPG|300px|thumb|left|Display with Broken Nipple on Back]]&amp;lt;br&amp;gt;&lt;br /&gt;
However, if there is a muted white blotch visible at the corners of the display, it means the display&#039;s &amp;quot;vacuum&amp;quot; has been compromised, either due to a cracked glass or broken nipple. If this is the case, the display glass can not be repaired and is useless.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A simple, cheap, and effective way to &amp;lt;b&amp;gt;protect the glass nipple&amp;lt;/b&amp;gt; is to cut a ring of hose (garden hose was used in the picture at right), place it around the nipple, and then fill the ring with silicon caulk (preferred) or hot glue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Broken top filament1.JPG|300px|thumb|left|Display with Broken Top Filament. Note that this is the Dionics chipset version of the display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The display filaments within the glass can also break.  The end result will be segments with missing sections or &amp;quot;hot spots&amp;quot; when the display is powered.  The &amp;quot;hot spots&amp;quot; are caused by the &amp;quot;dangling&amp;quot;, broken filament shorting to other good filaments.  If a display filament breaks, do not use the display as shorted displays can damage other game components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=3 caption=&amp;quot;Example Display with Failed Filament&amp;quot;&amp;gt;&lt;br /&gt;
File:OpenCenterFilamentOFFAnnotated.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Another example of a broken filament. This one has broken and shorted to another part of the display.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:OpenCenterFilamentScoreOverall.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The same display, showing a dark line across the center where the filament has failed.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:OpenCenterFilament.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Closeup of same display.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even though the glass itself is bad, the chips on the display board may still be good.  So don&#039;t necessarily discount the display as being all bad.  UDN6118A and 7432, (chip used on status display only), chips are getting more costly, and Dionics DI513s are very scarce.  Since the display board is single sided, removal of the chips is quite easy.  Plus, the display PCBs are no longer being made.  The display board and / or chips may come in handy some time in the future.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====UDN6118 and Other Display Logic Chip Failures====&lt;br /&gt;
The majority of 4 and 6 digit displays utilize two UDN6118 &amp;quot;Vacuum Fluorescent Display Drivers&amp;quot;. These ICs do not fail often. However, when they do fail shorted, they can affect the performance of the rest of the display set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingUDN6118AndUDN7180.jpg|300px|thumb|left|Test method for a UDN6118 or UDN7180 display driver. Colored dots represent DMM probe locations (red lead, black lead)]]&amp;lt;br&amp;gt;&lt;br /&gt;
UDN6118 driver ICs can be tested using a DMM. Click on the image at left for the procedure.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video demonstrating the procedure on a failed UDN6118 can be found [https://youtu.be/PrIde9U4ios &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;A Blown UDN6118 Display Driver&amp;quot;&amp;gt;&lt;br /&gt;
File:UDN6118BlownTopSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Damage is hard to photograph, but the outline of the overheated chip core can be seen.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:UDN6118BlownBottomSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A much more visible image of the heat damage.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Credit Display Segment Locked On=====&lt;br /&gt;
[[File:Gottlieb4DigitGlassSegmentCLockedOn.jpg|300px|thumb|left|A 4 digit display with segment &amp;quot;c&amp;quot; locked on, caused by a failed 7432 on the board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Gottlieb 4 digit displays use two UDN6118s and a single 7432. The 7432 can fail in such a way as to cause segments to lock on, as shown in the picture at left showing segment &amp;quot;c&amp;quot; locked on. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Data Problems==== &lt;br /&gt;
When there are display issues, one first has to determine whether there is a problem with the display itself, the connectors involved, or the chips on the CPU board that control it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=red&amp;gt;NOTE: Do not connect or disconnect the display connectors or connectors A1J2 and A1J3 on the MPU (right hand side) with the power on! Doing so WILL damage the MPU board display logic ICs.&#039;&#039;&#039; &amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following applies to System 80 and 80A displays.  For information regarding the System 80B display board, scroll down to the end of this section.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebDisplaySegmentDigitOutAnnotated.jpg|340px|thumb|left|An excellent image to show both digit and segment problems. Note the red circles showing the same digit out on for players 1 and 3. Also note the yellow circles showing segment &amp;quot;g&amp;quot; out for players 1 and 2. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Display Issue Isolated to a Single Display&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If the problem is only showing up one display, suspect that the connector at the display itself is problematic, or there is an issue on the display board.  Problems on the display board can consist of a bad solder joint, a broken display lead from the display glass, or faults with the driver chips on the board (Sprague UDN6118 or Dionics DI513, if an old System 1 display is used).  The exception is if only 4 displays and a status display are used, which is common to most System 80/80A games.  In this display configuration, if there is a &#039;&#039;&#039;segment issue&#039;&#039;&#039; with the status display, there may be an issue with the segment drive chip on the CPU board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80LockedHSegment.jpg|340px|thumb|left|An example of a display showing segment &amp;quot;h&amp;quot; locked on. The segment was locked on for both the player 3 and player 4 displays. This was caused by a failure of the 7404 at Z16. This picture was snapped right after pressing the diagnostic button on the coin door. The display should be blank. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Display Issue With Multiple Displays&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If the problem shows up on two or more displays, suspect one of the two connectors on the CPU board (A1J2 or A1J3), one of the two connectors on the two displays (they are daisy-chained with an IDC connector), or the chips which control the display data on the CPU board.  If there is a &#039;&#039;&#039;digit issue&#039;&#039;&#039;, the issue will be present on &#039;&#039;&#039;player 1 and 3&#039;&#039;&#039; or &#039;&#039;&#039;player 2 and 4&#039;&#039;&#039; displays.  If there is a &#039;&#039;&#039;segment issue&#039;&#039;&#039;, the issue will be present on &#039;&#039;&#039;player 1 and 2&#039;&#039;&#039; or &#039;&#039;&#039;player 3 and 4&#039;&#039;&#039; displays, and the &#039;&#039;&#039;status display&#039;&#039;&#039;.  If more than 4 scoring displays are used, on games such as Pink Panther, Black Hole, Haunted House, Devil&#039;s Dare, etc., consult the game manual for display digit and segment mapping.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:Gtb sys80 displays.png‎|550px|left|Gottlieb® System 80 Display Diagram]]&lt;br /&gt;
[[File:Gtb sys80A displays.png‎|550px|right|Gottlieb® System 80A Display Diagram]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The charts listed below, map out each signal to each specific display.  The first chart maps the display digit information, while the second and third charts map the display segment information.  This information only applies to games where 4 scoring displays and 1 status display are used, although digit group names have been added, if more displays are used.  All of the charts apply to System 80 and 80A, but not 80B.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Display Digit Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Digit Number&lt;br /&gt;
!Display(s)&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| D16 (80A only) || Players 1 &amp;amp; 3 (Group F) || A1J3-16 || Z26-8 &lt;br /&gt;
|-&lt;br /&gt;
| D1 || Players 1 &amp;amp; 3 (Group D) || A1J3-1 || Z17-4&lt;br /&gt;
|-&lt;br /&gt;
| D2 || Players 1 &amp;amp; 3 (Group D) || A1J3-2 || Z17-6&lt;br /&gt;
|-&lt;br /&gt;
| D3 || Players 1 &amp;amp; 3 (Group D) || A1J3-3 || Z17-12&lt;br /&gt;
|-&lt;br /&gt;
| D4 || Players 1 &amp;amp; 3 (Group D) || A1J3-4 || Z17-10 &lt;br /&gt;
|-&lt;br /&gt;
| D5 || Players 1 &amp;amp; 3 (Group D) || A1J3-5 || Z17-8 &lt;br /&gt;
|-&lt;br /&gt;
| D6 || Players 1 &amp;amp; 3 (Group D) || A1J3-6 || Z24-2 &lt;br /&gt;
|-&lt;br /&gt;
| D13 (80A only) || Players 2 &amp;amp; 4 (Group F) || A1J3-13 || Z26-4 &lt;br /&gt;
|-&lt;br /&gt;
| D7 || Players 2 &amp;amp; 4 (Group E) || A1J3-7 || Z24-4 &lt;br /&gt;
|-&lt;br /&gt;
| D8 || Players 2 &amp;amp; 4 (Group E) || A1J3-8 || Z24-6  &lt;br /&gt;
|-&lt;br /&gt;
| D9 || Players 2 &amp;amp; 4 (Group E) || A1J3-9 || Z24-12 &lt;br /&gt;
|-&lt;br /&gt;
| D10 || Players 2 &amp;amp; 4 (Group E) || A1J3-10 || Z24-10 &lt;br /&gt;
|-&lt;br /&gt;
| D11 || Players 2 &amp;amp; 4 (Group E) || A1J3-11 || Z24-8&lt;br /&gt;
|-&lt;br /&gt;
| D12 || Players 2 &amp;amp; 4 (Group E) || A1J3-12|| Z26-2 &lt;br /&gt;
|-&lt;br /&gt;
| D13 || Status (Group F) || A1J3-13 || Z26-4&lt;br /&gt;
|-&lt;br /&gt;
| D14 || Status (Group F) || A1J3-14 || Z26-6 &lt;br /&gt;
|-&lt;br /&gt;
| D15 || Status (Group F) || A1J3-15 || Z26-10 &lt;br /&gt;
|-&lt;br /&gt;
| D16 || Status (Group F) || A1J3-16 || Z26-8  &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group A Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group A || A1J2-1 || Z19-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group A || A1J2-2 || Z19-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group A || A1J2-3 || Z19-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group A || A1J2-4 || Z19-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group A || A1J2-5 || Z19-9&lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group A || A1J2-6 || Z19-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group A || A1J2-7 || Z19-14&lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group A || A1J2-8 || Z16-12 &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group B Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group B || A1J2-9 || Z21-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group B || A1J2-10 || Z21-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group B || A1J2-11 || Z21-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group B || A1J2-12 || Z21-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group B || A1J2-13 || Z21-9 &lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group B || A1J2-14 || Z21-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group B || A1J2-15 || Z21-14 &lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group B || A1J2-16 || Z16-10  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group C Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group C || A1J2-17 || Z23-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group C || A1J2-18 || Z23-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group C || A1J2-19 || Z23-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group C || A1J2-20 || Z23-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group C || A1J2-21 || Z23-9 &lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group C || A1J2-22 || Z23-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group C || A1J2-23 || Z23-14 &lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group C || A1J2-24 || Z17-2  &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Display Issues====&lt;br /&gt;
&lt;br /&gt;
[[File:System80BDisplayDivotAnnotated.jpg|300px|thumb|left|A System 80B Display edge connector. One data conductor to the display was not &amp;quot;making&amp;quot; across the connection due to a corrosion &amp;quot;divot&amp;quot;. This caused the entire display to remain blank. Reflowing the edge connector solder corrected the issue. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
[[File:GottliebEdgeConnectorDivots.jpg|300px|thumb|right|Another System 80B Display edge connector, this one with corrosion marks on it. The corrosion also caused the entire display to remain blank. Reflowing the edge connector solder corrected the issue. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
System 80Bs displays are completely different how the digits and segments are decoded and driven.  Unlike System 80 and 80A, where the decoder chips are located on the CPU board, the System 80B display has a single segment (U3) and two digit decoder chips (U1 &amp;amp; U2) located on the display board itself.  Unfortunately, both of these chips (10941 &amp;amp; 10939 respectively) were a product of Rockwell International, and are not that prevalent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has been observed that if any of the display data signals are missing between the CPU board and the 7417 inverters on the display board, the two displays will not illuminate at all.  If voltages on the display board are within spec, it may be advantageous to check all of the data signal edge connector pins on the CPU board and the display board. If both the edge connector and the female connectors look good, use a logic probe to ensure signals are getting to the input side of both 7417 (or later 74LS367) inverters on the board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the System 80B jumpers, that replace the 7448s at Z19 and Z21 on System 80 and 80A boards, can be a source of discontinuity due to cracked solder joints.&lt;br /&gt;
&lt;br /&gt;
It has been observed that some of the earlier System 80B games are more prone to the display randomly being blank upon turning on the machine. Rock and Raven are the most common with this issue, however, the first three 80Bs, Chicago Cubs, Tag Team, and Bounty Hunter, are susceptible too. The best recourse is to repin both A1-J2 and A4-J1 / 1A4-J1.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rejuvenating Tired Displays====&lt;br /&gt;
[[File:System1-80DisplayBrightUp.jpg|300px|thumb|left|Rejuvenating tired System 1/80 displays]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80 displays, especially those that haven&#039;t been turned on for a long time, sometimes fade. These displays can be rejuvenated by applying voltage to the outside pins of the display glass. Note that voltage should be applied to the display glass pins, NOT the card edge pins. This process &amp;quot;burns&amp;quot; the impurities that accumulate on the filaments off.&lt;br /&gt;
&lt;br /&gt;
In the picture at left, general illumination power (7VAC) from the lamp insert panel is being used to rejuvenate a display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. Turn the game off&amp;lt;br&amp;gt;&lt;br /&gt;
2. Remove the connector from the display&amp;lt;br&amp;gt;&lt;br /&gt;
3. Connect jumper clips from a voltage source to each of the outside pins of the display glass. Note that the lower the voltage applied, the longer the display can tolerate this &amp;quot;rejuvenation&amp;quot;.&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;That is why some techs choose to use the lower GI AC voltage for this purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Power the game on for 1 minute.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Disconnect the jumper wires and reconnect the display.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Power on to test the display.&amp;lt;br&amp;gt;&lt;br /&gt;
7. If the display still isn&#039;t bright enough, repeat this process for 1 minute each time, until the display is satisfactorily bright.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that if the display filaments, which run across the display horizontally begin to glow orange (or worse, white), too much voltage is being applied or the display has been connected too long. This risks burning one or more of the display filaments out and ruining the display. A cautious, 1 minute at a time, process is warranted.&lt;br /&gt;
&lt;br /&gt;
Note also that one particular System 80 tech (&amp;quot;System 80, not just a job, it&#039;s an adventure&amp;quot;) suggests that merely leaving the game powered on for 24 hours will accomplish the same rejuvenation.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Does Not Light====&lt;br /&gt;
[[file:gottlieb-display-broken-legs.jpg|right|thumb|300px|Broken legs on display glass]]&lt;br /&gt;
If the glass of a 6 or 7-digit display does not light, but there are no white spots in the corners (white spots indicate bad glass), the outer-most legs on the glass may be broken. A magnifying glass may be necessary to inspect the pins since the gap in the breaks may be extremely small. The outer-most legs are responsible for supplying power to the glass, which is why the glass would not light in this situation.&lt;br /&gt;
&lt;br /&gt;
These legs may be broken especially on displays that have a green or blue plastic filter covering them. These legs can get broken after someone presses down on the plastic cover of the display when pushing the display onto the PCB supports mounted on the light board in the backbox.&lt;br /&gt;
&lt;br /&gt;
To repair, line up the two broken halves of the leg with needle-nose pliers, heat, and solder. If the solder isn&#039;t sticking, lightly sand back some of the black tarnish with fine sandpaper or a fiberglass eraser.&lt;br /&gt;
&lt;br /&gt;
====System 80 Display Test 19 Never Starts====&lt;br /&gt;
System 80 games provide a display test (number 19). The test &amp;quot;walks&amp;quot; all digits, from 0 to 9, through all displays. &lt;br /&gt;
&lt;br /&gt;
A failed 6532 RIOT at U5 can cause the game to appear dead, as if awaiting an input. The display test will never commence.&lt;br /&gt;
&lt;br /&gt;
====Individual 6-digit Display Interferes With Other Displays==== &lt;br /&gt;
&lt;br /&gt;
Sometimes, a particular display can interfere with the operation of other 6-digit/4-digit displays no matter which game or player position it is plugged into. These symptoms can include:&lt;br /&gt;
* Causing digits to go missing on other displays&lt;br /&gt;
* Causing certain digits to dim significantly on other displays&lt;br /&gt;
* Causing certain digits to display garbage or non-numbers&lt;br /&gt;
&lt;br /&gt;
The cause of these symptoms is a bad R1 resistor. When powered off, the resistor will give the correct reading. However, the resistor may fail when power is applied. The R1 resistor (10k ohm, 1/2 Watt, 5% resistor) may need to be replaced if the above symptoms are present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Individual 7-digit Display Causes Other Displays To Go Blank====&lt;br /&gt;
Sometimes, a particular display can interfere with the operation of the other 7-digit/4-digit displays no matter which game or player position it is plugged into. &lt;br /&gt;
&lt;br /&gt;
If a particular display causes all other displays to go blank, the likely cause is a failure of the Z2 6118P chip, which drives the digits of the display. This chip can be replaced with the more commonly found UDN6118A chip. Also keep in mind that it&#039;s possible the 7448 and the other 6118P controlling the segments could be damaged as well, so be prepared for that.&lt;br /&gt;
&lt;br /&gt;
===All Other Display Issues (Not Caused by Displays)===&lt;br /&gt;
There are several issues which appear to be display related, however, they ultimately are not.  In these instances, the displays are used instead as a visual identifier of a particular issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Open Slam Switch==== &lt;br /&gt;
If after turning a System 80 game on, and the scoring displays turn on immediately without a 5 second delay, there is a problem.  However, if the displays are showing all of the outer segments (all segments necessary to display a zero) lit, and &amp;quot;strobing&amp;quot; or &amp;quot;rolling&amp;quot; rapidly as simulated in the image below, this isn&#039;t a display problem. The cause of this problem is an open slam switch on the coin door. To address this issue, see the PinWiki section [[#Slam_Switch_Modification | Slam Switch Modification]].&lt;br /&gt;
[[File:Gtb 6digit slam scaled.gif|500px|thumb|left|Simulation of displays indicating an open slam switch. Note the &amp;quot;rolling&amp;quot; perimeter display segments. &amp;lt;i&amp;gt;Animation by Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====All Displays Dim or at Half Brightness====&lt;br /&gt;
This applies to System 80/80A games with 6 or 7 digit displays. If all the displays appear dim or at about half brightness, check the 60v test point on the power supply. If it reads about 30-35v, then the dim display issue is caused by the power supply.&lt;br /&gt;
&lt;br /&gt;
On the power supply, Q2 regulates the 60v, so if that component has failed, or if there is a problem with the solder joints or pads on the back of the board, this can result in half the voltage for the displays.&lt;br /&gt;
&lt;br /&gt;
Carefully inspect the back of the power supply for cracked solder joints or through-hole pads that have popped off the PCB. Because Q2 has a large/heavy heat sink, the component tends to move around lot, which may cause these issues. If nothing is apparent with a visual inspection, test for continuity between Q2&#039;s legs and the traces on the PCB .&lt;br /&gt;
&lt;br /&gt;
[[file:gottlieb-sys80-psu-q2-pad-problem.jpg|thumb|300px|left|The pad for the center leg of Q2 has separated from the PCB and will need to be repaired]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display Conversion for 6-Digit Games (Converting to 7-Digit Displays)===&lt;br /&gt;
[[Image:Gottlieb6DigitTo7DigitConversion.jpg|300px|thumb|left|Gottlieb® System 80 6-Digit to 7-Digit Signal Mapping. Click to expand. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:GottliebAmazingSpiderman7DigitScoringExample.jpg|300px|thumb|right|Gottlieb® System 80 Amazing Spiderman with player 1 converted to 7-Digit scoring. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The signal mapping diagram shown at left details the wiring changes necessary to replace a 19 pin 6-digit display connector with a 21 pin 7 digit display connector. Note that some signals and power must be picked up from the 4-digit credit/ball in play display.&lt;br /&gt;
&lt;br /&gt;
Once the wiring conversion has been completed, the appropriate game ROM that supports 7-digit scoring must be obtained and installed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
Before doing any kind of work, or blaming the sound board for not putting out sound, review the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting section] first.&lt;br /&gt;
&lt;br /&gt;
[[Image:System80DIPSwitches.jpg ‎|300px|thumb|left|Gottlieb® System 80 Game Feature Selection DIP Switches and 1N4148 Switch Isolation Diodes. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
In particular for System 80 games, ensure that the DIP switches that enable sound are set correctly. And, ensure that the dip switch actually works. Games like Spiderman use one of the 32 MPU dip switches to enable background and scoring sounds. Games like Haunted House, Black Hole, etc use dipswitch 5 on the Sound and Speech board to enable background sound.&lt;br /&gt;
&lt;br /&gt;
Each DIP switch is isolated in the &amp;quot;DIP switch matrix&amp;quot; by a 1N4148 diode located directly below the switch. If one of these diodes fails open, then the switch closure will never be read by the MPU. If one of these diodes fails shorted, this may cause &amp;quot;phantom DIP switch closure(s)&amp;quot; in exactly the same way as a shorted playfield switch diode will cause phantom switch closures. Since System 80/80A diagnostics do not display DIP switch settings, this can be difficult to detect. Simple diode testing of each of the 32 1N4148 diodes is the best course of action.&lt;br /&gt;
&lt;br /&gt;
Failed diodes in the &amp;quot;DIP switch matrix&amp;quot; can cause the switch(es) that enable sound features to be read incorrectly and therefore, sound behavior will be incorrect, such as lack of background sounds.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video of one such failure that caused the background sounds in Black Hole to not work can be found [https://youtu.be/Q80TQ-W6XZ0 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====The Long and Winding Road of the Sound Signals====&lt;br /&gt;
The sound signals follow very roundabout path before reaching their destination on the sound board.  Sounds S1, S2, S4, and S8 are originated on the MPU board by RIOT U6.  These 4 sound signals then pass through a 7404 inverter (Z27), pass through a 7408 2 input AND (Z31), and exit the MPU board via the A1J4 connection (MPU / driver board interconnect harness).  The signals enter the driver board via A3J1, pass through another 7404 inverter (Z13), and exit the driver board via A3J5.  Finally, they enter the sound board via the only connection on the sound board, A6J1.&lt;br /&gt;
&lt;br /&gt;
If any of the sound signals are lost, this potentially happens due to poor edge connections, however, 7404s are known to fail too.  The best way to check for discontinuity is to use a DMM or ohmmeter to check the path from the exiting chip to the chip it enters on the following board.  Another method for checking for signal loss is a logic probe.  This method is not as simple though, because some generations of System 80s do not have a sound test.  Therefore, waiting for a particular signal to trigger can be tricky.  The benefit of using a logic probe is to determine if a particular signal is entering and exiting a specific chip, and if the signal transforms (if it is supposed to) like intended (ie. the 7404 will invert the signal from high to low or low to high).&lt;br /&gt;
&lt;br /&gt;
Some sound boards use a fifth sound signal, known as S16.  S16 is actually driven by an MPS-A13 like any other single lamp drive. S16 can follow a very convoluted path too, depending on the particular game.  For example, Haunted House uses S16.  It originates on the MPU with all of the other lamp signals, and becomes lamp drive Q10 on the driver board.  It exits the driver board via A3J2, passes through a inline connector, A10J4, passes through another inline connector, A12P4, and finally reaches the sound board at A6J1.  That is a lot of mileage for just 1 little sound signal!&lt;br /&gt;
&lt;br /&gt;
System 80B games, starting with Rock, which use the dual 6502 processor sound boards, use Q5 as sound signal S16.  Please be aware that the System 80B documentation does not always notate this information regarding S16!!!  In this case, S16 follows a much simpler path.  It exits the driver board via A3J2 and goes directly to the sound board at A6J1.&lt;br /&gt;
&lt;br /&gt;
So, if appears that certain sound signals are missing or the wrong sounds are triggered, suspect a bad connection first.  Then, suspect a bad 7404 within the sound signal path.  Then, check all other potential problems.&lt;br /&gt;
&lt;br /&gt;
It is noteworthy that the 7404 U7 located on early System 80 sound boards (sound only) do fail also.&lt;br /&gt;
&lt;br /&gt;
====System 80 Sounds Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound.JPG|300px|thumb|left|Gottlieb® System 80 Sound Board (Sounds only)]]&lt;br /&gt;
This board, first used in Panthera, is problematic to fix. The main issue is that the board uses the long since obsolete 6503 processor (think of it as a short 6502) and a &amp;quot;masked ROM/RIOT&amp;quot; 6530. The 6530 was specifically programmed for Gottlieb System 80 sound boards. They are therefore, impossible to replace unless you can scavenge a working one from another sound board. Or, as late as mid-2025, Steve Young&#039;s PBResource still had stock available. Note that the 6530 appearing on late Gottlieb System 1 sound boards is programmed differently and is not interchangeable with the System 80 version.&lt;br /&gt;
&lt;br /&gt;
There are 2 replacement options at this time, other than sourcing a used board. One is Pascal Janin&#039;s reproduction board. This board is a bit pricey but is engineered quite well. The board can be found here: [http://www.flippp.fr/pifx.php?lg=en http://www.flippp.fr/pifx.php?lg=en]. The other option is an FPGA (TDA7267) based replacement board by LISY called the [https://www.lisy.dev/gosof.html GOSOF] which emulates System 1, 80, 80A, and early 80B.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:GottliebSoundsOnlyBoardCorrosion.jpg|300px|thumb|left|A leaky audio filter cap caused significant corrosion to several traces on this board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]][[Image:System80SoundsOnlyLeakyCap.jpg|300px|thumb|right|Audio filter cap removed, corrosion removed, traces tinned. The leaky cap can be seen in the top of the picture. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;This board operates on three different voltages: +5v, +12v, and -12v. The +5 volts comes in on J1 pin 5 from the machine&#039;s power supply board. The +12 volts comes in on J1 pin 1 from the machine&#039;s bottom panel. The -12 volts is generated on the sounds only board and it receives AC power input on J1 pins 3 and 4. You can measure the -12 volts by connecting your volt meter across zener diode CR5 (1N4742A).&lt;br /&gt;
&lt;br /&gt;
The test button on this era sound board will only work if the two dipswitches are set in opposite positions on the sound board.&lt;br /&gt;
&lt;br /&gt;
As noted above, this board is tough to repair. If the 6530 is dead...you&#039;re SOL. A dead 6503 might be replaced. The other ICs on the board, like the LM380 amp (OEM boards were sometimes stuffed with an equivalent chip, a ULN2280B) and the 555 timer are still readily available. The 1408 DAC (U3) can be replaced with its direct replacement: a DAC0808.&lt;br /&gt;
&lt;br /&gt;
A common issue with the board seems to be the leaky large capacitor on the board. Fortunately, this is easy to repair. Remove the old cap. Abate the corrosion as shown in the picture at right. Replace the cap. When this cap leaks, it can completely sever the sound signal path. Sounds might sound scratchy or incomplete too. The cap is easy to remove and replace. It&#039;s worth a shot.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Sound and Speech Board====&lt;br /&gt;
&lt;br /&gt;
=====Different Revisions of the Sound and Speech Boards=====&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=220px perrow=3 caption=&amp;quot;Revisions of the Gottlieb Sound and Speech board&amp;quot;&amp;gt;&lt;br /&gt;
File:SoundAndSpeechBoard-1Modified.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB SS Back B20887-2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB SS B-20887-3 Back.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB SS B-20887-3 Front Added Resistors.JPG|thumb|left|300px|B-20887-3 Sound and Speech Board with Resistors Highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
With the third revision sound and speech board, the resistors which were added to the solder side of the -1 and -2 boards were now incorporated in the board design. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Texas Instruments Sockets=====&lt;br /&gt;
[[File:TexasInstrumentsSockets.jpg ‎|300px|thumb|left|&amp;quot;Craptastic&amp;quot; Texas Instruments Sockets for the 6502 and 6532. Be gone! &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some Sound and Speech boards were manufactured with Texas Instruments sockets that are of the same poor quality as the ScanBe sockets that Williams used during System 3-6 manufacturing. All Texas Instruments sockets should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound and Speech Board Operation=====&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A nice video demonstrating some of the capability of the SC-01 can be found [https://youtu.be/ER0t3IYygDw &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The sound and speech board represents the high point in the System 80 family as far as sound generation is concerned. By combining sound and voice circuitry, the board is flexible enough to be used in several different games, with different voice calls, all generated via the Votrax SC-01 speech synthesizer. &lt;br /&gt;
&lt;br /&gt;
The sound and speech board is itself a single board computer, and should be debugged similar to any non-working MPU.&lt;br /&gt;
&lt;br /&gt;
The board interfaces with the System 80 MPU via a 6 bit (S1, S2, ..., S32) wide &amp;quot;data bus&amp;quot;. The 6 interface bits form a binary code which define specific sounds (or speech) to play. This enables 63 separate sounds to be played. Each communication between the MPU and the Sound and Speech board is &amp;quot;stand alone&amp;quot;. That is, the system does not make use of successive sound commands to mean different things as the Bally Squawk and Talk implementation does. In practice, since S32 is never used, a maximum of 31 unique sounds are commanded.&lt;br /&gt;
&lt;br /&gt;
Four of the bits in the interface are controlled (grounded) by circuitry on the MPU (starting at the U6 RIOT) and a &amp;quot;pass through&amp;quot; 7404 inverter on the driver board (Z13). The remaining two bits are implemented via &amp;quot;lamp drive&amp;quot; transistors (Q10 for S16) on the driver board, and comparator circuitry on the S&amp;amp;S board (U24).&lt;br /&gt;
&lt;br /&gt;
Sound select signals are fielded by the S&amp;amp;S board&#039;s 6532 RIOT which generates an interrupt to the 6502 processor. The 6502 reads the sound number commanded from the 6532 as it services the interrupt.&lt;br /&gt;
&lt;br /&gt;
The S&amp;amp;S board&#039;s 6502&#039;s program code, as well as sound data, is stored in two 2716 EPROMs, PROM 1 and PROM 2.  These EPROMs are typically labeled at the factory with the model number of the game they are for, and the suffixes /S1 &amp;amp; /S2. For example &amp;quot;668/S1&amp;quot; is the label on one of the Black Hole sound ROMs. Although the board can be strapped for two 2732 EPROMs, in practice, this was never done.&lt;br /&gt;
&lt;br /&gt;
The sound and speech board can field and queue sound commands at the same time as it is driving the sound and speech circuitry lanes. The board will never interrupt or prematurely terminate a sound being played. The board will also never reorganize the queue of sounds to be played. Each sound to be played will be played until it&#039;s conclusion. The 6502 knows when &amp;quot;sounds&amp;quot; have completed playing since it is solely in control of the sound lane. The 6502 knows when &amp;quot;speech&amp;quot; calls have completed processing by the SC-01 via a non-maskable interrupt sent via the SC-01&#039;s ~A/R signal to the 6502&#039;s NMI pin. Timing to sequence speech phonemes together rapidly is critical, hence the use of the non-maskable interrupt.&lt;br /&gt;
&lt;br /&gt;
The 6502 creates &amp;quot;sounds&amp;quot; via one circuitry lane. It creates &amp;quot;speech&amp;quot; through a second, separate circuitry lane. At the end of each lane, just prior to input to the main LM379S amplifier, sound and speech is summed. The relative volume of each lane can be tuned via 10K trim pots at the top of the board, R15 and R16.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sound Lane&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Simple sounds (not voice) are created by the 6502 reading data from the sound ROMs and latching it into two 74LS75 data latches. The 74LS75s latch the data when selected via a 74LS02 (NOR gate) at U10 which NORs the R/W signal along with a device select signal from the 74LS138 at U4. the device select signal selects U7 and U8 simultaneously to latch data bus signals DB0 - DB7 all at once.&lt;br /&gt;
&lt;br /&gt;
The two 74LS75s provide the data to a 1408 D-to-A (digital to analog) converter at U20. In this way, 511 different digital codes can be converted to analog levels by the 1408. The analog output of the 1408 can be attenuated via a 10K &amp;quot;variable resistor&amp;quot; at R13. The signal is then amplified and inverted by an LM741 analog inverter (U22). The analog signal is then fed to the LM379S for final amplification. Note that the 1408 DAC is obsolete, but may be replaced by the more available DAC0808.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Speech Lane&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Speech is ultimately created by the Votrax SC-01 voice chip. The SC-01 accepts &amp;quot;phoneme&amp;quot; codes and renders the analog speech output to the LM379S for final amplification. The phoneme codes are placed on the 6502 data bus and pass through a 74LS05 &amp;quot;level shifter&amp;quot; and inverter at U13. The codes are accepted by the SC-01 on pins 9 through 14 when pin 7 is strobed (the phoneme code is latched on the rising edge of the strobe). The &amp;quot;pitch&amp;quot; of the SC-01 voice is controlled by I1/I2 (pins 3 and 2). Frequency and timing control is achieved via MCK and MCR (pins 15 and 16, which are tied together). Frequency and timing are referred to in the schematics as the &amp;quot;Voice Clock&amp;quot; and can be adjusted via a 10K &amp;quot;variable resistor&amp;quot; at R6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reset signal&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The reset circuit is pretty simple. A 47uf/50V cap at C3 charges when power is applied. Once charged, the originating 5VDC power is twice inverted and cleaned up via a Schmitt Trigger at U1, and finally presented to the ~RESET signal (pin 40) of the 6502.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test button&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The test button, located on the upper left side of the S&amp;amp;S board, grounds pin 17 of the 6532 RIOT. After reading the RIOT data, the 6502 process then plays the appropriate test sound, which varies by game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SC-01 pinout&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin Number(s)&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Signal Name&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Signal Purpose&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1 || &amp;lt;center&amp;gt;Vdd&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Input Voltage&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2-3 || &amp;lt;center&amp;gt;I1, I2&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Instantaneous pitch adjustment. Will change pitch of phoneme being spoken.&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7 || &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Strobe to indicate a phoneme code is ready&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8 || &amp;lt;center&amp;gt;~A/R&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Acknowledge receipt of phoneme strobe, indicate completion of phoneme processing&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9-14 || &amp;lt;center&amp;gt;P5-P0&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Phoneme number select (from fixed phoneme table)&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;15-16 || &amp;lt;center&amp;gt;MCK/MCR&amp;lt;/center&amp;gt; || &amp;amp;nbsp;External Clock Signal (probably used to alter phoneme pronunciation via varying the clock)&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;20-22 || &amp;lt;center&amp;gt;CB, AF, AO&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Audio Output&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;18 || &amp;lt;center&amp;gt;Ground&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Ground&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Sounds and Speech board DIP switch settings=====&lt;br /&gt;
The Sound and Speech board has a bank of DIP switches. For at least Black Hole, the function of these switches is as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*DIP-1 - Used in self-test only&lt;br /&gt;
*DIP-2 - Not used&lt;br /&gt;
*DIP-3/4 - Attract mode speech frequency&lt;br /&gt;
** OFF/OFF - disabled&lt;br /&gt;
** ON/OFF - attract mode speech every 10 seconds&lt;br /&gt;
** OFF/ON - attract mode speech every 2 minutes&lt;br /&gt;
** ON/ON - attract mode speech every 4 minutes&lt;br /&gt;
*DIP-5 - ON = background sound enabled, OFF = background sound disabled&lt;br /&gt;
*DIP-6 - ON = all speech enabled, OFF = all speech disabled&lt;br /&gt;
*DIP-7 - Not used&lt;br /&gt;
*DIP-8 - Not used&lt;br /&gt;
&lt;br /&gt;
=====Sound &amp;quot;Locks Up&amp;quot; after certain switch closures=====&lt;br /&gt;
[[File:SC-01.jpg|thumb|300px|left|The long since obsolete, pricey, and hard to find SC-01 speech chip. This one is an SC-01-A, said to be a little beefier.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This problem may be caused by a malfunctioning or missing SC-01 (or SC-01-A) speech chip.&lt;br /&gt;
&lt;br /&gt;
Games such as Black Hole, Mars God of War, and Volcano utilized the SC-01 phoneme speech chip. These games &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;require&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; a working SC-01 to be present, not only for the speech portions of the sound, but for the sound to not &amp;quot;lock up&amp;quot; after the first time that a speech call is made. The CPU relies on an interrupt from the 6532 RIOT to restart sound command processing. That interrupt originates from an &amp;quot;all done&amp;quot; signal from the SC-01 speech chip (shown as ~A/R in the schematics, SC-01 pin 8). If the RIOT never receives an &amp;quot;all done&amp;quot; signal (at PB7) then it will not interrupt the processor and no further speech or sound will be created.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the 2N2222 at Q3 has failed, not allowing the interrupt signal to reach the RIOT. Q3 inverts the ~A/R signal and conveys it to the RIOT as A/~R and also to the MPU as a non-maskable interrupt (U3 6502, pin 6).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Game background sound continues after game over=====&lt;br /&gt;
&lt;br /&gt;
This has been noticed in &amp;quot;Mars, God of War&amp;quot; and &amp;quot;Volcano&amp;quot; predominately, but other System 80 games that use the Speech and Sound board may exhibit similar symptoms.&lt;br /&gt;
&lt;br /&gt;
The cause of the problem is MPU DIP switch 25. The switch MUST be ON, as noted in the manual. Even if the switch appears to be &amp;quot;on&amp;quot;, buzz across the switch solder pads on the back side of the board to ensure that the switch is making. Gottlieb sometimes used &amp;quot;rocker&amp;quot; switches, which seem to have a high failure rate.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;On Target&amp;quot; newsletter from June, 1981 discusses something similar to this problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound is &amp;quot;garbled&amp;quot; or phonemes appear jumbled=====&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating one instance of garbled speech can be found [https://youtube.com/shorts/TU-_vOB2CzY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Board circuitry upstream of the Votrax SC-01 (or SC-01A) as well as the SC-01 itself can be the cause of this issue. Speech isn&#039;t really jumbled, it just seems that way.&lt;br /&gt;
&lt;br /&gt;
First, since the chip is socketed, replace the SC-01 with a known working SC-01. &lt;br /&gt;
&lt;br /&gt;
If the known good SC-01 produces the same behavior, then suspect the 74LS05 &amp;quot;level shifter&amp;quot; at U13, the 7407 at U12, or the 74LS75 at U9.&lt;br /&gt;
&lt;br /&gt;
=====Using the MA-483 Sound Amp Board on a Sound and Speech Board=====&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback.JPG|300px|thumb|left|Gottlieb® MA-483 Piggyback Board]]&lt;br /&gt;
[[File:GTB SS Power Mod.JPG||300px|thumb|right|Gottlieb® Sound and Speech Power Supply with components highlighted. This board is configured to supply 30VDC power]]&lt;br /&gt;
[[File:ModifiedSystem80SoundPS.jpg||300px|thumb|right|Gottlieb® Sound and Speech Power Supply, modified as discussed to supply 18VDC power]]‎&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If using the MA-483 sound amp board on a Sound and Speech board, or if the sounds only System 80A sound board is going to be used, the factory Sound and Speech power supply cannot be used without modification.  The reason is because the original LM379S amp is powered by 30VDC, and the TDA2002 amp on the MA-483 can only withstand 16VDC. If a TDA2002 is powered by 30VDC, it will be destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; a substitute equivalent part, a ULN3701 was sometimes used in lieu of the more standard TDA2002. Also, A TDA2003 is a good substitute for the TDA2002.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The modification is simple, and is accomplished by replacing two components on the sound board power supply, R1 and CR1. R1 is 430 ohm 1/2 watt resistor. CR1 is a 1N4751A 30V 1 watt zener diode. R1 should be replaced with a 1.5Kohm 1/2 watt resistor and CR1 should be replaced with 1N4746A 18V, 1 watt zener diode.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Replacing the Obsolete LM379S Amplifier with a Modern Amplifier=====&lt;br /&gt;
&#039;&#039;This information originally published by J. &amp;quot;kirb&amp;quot; Kirby. Additional pictures and some editing provided by Chris Hibler. Used with permission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Gottlieb System 80 Audio Amp Replacment...why?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Gtb sys80&amp;amp;a s&amp;amp;s.JPG|300px|thumb|left|Gottlieb® System 80 Sound &amp;amp; Speech Board as used on Mars, God of War, Black Hole, Haunted House, Volcano, and some video games]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Gottlieb® Sound and Speech board uses an LM379 or LM379s audio amp in the final amplification section. This amp became hard to find around 1983. Gottlieb® provided an alternative for this amp (see prior section) and discontinued using the Speech and Sound board further.&lt;br /&gt;
&lt;br /&gt;
Their solution was to buy a piggyback board from Gottlieb® that used an LM2002 or a TDA2002 amp. But the LM2002 or TDA2002 amps require 16VDC to operate (instead of the 30VDC used by the LM379). This necessitated a change to the sound board power supply. There were many components to replace or remove, not to mention that you would have to make the piggyback board yourself.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOLUTION? Find a newer amp that required fewer components. A replacment amp can be put together using only the following parts which can be easily sourced. &lt;br /&gt;
&lt;br /&gt;
*LM1875T Audio Amp&lt;br /&gt;
*14 pin DIP socket&lt;br /&gt;
*Heat sink&lt;br /&gt;
*Heat sink compound&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve sourced these parts, a replacement amp is easy to construct and only requires removal of the old LM379 amp and addition of one jumper (to provide 12VDC, covered later).&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start with the basics. System 80 games used 4 different sound boards. This amp replacement applies only to the Sound and Speech board used in Mars: God of War, Black Hole (domestic version), Haunted House, Volcano, Devil&#039;s Dare, Caveman, Rocky, Q*bert&#039;s Quest, Super Orbit, Royal Flush Deluxe (early production), Amazon Hunt (early production), and video games like Q*bert.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;LM379 Audio Amp Testing&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
First of all, is your amp really bad? Basic tests to identify a failed amp...&lt;br /&gt;
&lt;br /&gt;
*With the game on, turn the volume pot up as high as it will go. Do you hear a hum? This is normal and is an indicator that your amp is working.&lt;br /&gt;
*Check the voltages at the sound board. 30VDC is required to power the amp. Verify that this is working correctly or your amp won&#039;t work at all.&lt;br /&gt;
*Make sure the speakers are connected and working right. You can test speakers using a &amp;quot;D&amp;quot; size battery. Briefly connect the battery across the speaker and you should see the speaker&#039;s cone push out. Do this for only a second or two...speakers don&#039;t like DC voltages.&lt;br /&gt;
*Make sure the volume adjustment pot is connected correctly and working properly. A dirty pot will make sounds junky, but they usually don&#039;t completely fail. You can &amp;quot;twizzle&amp;quot; the pot to remove oxidation that may have formed on the internal conductors.&lt;br /&gt;
*Headphones can be used to see if the sounds are getting to the amp. Connect one of the headphone conductors (the one closest to the headphone &amp;quot;handle&amp;quot;) to ground. Connect one of the other two headphone conductors (assuming stereo headphones) to the center leg of R15 or R16. You should be able to hear sounds that the board is making through the headphones. Your amp is probably bad if you can hear sounds at R15 or R16, but not through the speakers, assuming you&#039;ve tested the speaker to be good and you have 30VDC power at the sound board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;LM379 Audio Amp Replacement Procedure&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mark the &amp;quot;top&amp;quot; of the heat sink so you can later determine orientation of the original amp should this be necessary. Pin 1 of the amp can&#039;t be identifed without removing the two screws that secure the finned heat sink to the chips integrated heat sink. &lt;br /&gt;
&lt;br /&gt;
Remove the LM379 amp and heat sink assembly from the board. Desolder all 14 pins and pull the amp off the board. The LM379 heat sink may be soldered to the board so you&#039;ll need to remove that solder too. Be forewarned, the solder pads are delicate and easily damaged. &amp;lt;b&amp;gt;Note how the LM379 is upside-down in relation to other chips on the board.&amp;lt;/b&amp;gt; This will be important later.&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;b&amp;gt;Building the New Amp Assembly&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Solder the new amp to the 14 pin DIP. Use the diagram below as a guide. The pinouts are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Amp Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Socket Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Purpose&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 1 || &amp;amp;nbsp;pin 9 || &amp;amp;nbsp;+ amp input&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 2 || &amp;amp;nbsp;pin 8 || &amp;amp;nbsp;- amp input&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 3 || &amp;amp;nbsp;pin 4 || &amp;amp;nbsp;Ground&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 4 || &amp;amp;nbsp;pin 10 || &amp;amp;nbsp;Audio out&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 5 || &amp;amp;nbsp;pin 1 || &amp;amp;nbsp;Vcc (+30VDC)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It will take some fancy bending to connect all of the amp legs in a way that they do not touch one another, but it can be done. It is important that the amp stands straight up and that the pins don&#039;t touch each other. See the diagram below for  better info. Don&#039;t worry about the 12VDC connection right now. We&#039;ll connect that later.&lt;br /&gt;
&lt;br /&gt;
[[File:LM379ReplacementNewAmpPinout.jpg‎|600px|center|Pinout schematic to attach the LM1875 amp to a 14 pin DIP socket]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px perrow=2 caption=&amp;quot;One Tech&#039;s Implementation (Heat Sink Added Later)&amp;quot;&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpFrontSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpRearSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Rear side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attaching the heat sink&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First, yes, you need a heat sink. Audio amps run hot. Without a heat sink, the amps life will be dramatically shortened.&lt;br /&gt;
&lt;br /&gt;
Mount the heat sink to the amp/socket assembly. You may have to modify your heat sink so that it doesn&#039;t contact anything but the LM1875 amp.&lt;br /&gt;
&lt;br /&gt;
Heat sink compound should be spread on any metal to metal surface that is to conduct heat. This will improve the heat sink&#039;s efficiency and is a must on this device to work right. Without the compound, the amp will overheat and shutdown. It may even be damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=270px heights=270px perrow=2 caption=&amp;quot;Kirb&#039;s original completed assembly&amp;quot;&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpSideViewKirb.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Side view.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpFrontSideKirb.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front view.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;b&amp;gt;The Final Steps&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:CompleteAssemblyInSitu.jpg|300px|thumb|left|The completed assembly, mounted to the Sound and Speech Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Solder the new amp assembly directly to the board. Normally you would use a socket, but that will  lead to audio problems. It is better just to solder it into the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACHTUNG!&amp;lt;/b&amp;gt; Remember that pin 1 of the amp solder pads on the board is upside-down relative to every other IC on the board, and you need to install your new amp assembly with pin 1 &amp;quot;down&amp;quot;. Make sure this is done right. There is a 1 screened to the back of the board that should help you orient the assembly. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM379Replacement12VDCSource.jpg|300px|thumb|left|Connecting 12VDC to the amp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Now that the pins are soldered to the board, we have to connect 12VDC to pin 14 of the socket. This is easily found at the positive (+) side of C39. This 12VDC biases the +IN so that it won&#039;t saturate. Your amp will only work for about 30 seconds without this 12VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check all of your work one more time, then test the amp and see what you get. If you&#039;ve followed these steps correctly, your sound should be loud and clear!&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Sound Mapping =====&lt;br /&gt;
The interface between the driver board/MPU and the sound board is a simple bit map of 5 bits. S1, S2, S4, S8 and S16. S32 is available but never used.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of each sound made by &#039;&#039;&#039;Haunted House&#039;&#039;&#039; can be found [https://youtu.be/_SAv4fS-G1w &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Mars, God of War&#039;&#039;&#039;, see: https://www.pinwiki.com/wiki/index.php/Mars,_God_of_War&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Black Hole&#039;&#039;&#039;, see: https://www.pinwiki.com/wiki/index.php/Black_Hole#Sound_Mapping_for_Black_Hole&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A Sound Only Board====&lt;br /&gt;
=====Sound Cutting Out / No Sound=====&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback Back.JPG|300px|thumb|left|Piggyback Amplifier Board w/ Cracked Header Pins]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® had a tendency of using single-sided boards for their &amp;quot;piggy back&amp;quot; / daughter boards, and these boards are susceptible to cracked header pin solder joints.  The MA-483 amplifier board is no different.  If the sound appears to be cutting out or their are no sounds at all, the header joints on the MA-483 may have developed cracks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before suspecting the daughter board header joints, review the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section located in the &amp;quot;General for all games&amp;quot; section. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A / 80B Sound with Piggyback Board====&lt;br /&gt;
[[File:GottliebSystem80ABSoundsOnlyWithPiggyback.jpg ‎|300px|thumb|left|Gottlieb® System 80A / 80B Sound Board MA-490 w/ MA-488 Piggyback Board (Sounds only). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80A / 80B sound board is nearly the same as the first generation System 80 sound only sound board.  It utilizes a 2716 EPROM versus a masked ROM like the System 80 sound board.  This was potentially due to the Harris 7643 masked ROM being obsolete.  The 80A / 80B board does not use a test button.&lt;br /&gt;
&lt;br /&gt;
Like the System 80 sounds only board, this board has 2 obsolete chips on it, the CPU (6503) and the RRIOT (6530).  On the plus side, these boards did not get destroyed nearly as much as the original System 80 sounds only boards (plugging the System 80 sounds only board into a System 1 game would destroy it in a very short time).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-766)====&lt;br /&gt;
[[Image:GTB Sys80B Sound.JPG|300px|thumb|right|Gottlieb® System 80B MA-766 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This sound board has two independent 6502 CPUs.  One exclusively drives a DAC (digital-to-analog converter).  The other drives the speech chip, Orator, (not used for speech on this generation of sound board, but it is used to generate sounds), and two AY-3-8913 sound chips.  Each is pretty much independent, sharing essentially only the sound select lines, the reset signal, and the output section. The gates of one TTL chip are used by both 6502s to communicate between the subsystems via the NMI signal to each 6502 among other functions. The ROMs, CPUs, and accessory chips, are all localized to the particular subsystem other than the inter-processor communication just mentioned.&lt;br /&gt;
&lt;br /&gt;
Note that the LED and test switch are only relevant for the CPU that operates the speech and synthesizer chips, not the chip connected directly to the DAC. With this in mind, it should be possible to troubleshoot this board using a divide-and-conquer approach.  For instance, if the LED isn&#039;t blinking in/off at about a 50% duty cycle, then the subsystem for the 6502 that controls the LED has to have a fault, but the other subsystem may be fine.&lt;br /&gt;
&lt;br /&gt;
Since this sound board is really just a more complex MPU board, or single board computer, the usual diagnostic steps are in order.&lt;br /&gt;
#Verify the ROM images are valid.&lt;br /&gt;
#Ensure that the reset signal begins low and then transitions to high after about 1/2 second.&lt;br /&gt;
#Ensure that the external clock signal is present at pin 37 of both 6502 processors.&lt;br /&gt;
#Ensure that the data lines on the 6502 (pins 33 through 26) are pulsing.&lt;br /&gt;
#Ensure that the address lines on the 6502 (pins 9 through 20, 22 through 25) are pulsing.&lt;br /&gt;
#Ensure that the external clocks are pulsing at pins 3 and 39 of the 6502 processors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-886)====&lt;br /&gt;
[[File:GottliebMA-886.jpg|300px|right|thumb|A repaired MA-886 sound board. Resistors R15, R16, R14, and R13 (top to bottom) are shown with blue Sharpie marks on their left ends, the end to probe when testing the sound channel. The other two components in the rectangle are high frequency ceramic filter capacitors which rarely fail.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-886 is generally the same board as the MA-766 sound board.  The main differences are that the MA-886 uses .156&amp;quot; header pins instead of edge connections, the Orator chip was no longer used, and SW1 was abandoned.&lt;br /&gt;
&lt;br /&gt;
Troubleshooting this board is nearly identical to the steps noted above for the MA-766 board.&lt;br /&gt;
&lt;br /&gt;
One useful aspect of the board is that 4 channels of sound are summed by the LM324 at B1 before final amplification offboard. &lt;br /&gt;
*Channel 1 is the output from the 7528 DAC at E2. An example of the sounds that this channel makes is the &amp;quot;Destroy Alpha One&amp;quot; and other voices used in Robowar. This channel also contributes the &amp;quot;skittering&amp;quot; sound when the ball pass the rollunder on the ramp wireform and the &amp;quot;energy pulse&amp;quot; sound when the ball rolls over any of the top 4 lane rollovers. This signal passes through &#039;&#039;&#039;R16&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 2 is the output from the AY-3-8913 (if present) at H4. This signal passes through &#039;&#039;&#039;R14&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 3 is the output from the AY-3-8913 (if present) at K4. This signal passes through &#039;&#039;&#039;R13&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 4 is the output from the MF-4 at E5. This signal passes through &#039;&#039;&#039;R15&#039;&#039;&#039; before summing.&lt;br /&gt;
&lt;br /&gt;
Placing an oscilloscope probe on the end of these resistors attached to the sound generating circuitry for that channel should show a purposeful signal (versus noise). If not, it&#039;s a good bet that one of the devices in that sound channel has failed.&lt;br /&gt;
&lt;br /&gt;
Several games (Bone Busters, Hoops, Bell Ringer, Silver Slugger, Car Hop, Deadly Weapon, Title Fight, and Vegas to name a few) use the MA-866 sound board paired with the MA-1294 auxiliary sound board. The two boards are connected via a special ribbon cable with dip &amp;quot;pins&amp;quot; on each end. WARNING: remove these connectors ONLY by sliding a flat blade screwdriver under it. Trying to &amp;quot;pull&amp;quot; the connector off with fingers on each side WILL cause the connector to be damaged. This sound board pair makes a two tone sound at power on. The two tones are different notes, like &amp;quot;LA-TI&amp;quot;. The first tone originates from the YM2151 on the MA-1294 auxiliary sound board. The second tone originates from the 7528 DAC. If either tone is missing, or unclear, suspect the associated sound lane.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-886) Jumpers J7 and J8====&lt;br /&gt;
[[File:GottliebMA886JumperComparison.jpg|300px|left|thumb|The left board is from Silver Slugger (a System 3 game) which has both J7 and J8 installed. The right board is from Night Moves which has only J7 installed.]]&lt;br /&gt;
[[File:GottliebMA886SchematicSnippet.jpg|300px|right|thumb|A snippet of the schematic for the two boards showing that without J8 installed, the sound board will not be &amp;quot;interrupted&amp;quot; to indicate a new sound command is to be processed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-886 sound board was used in both System 80B and System 3 games. Two jumpers allow the board to be configured to accept the signal at connector P1, pin 9, as input. J8 IN enables this. J8 OUT defeats this. It&#039;s important to ensure these jumpers are installed appropriately for a particular game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
[[File:Sys80 Flippers.jpg|400px|left|thumb|Typical System 80 Flippers]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® System 80 flipper assemblies are very well engineered, and very little goes wrong with them.  Due to this, they are considered to be the &amp;quot;Sherman Tanks&amp;quot; of flippers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gottlieb® System 80/80A/80B games other than Bone Busters utilize the traditional &amp;quot;fat&amp;quot; flipper bat design (similar to Bally, Chicago Coin, and Stern), which is a carry over from the last flipper design of Gottlieb® System 1 games. The 3&amp;quot; plastic flipper bat is technically called a &amp;quot;flipper island&amp;quot; (Gottlieb® part number A-13150), and uses a 3/8&amp;quot; wide rubber ring versus the more common 1/2&amp;quot; wide rubber all other manufacturers use.  Another anomaly regarding Gottlieb® flippers from this era is that they are the only flipper design that uses an upper and lower flipper bushing system.  Neither bushing protrudes through the playfield.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
System 80/80A/80B flippers (other than Bone Busters) use an A-17875 (standard), A-24161 (stronger), or A-20095 (strongest) dual wound flipper coil.  The general design is a coil with two windings, the &amp;quot;power stroke&amp;quot; (low resistance) and &amp;quot;hold&amp;quot; (high resistance) windings, just like most other flipper coil designs. However, only a single diode is used with this serial winding design versus others which employ a dual diode, parallel winding design.  Here&#039;s how it all works.  When initially engaged via the flipper cabinet button switches, both the power stroke and hold windings receive power, however, the hold winding is bypassed or shorted by the end of stroke (EOS) switch (electricity follows the path of least resistance).  As the flipper actuates and opens the EOS switch, the power is then transferred to both the power and hold windings (the resistance sum of the two windings), creating a very high resistance.  The high resistance allows the coil to remain turned on without creating stress on the low resistance power winding.  Hence, the coil can stay turned on indefinitely in theory.&lt;br /&gt;
&lt;br /&gt;
Gottlieb® System 80/80A/80B flipper systems do not use a flipper relay per se.  Flipper power flows through switch pairs on Q &amp;amp; T relays located under the playfield, along with other non-computer controlled coils like slingshots.&lt;br /&gt;
&lt;br /&gt;
For problems and resolutions for the flippers used in Bone Busters, please see the [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_3#Flipper_Problems Flipper Problems] section in the Gottlieb System 3 repair guide. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers Won&#039;t Work at All====&lt;br /&gt;
Like any flipper issue, it has be determined whether the problem is electrical or mechanical in nature.  Start with obvious first.  Look for broken wires at the flipper coil, EOS switch, and cabinet switch first.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During visual inspection, make certain that the flipper EOS switch is closed (use an ohmmeter to determine this), and the switch pairs on the tilt and game over relays are properly gapped and closed.  Equally, inspect the switch pairs to see if any of the switch blades are broken or missing their contacts.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since high current passes through all of the switches which enable the flipper, any of the switches may be suspect.  It is somewhat common for games which have been sitting dormant for years that the cabinet switch and / or EOS switch become so fouled, the flipper will not budge at all.  The remedy is to file these switches with an ignition file.  See the [http://www.pinwiki.com/wiki/index.php?title=General#How_to_Properly_File_Switch_Contacts How to Properly File Switch Contacts] section.  A flexstone will not work for this job, as the cabinet and EOS switch contacts are very hard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inspect the cabinet switches for broken female spade connectors where the cabinet wiring attaches to the switch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, look at the flipper plunger / link assembly.  The plunger link is a hefty plastic piece which inserted into at hollowed out end of the flipper plunger.  The link is connected to the plunger with a small roll pin.  The link can break or the roll pin can fall out, due to vibration.  If the link is no longer connected to the plunger, the flipper will not move at all.  Refrain from trying to engage the flipper with the cabinet switches.  Continuing to enable the flipper coil will stress the coil, because the EOS switch will not open, transferring power.  The end result is an overheated flipper or damaged flipper coil.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers are Weak, Sluggish, or Erratic====&lt;br /&gt;
&#039;&#039;&#039;Wrong Flipper Coil Installed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb manuals of this era are a little confusing and misleading when documenting the flipper coils used in each game.  The manual usually has a chart in the front half of the manual that lists all the coils that &amp;quot;could be&amp;quot; used in the game.  This chart is the same for every game and lists multiple flipper coils (i.e., A-17875, A-24161, or A-20095), but not necessarily what is installed in that specific game or where it is used.  To determine that, the schematics in the later half of the manual should be used to identify the coils that are supposed to be installed for each of the flippers in that specific game.  It&#039;s somewhat common to see Gottlieb games with the wrong flipper coils installed; likely either because the operator didn&#039;t have the correct coils on-hand, or because the installer misinterpreted the information in the manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System1-80FlipperLinkDamageAnnotated.jpg|thumb|left|300px|A Gottlieb® System 80/80A/80B Flipper Plunger/Link/Crank Parts. Note the &amp;quot;hogged out&amp;quot; part of the link]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn Flipper Link&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The design of the flipper crank and flipper link / plunger is peculiar to Gottlieb® games.  Gottlieb® games from the System 80/80A/80B era use a very meaty flipper link, which does not have a pivot point between it and the connected plunger.  To achieve the necessary fulcrum, the flipper link has an oval opening at the point where the link and flipper crank connect.  The two pieces are simply connected with a roll pin protruding through the two parts.  Over time, the roll pin can sometimes cut into the opening in the link, and the roll pin will catch as the flipper crank pivots.  The result is a weak flipper or a flipper which does not return to the at rest position.  Using a roll pin punch tool, remove the roll pin, and replace the flipper link / plunger assembly.  Pay close attention when installing the roll pin into the new plunger link.  It is very easy to cut into the link with the roll pin, deeming the new link / plunger worthless.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flipper Crank Installed Incorrectly&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Reassembling a flipper bat / shoe incorrectly can result in a weak flipper.  Before tightening the two set screws which hold the flipper shaft in place, make certain that the flipper crank is centered equidistant between the upper and lower flipper bushings.  If placed too close to the upper bushing, it will &amp;quot;sandwich&amp;quot; the upper bushing between the crank and bat.  If placed too close to the lower bushing, the crank will have friction between it and the lower bushing.  The end result is a weak flipper or a flipper which does not return to the at rest position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fouled / Pitted Switch Contacts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fouled switch contacts can reduce current, which in turn reduces power / strength.  Make certain that the EOS switch, cabinet switch, and switch pairs on the game over (Q) and tilt (T) relays are all clean and not pitted. Filing the contacts with an ignition file will remedy the problem, provided that the contacts are not heavily pitted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bad Connection to Cabinet Switch&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem related to the cabinet switches is the female spade connector used to connect the cabinet wiring to the switch.  These spade connectors can sometimes become sloppy or break.  In most cases, the break is not evident, until the connector is removed and reinstalled on the cabinet switch tab.  The spade connector can be removed and a new one crimped on, or the better solution is to solder the cabinet switch wires to the tabs on the cabinet switch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn Flipper Plunger&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A mushroomed flipper plunger can create excessive drag within the coil sleeve.  When replacing the plunger / link, replace the coil sleeve and coil stop too.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Coil Stop&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The coil stop &amp;quot;slug&amp;quot; is pressed into the coil stop bracket.  It is somewhat common for the slug to become detached from the coil stop bracket.  The coil stop slug will then be &amp;quot;free floating&amp;quot; within the coil sleeve.  This can create some interesting problems, but the most noticeable are reduction in flipper power, decrease in flipper stroke or both.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incorrect Flipper Rubber Installed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® used 3/8&amp;quot; wide rubber on flippers.  It fits perfectly into the groove on the plastic flipper bat.  Everybody else used 1/2&amp;quot; wide rubber, and that tended to get installed on the Gottlieb® games, too.  When a 1/2&amp;quot; wide ring is used, it almost fits, but because of the groove, it will present a funny angle to the ball instead of a flat plane.  The results are either air balls, or the flipper will smack the ball downward into the playfield.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cracked / Broken Plastic Bat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes the flipper bat cracks.  Replacements are available.  The screw that holds the plastic flipper bat on the metal shoe is located on the underside of the flipper.  Loosen the two set screws on the flipper crank, and the shoe and bat will come free.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Hold Winding&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Erratic flipper function is defined as a flipper which will not remain in the up (hold) position when activated.  The flipper will move rapidly up and down as if it is &amp;quot;machine gunning&amp;quot;.  This is typically the result from a break in the hold winding right at the flipper coil lug.  One resolution is to locate the broken coil winding (this will be the thinner of the two windings), and unwind one turn from the coil.  This can be accomplished if the side of the winding is not connected to the common lug of the flipper coil.  Note that the power winding cannot be unwound if it breaks.  This is because the power winding is wound on the coil bobbin first, and is located beneath the hold winding.  Once one turn of the hold winding is unwound from the coil, the excess length must be shortened.  After the correct length is determined, the portion of the winding which will be soldered to the coil lug must have its insulation stripped off.  The red or green hue on the coil winding is actually a thin insulation, which is used to keep the winding from shorting to adjacent windings.  Gently scrape the coating off the winding by using an exacto or utility knife, exposing the copper wire of the winding.  Then wrap the uninsulated winding around the coil lug, and solder it.  If a single winding cannot be removed from the existing coil, complete coil replacement is the solution.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers Will not Return to at Rest Position====&lt;br /&gt;
The EOS switch assembly is actuated by the pointed part of the flipper crank assembly.  This is a metal-on-metal contact point.  Due to the design of the flipper crank, it will eventually wear a hole in the EOS actuating blade.  The fix is to replace the EOS switch assembly.  About halfway through the System 80B games (around TX-Sector or so), the EOS switch was slightly relocated, and a modified flipper crank actuates the switch with a roller.  An MA-988 or MA-989 kit can be purchased to perform this upgrade on any System 80/80A/80B game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, the flipper link can become cut by the roll pin which secures it to the flipper crank.  This can also cause the flipper to not return to the rest position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also mentioned in the previous section, the flipper coil stop slug can detach from the coil stop bracket, causing the flipper not to return completely.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the flipper return spring has become stretched or is no longer connected to the flipper crank or coil stop anymore, the flipper will not return properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pop bumper problems===&lt;br /&gt;
[[File:Gtb pbdb new.JPG|thumb|300px|left|Corrected/Modified Gottlieb® System 80/80A/80B Pop Bumper Driver Board]]&lt;br /&gt;
[[File:PBDBDiagram.jpg|thumb|300px|right|Gottlieb® System 80/80A/80B Pop Bumper Driver Board Parts Locator. Click this link for an interactive parts locator: &amp;lt;br&amp;gt;https://www.pinballschematics.com/pop-bumper-board-a8/]]&lt;br /&gt;
The pop bumpers on all System 80 / 80A / 80B games are controlled by an under playfield mounted board known as the pop bumper driver board (PBDB). Remote pop bumper driver boards are unique to Gottlieb® System 80 games. No other manufacturer made this design decision. The reason Gottlieb® did this is probably to supplement the number of coil drive circuits as well as to solve the common problem of pop bumpers locking on with subsequent damage to the games components.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each pop bumper has its own board.  Each board provides a consistent, strong pop regardless of how long the spoon switch is activated, and ensures (when working properly) only a single pop per actuation of the spoon switch. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These boards are single-sided construction, where the traces are located only the solder side of the board.  Due to this construction, the solder connections crack easily.  Reflowing the solder of the header pins on any suspect boards is recommended to ensure a good mechanical and electrical connection.  The components should be inspected as well, because they can also have cracked solder connections that will need to be touched up.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the pop bumper fires but does not score, examine the secondary switch on each pop bumper to see if it needs cleaning or adjustment.  This switch is part of the switch matrix, and can be tested by manually pulling the pop bumper rod and ring down to activate it.&lt;br /&gt;
&lt;br /&gt;
====Pop Bumper Driver Board Power and Ground Source====&lt;br /&gt;
[[image:PBDBPowerGroundConnection.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
As can be seen in the schematic snippet above, Pop Bumper Driver Boards receive 5V power and a connection to ground via MPU connector A1J6, pins 18 and 9 respectively. A poor connection at these pins will render the pop bumper driver board, and hence the associated pop bumper, inoperative.&lt;br /&gt;
&lt;br /&gt;
Testing to see if the PBDB is receiving 5VDC and ground can be accomplished by measuring between pin 7 (ground) and pin 14 (5VDC) on either of the integrated circuits on the board. &lt;br /&gt;
&lt;br /&gt;
Lack of 5VDC power (or ground) may also be caused by fractured solder joints on the PBDB header.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Pin 2 of each pop bumper driver board connector is the path to ground for solenoid power. This ground is connected to the transformer chassis via one of the many equally dicey methods Gottlieb used. See: [[Gottlieb_System_80#Recommended_Ground_Improvements_for_System_80B|Recommended Ground Improvements for System 80B Games]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Updating the Pop Bumper Driver Board====&lt;br /&gt;
Gottlieb® issued a service bulletin to correct a design error with the PBDB. A great many of these boards were delivered in games prior to correcting the design at the factory. Examine the PBDBs to ensure that they have been updated. See the pictures below, noting the differences. &#039;&#039;&#039;A dead giveaway would be the lack of a jumper to replace CR1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=150px perrow=2 caption=&amp;quot;System 80/80A/80B PBDB Before/After Modification&amp;quot;&amp;gt;&lt;br /&gt;
File:Gottlieb-UnModifiedPBDB.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Unmodifed PBDB&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gottlieb-ModifiedPBDB.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Modifed PBDB&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gottlieb-ModifiedPBDBPartsExplanation.jpg|thumb|300px|right|Gottlieb® System 80/80A/80B PBDB Update]]&lt;br /&gt;
Should your PBDB require update, follow this procedure:&lt;br /&gt;
&lt;br /&gt;
*Acquire the following parts&amp;lt;br&amp;gt;&lt;br /&gt;
**Cut to length .156 Molex male header pins with locking ramp (you&#039;ll need a 6 pin length)&amp;lt;br&amp;gt;&lt;br /&gt;
**47uf/10V electrolytic capacitor (C4)&amp;lt;br&amp;gt;&lt;br /&gt;
**4.7uf/10V capacitor (C3, tantalum or electrolytic, may be axial or radial)&amp;lt;br&amp;gt;&lt;br /&gt;
**Jumper material (use the remaining leg cut from C4 when you install it)&amp;lt;br&amp;gt;&lt;br /&gt;
*Remove CR1, C3, and C4&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the Molex connector or reflow the solder on each header pin&amp;lt;br&amp;gt;&lt;br /&gt;
*Install C4 (47uf/10V) with the negative side facing the male header pins&amp;lt;br&amp;gt;&lt;br /&gt;
*Use the remaining part of the capacitor leg from C4 as a jumper to replace CR1. Any jumper wire will work...the cap leg is convenient, available, and looks professional when installed nice and straight.&amp;lt;br&amp;gt;&lt;br /&gt;
*Install C3 (4.7uf/10V), reversing the original polarity so that the positive side faces the jumper just installed and the negative side faces the nearest board edge. Note that C3 may be axial (leads from both ends along the components &amp;quot;axis&amp;quot;) or radial (leads on one end of the component). The board is designed to accept either style.&amp;lt;br&amp;gt;&lt;br /&gt;
*Ensure that the large can transistor (2N6057, 2N6059, PMD10K40 or PMD10K60) solder joints are solid and that the bolted end is making good contact with the PCB trace.&amp;lt;br&amp;gt;&lt;br /&gt;
*Test the large can transistor...&amp;lt;br&amp;gt;&lt;br /&gt;
**DMM set to &amp;quot;diode test&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
**Black lead on the nut that secures the transistor&amp;lt;br&amp;gt;&lt;br /&gt;
**Red lead on each leg of the transistor&amp;lt;br&amp;gt;&lt;br /&gt;
**A measurement between .5 and .7 should be seen. Readings significantly outside of these ranges indicate a failed transistor which should be replaced.&amp;lt;br&amp;gt;&lt;br /&gt;
*Examine the remaining solder joints on the board to ensure good solid joints and no lifted traces. Note that the trace between the jumper that replaces CR1 and R2 is particularly susceptible to damage and if broken, will cause the associated pop bumper to lock on.&lt;br /&gt;
*Reinstall the PBDB and test.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an update for the PBDB that gives the board a bit more &amp;quot;pop&amp;quot;. Simply replace R1 (1.5Kohms) with a 10Kohm 1/4W resistor and replace C1 (0.01mfd) with a 1 mfd 100 volt (non polarized) capacitor.&lt;br /&gt;
&lt;br /&gt;
Also, to avoid random, uncommanded pops caused by &amp;quot;noise&amp;quot; on the switch line, you can add an electrolytic capacitor to the solder side of the board. Use a 4.7 mfd 16 volt radial capacitor (both leads on one end). Solder the negative lead of the capacitor to pin 4. Solder the positive lead of the capacitor to pin 5.&lt;br /&gt;
&lt;br /&gt;
=====Replacing the 2N6057 with a TIP-102=====&lt;br /&gt;
&lt;br /&gt;
[[File:popdrivertip102.jpg|300px|thumb|left|A TIP-102 installed on a Pop Bumper Driver Board (PBDB)]]&lt;br /&gt;
[[File:PBDTIP102.JPG|300px|thumb|right|Closer view of a TIP-102 installed on a PBDB]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 2N6057 used on Gottlieb games is obsolete, so it is hard-to-find and expensive.  A cheap and effective substitute for the 2N6057 as used on the PBDB is a TIP102 transistor.  It&#039;s not the most elegant &amp;quot;hack&amp;quot;, but it works well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====using Pop Bumper Driver Board for a Kicker solenoid====&lt;br /&gt;
With some games, Gottlieb® used pop bumper boards to control kicker solenoids (for example Victory, uses a PBDB for the top kicker). However, on these boards the pulse time for the solenoid is different! Standard pop bumper boards have a pulse time of 40 milliseconds, while the boards for controlling a kicker have a pulse time around 110 milliseconds.&lt;br /&gt;
&lt;br /&gt;
The pulse timing is controlled by the components at R2 &amp;amp; C3. The standard pop bumper board uses 12KOhm resistor at R2 and a 4.7uF capacitor at C3. On the pop bumper boards intended for the kickers, R2 has a 33KOhm resistor. &lt;br /&gt;
&lt;br /&gt;
pulse time (t) = 0.7 x R x C&lt;br /&gt;
&lt;br /&gt;
So if the kicker is too weak, check the R2 resistor&#039;s value on the kicker&#039;s pop bumper board.&lt;br /&gt;
&lt;br /&gt;
===Drop Target Problems===&lt;br /&gt;
&lt;br /&gt;
====Early System 80 / 80A Drop Target Removal====&lt;br /&gt;
For now, please review the drop target removal guide available at [http://www.papinball.com/tips/gottlieb_drop_target_guide2.html PAPinball.com].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later System 80B Drop Target Removal==== &lt;br /&gt;
This is a stub&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vari-Target Problems===&lt;br /&gt;
The single largest problem with vari-targets is adjusting the spring tension, which returns the vari-target to the at rest position.  The spring can be adjusted by hooking it to one of two screws which hold the spring in place.  In most cases, there is only one screw, but two screw holes are placed 180 degreees from one another within the vari-target frame.  Spring adjustment should be made so that the vari-target barely returns to the home position, when the playfield is upright (resting against the backbox).  Once the playfield is placed in its proper position, gravity will help with the extra &amp;quot;bump&amp;quot; that the vari-target needs to return home.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, the switch leaves of the vari-target, which &amp;quot;ride&amp;quot; along the rivet board need enough tension to make good solid contact with the rivets. Since it&#039;s impossible to bend the switch leaves closer to the rivet board with the rivet board in place, removal of the vari-target rivet board must be done to make this adjustment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vari-targets seldom require adjustment as they were correctly adjusted at the factory. It is possible to move parts of the mechanism so that the switch no longer comes to rest on a rivet when the vari-target &amp;quot;gear&amp;quot; is stopped by the reset relay armature.&lt;br /&gt;
&lt;br /&gt;
Vari-targets are a rare example of where lubrication helps the operation of the mechanism. A thin film of lithium grease on the rivets helps the switch blade &amp;quot;wipe&amp;quot; cleanly across them. Like [http://en.wikipedia.org/wiki/Brylcreem Brylcreem], &amp;quot;a little dab&#039;ll do ya&amp;quot;. Note: That&#039;s humor son...Brylcreem is not a suitable lubricant...for pinball machines. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Roto Target Problems===&lt;br /&gt;
By the time System 80 games first came out, the roto target was a dying assembly.  The believed reason is due to the amount of playfield &amp;quot;real estate&amp;quot; in which it used underneath a playfield.  Circus is the only System 80 game which used the roto target.	 	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===Cabinet===&lt;br /&gt;
* Power cable strain relief bushing, 80A games: Heyco 7k-2&lt;br /&gt;
&lt;br /&gt;
==Game Specific Problems and Fixes==&lt;br /&gt;
&lt;br /&gt;
Black Hole issues have been moved to the dedicated [http://www.pinwiki.com/wiki/index.php?title=Black_Hole Black Hole] page.&lt;br /&gt;
&lt;br /&gt;
===Alien Star Game Start Failure===&lt;br /&gt;
Alien Star has a major fault when running the original 689 code.  For the game to properly start, one ball must be in the trough and one ball in the outhole.  If both balls are located in the trough, only the single trough switch will be closed, and not the outhole switch.  When only the trough switch is closed, the game *thinks* that only one ball is installed, (2 balls total are needed), and will do absolutely nothing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has not been verified, but running 689A code may resolve this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Haunted House - Upkicker Plastic Tube Mounting Bracket===&lt;br /&gt;
&lt;br /&gt;
[[File:Cornell_VR4_cap_bracket.jpg|300px|thumb|left|Mounting bracket for the plastic tube.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The metal mounting bracket that secures the longer plastic upkicker tube to the main playfield breaks its tabs (ears) off allowing the tube to flop around loose. This bracket is actually an electrolytic capacitor mounting bracket for computer grade capacitors. If broken, Mouser Electronics sells this item as part number [http://www.mouser.com/ProductDetail/Cornell-Dubilier/VR4/?qs=0r35cIPu56HWvTGFwxXK2g%3d%3d 539-VR4]. The OEM part is a VR4, which is manufactured by Cornell-Dublier (Mallory).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spring Break - Shooter Lane Switch Required to work or ball will drain and game will &amp;quot;brick&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
[[File:SpringBreakBallLaunchGateCropped.jpg ‎|300px|thumb|left|Ball gate at exit to Spring Break shooter lane. The spring actuates a switch below the playfield. &amp;lt;i&amp;gt;Image courtesy of Russell McIntyre&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spring Break is configured to start a multiball at the start of every ball. The game uses a &amp;quot;shooter lane exit&amp;quot; switch or any scoring switch, to know that a ball has been put into play, enabling subsequent balls to launch. If this switch is malfunctioning, and a ball is launched that scores no points before draining, the game will be &amp;quot;bricked&amp;quot; requiring a power cycle. The key is scoring points and the shooter lane exit switch scores 300 points. This seems like a &amp;quot;hack&amp;quot; created by Gottlieb once this &amp;quot;feature&amp;quot; was discovered.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Devil&#039;s Dare - All Displays out except status display===&lt;br /&gt;
[[File:DD Resistor Before.jpg|thumb|left|300px|Burnt 200 Ohm resistor on +60VDC display power line]]&lt;br /&gt;
[[File:DD Resistor After.jpg|thumb|right|300px|Replacement 200 Ohm 2 watt resistor on +60VDC display power line]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the game in question is a Devil&#039;s Dare, and all of the displays are out except for the status display, and the +60VDC is present at the power supply, but not at the displays, the following may apply.  Some Devil&#039;s Dare games, (it is unknown exactly which ones at this point), have a 200 ohm resistor installed in series with the +60VDC power line for the displays.  The resistor is located on the lamp insert board, just behind the lower right 6 digit display.  The resistor is soldered to two solder eyelets, so replacement is relatively easy.  It is unknown what the purpose of this resistor is, but it is fairly common for the resistor to overheat and potentially fail.  The recommended replacement for this is a 200 ohm 2 watt resistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no information regarding the value or placement of this resistor in the Devil&#039;s Dare manual / schematics.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Volcano Kick Back Ends Prematurely ===&lt;br /&gt;
[[File:VolcanoKickBack.jpg|300px|thumb|left|The Volcano kickback mechanism.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The kickback mechanism in Volcano, once enabled by a playfield feature, remains available until the player uses the feature by pressing the green cabinet button in front of the flipper switch. The game knows that the feature has been used by sensing the switch at the rear of the mechanism. As the plunger pulls in, the normally closed switch is opened by the ring on the rear of the plunger. If this normally closed switch isn&#039;t &amp;quot;making&amp;quot; solidly, the game will think that the plunger has pulled in. The kickback feature will be considered used and hence disabled.&lt;br /&gt;
&lt;br /&gt;
The behavior looks like the feature has timed out prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Games with Playfield Windows: Black Hole, Haunted House, Genesis, Monte Carlo, etc. ===&lt;br /&gt;
Playfield windows use foam washers that provide &amp;quot;counter force&amp;quot; to help keep the window flush with the playfield. If the window isn&#039;t flush with the playfield, the &amp;quot;lip&amp;quot; of the sunken window in its mount will cause airballs and/or the edge of the playfield will wear excessively.&lt;br /&gt;
&lt;br /&gt;
After a couple decades, springy foam washers turn into hard, crumbly foam washers. Weatherstripping (&amp;quot;beer seal&amp;quot;), cut really small, works in a pinch, but the Pinball Resource stocks the proper foam washers (GTB # 21219). Strips of tool box drawer liner work as well, but there is only one chance to crank them down before they compress.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Repair Logs==&lt;br /&gt;
Did you do a repair? Log it here as a possible solution for others.&lt;br /&gt;
====Volcano and Devil&#039;s Dare Left Outlane KickBack Not Working====&lt;br /&gt;
[[File:GottliebBallSaveKickBack2.jpg ‎|300px|thumb|left|With the plunger not pulled in, the normally closed switch &amp;quot;makes&amp;quot;. &amp;lt;i&amp;gt;Image courtesy of PinSider NeedaVirus&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GottliebBallSaveKickBack1.jpg ‎|300px|thumb|right|With the plunger pulled in, the normally closed switch is opened. &amp;lt;i&amp;gt;Image courtesy of PinSider NeedaVirus&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The &amp;quot;kickback ball save&amp;quot; implementation on games like Volcano and Devil&#039;s Dare is enabled via game play achievement(s) but is not &amp;quot;automatically&amp;quot; driven. The player must use a dedicated button adjacent to the cabinet flipper button to fire the plunger at just the right time. Once the plunger is fired, the feature is considered &amp;quot;used&amp;quot; and disabled until the same game play achievement(s) have been accomplished again.&lt;br /&gt;
&lt;br /&gt;
A particular issue with the mechanism is &amp;quot;premature cancellation&amp;quot; of the feature. The feature is enabled via game play, but then immediately disabled. This is caused by the normally closed switch under the apron being maladjusted and not &amp;quot;making&amp;quot;. A simple adjustment of this switch, to ensure it is normally closed, but opens when the plunger is pulled in, will correct the issue. &lt;br /&gt;
&lt;br /&gt;
These pictures...are better than 1,000 more words.&lt;br /&gt;
[[File:BallSaverSchematic.png ‎|600px|thumb|center|The applicable schematic snippet showing the &amp;quot;Ball Saver Switch&amp;quot; and the ball saver relay, a crude but effective implementation. &amp;lt;i&amp;gt;Image property of Gottlieb LLC&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Game Displays 000000 On Power Up and It&#039;s Not The Slam Switch ====&lt;br /&gt;
If you power the game on and all of the displays immediately display all zeros without strobing the problem is usually with the slam switch. However, if the slam switch modification has been done or the slam switch is working properly there is a problem with the switch matrix.&lt;br /&gt;
&lt;br /&gt;
I had this problem on my Haunted House machine. I finally found that chip Z15 (7432) was bad.&lt;br /&gt;
&lt;br /&gt;
I was fixing a kicker solenoid on the playfield, the playfield was still in the machine and fully in the upright position. While I was soldering the wire to the new solenoid I did not adequately protect the components below from a solder drip. Well, I did have a solder drip that landed right on a pop bumper driver board connector and shorted the connector. The short caused more than just this problem but for this narrative we will restrict to the slam/switch matrix problem.&lt;br /&gt;
&lt;br /&gt;
Reading in other materials I recognized the problem as the slam switch issue. I used a logic probe to test other components and found the CPU board working, mostly as it should except for acting like the machine was slam tilted. There was little written about the problem outside of the slam switch. I decided to check the matrix by doing a diode check on all of the diodes in the switch matrix. When I did this, I found that many of the diodes were testing bad. These were being tested with the board removed from the machine.&lt;br /&gt;
&lt;br /&gt;
Having replacement diodes in my parts drawer I decided that these must have gone bad during the short. I began unsoldering a few of the diodes. Once disconnected from the circuit board I remeasured the removed diodes and found the correct values on my meter, they were not bad. I then noticed that the bad diodes were all in the same row on the switch matrix. They all traced back to the Z15 chip. I replaced the Z15 7432 and the problem was resolved.&lt;br /&gt;
&lt;br /&gt;
====Game Displays a single 0 or 1 on Displays====&lt;br /&gt;
If an 80A game does not boot and displays just a single zero, just a single 1, or alternates between a single zero and single 1, this may indicate one or more bad IC(s) on the MPU:&lt;br /&gt;
* CPU&lt;br /&gt;
* Z7&lt;br /&gt;
* Z8&lt;br /&gt;
&lt;br /&gt;
The CPU itself may still output data that can be picked up with a logic probe, but still might be bad.&lt;br /&gt;
&lt;br /&gt;
[[File:Gottlieb-sys80a-bad-cpu-display-symptom.gif|thumb|300px|left|Animation of symptom of alternating 0 and 1]]&lt;br /&gt;
[[File:Gottlieb-sys80a-bad-cpu-display-symptom-zeros.jpg|thumb|300px|left|Symptom of the displays showing a single zero]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Testing the Q relay ====&lt;br /&gt;
Had a problem with my Black Hole - Q relay didn&#039;t activate. Played a bit with wires, did ground mods, .. &lt;br /&gt;
After a while I noticed it did work but didn&#039;t stay enabled - at the start of a game it closed, 1 coil (ball drain) kicked and the Q relay deactivated again. Noticed this with the playfield in up position, no pinballs installed.&lt;br /&gt;
Finally tested with playfield down - and pinballs installed - suddenly the behaviour was different: ball drain coil kicked and then the next coil also that put a coil in the shooter lane. Seems the Q relay did work all this time, but will only stay enabled when pinballs are installed in the game ?!&lt;br /&gt;
&lt;br /&gt;
==== Results of a locked on coil ====&lt;br /&gt;
[[File:BurntCoil1.jpg|300px|thumb|left|Melted coil sleeve.]]&lt;br /&gt;
[[File:BurntCoil2.jpg|300px|thumb|right|Burned coil wrapper.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a coil locks on (due for example to a bad driver board transistor), the coil will burn. Here is a coil which had locked on. Note the burn marks on the paper wrapping and the melted coil sleeve, which prevented the coil plunger from moving through the coil. The resistance of this coil was 0.9 ohms (the specified resistance for this particular coil should be 3.35 ohms), also indicating it&#039;s bad due to an internal short (adjacent windings shorted together due to overheating the coil wire insulation).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Black Hole top rollover switches ====&lt;br /&gt;
When Black Hole serves a ball, it must go through the top rollovers before hitting any other switch.  The playfield design ensures this.  But if it doesn&#039;t (I had the glass off and started testing some other feature), things get very weird: suddenly, I seemed to be in a 3-ball, 4-player game with some of the score displays blank.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t usually a problem in practice but it is worth making sure that the three top rollovers have clean switches.&lt;br /&gt;
&lt;br /&gt;
==== Replacing the 80B 5V pot ====&lt;br /&gt;
I got a Monte Carlo and replaced the 5V adjustment pot on the regulator.  It was working fine.  After the old one had been chopped off, I discovered it was the same as the new one.  It had already been replaced!  A bunch of rework on the regulator, and ground mods on the transformer frame, should have been my clue.&lt;br /&gt;
&lt;br /&gt;
==== 80B sound doesn&#039;t work ====&lt;br /&gt;
I got a Spring Break and the sound didn&#039;t work.  The LED didn&#039;t light in any predictable way, and the game put out a lot of white noise.  At one point I thought I heard some sounds underneath.&lt;br /&gt;
&lt;br /&gt;
Fortunately, I had a Monte Carlo sitting next to it where the sound did work.  I spent some time trying to understand the problem, and finally just swapped all the socketed chips (three EPROMs and the &amp;quot;Orator&amp;quot; speech synthesizer).  The problem followed the EPROMs, not the board.  Ultimately I replaced all three ROMs, although it seems likely that only one was likely bad.&lt;br /&gt;
&lt;br /&gt;
Note that the sound board has two separate CPUs, and only one controls the LED, so it is likely one of the two EPROMs associated with that CPU that is actually bad.&lt;br /&gt;
&lt;br /&gt;
==== Two flash lamp problems ====&lt;br /&gt;
Monte Carlo has four pairs of flashers controlled by &amp;quot;lamp&amp;quot; drive transistors, stepped up by under-playfield transistors.  On my game, I had two unrelated problems with different flash banks.  &lt;br /&gt;
&lt;br /&gt;
The two sockets by the roulette wheel were missing their lamps, and the under playfield was a little burned near where the lamps had been.  Apparently they were locked on, and someone had pulled the bulbs rather than fix the problem.  I replaced Q17, which was out of spec according to the measurements on this page.  I didn&#039;t replace the under-playfield MJ2955 because it seemed to measure correctly.  One down, one to go.&lt;br /&gt;
&lt;br /&gt;
The other flasher, the two on the left side, just didn&#039;t work.  Lamp bulbs were fine, and all transistors seemed OK by the tests given above.  I checked for continuity in the wiring and even tried grounding the transistor side of the circuit, but no lamps lit.  Finally, I pulled the plastic off to take the bulb out (to measure at the socket) and I found that the two lugs of the socket were bent and touching!  So the lamp was a short, but because of the resistor, not short enough to blow the fuse or fry the transistor.  A little bending back seems to have fixed it. -- [[User:Ts4z|ts4z]] ([[User talk:Ts4z|talk]]) 16:29, 7 February 2014 (CST)&lt;br /&gt;
&lt;br /&gt;
==== 80B Display has garbage on one display glass ====&lt;br /&gt;
Chicago Cubs had garbage/nonsensical characters on just the lower score display. I found chip U2 (type 10939) which controls the lower display to be bad. Replacing the chip cured the problem. I also installed a 40 pin IC socket for the replacement chip. If by chance you encounter the same symptom except that it is on the upper display, then chip U1 (type 10939) is bad. U1 controls the upper score display.&lt;br /&gt;
&lt;br /&gt;
====Rebuilt 80/80A Power supply, solenoid fuse blows on power up====&lt;br /&gt;
If a System 80/80A power supply has been rebuilt and the solenoid fuse blows as soon as the game is turned on, take a look at the power supply capacitor at C1. It might have been installed in the wrong direction. Make sure the (-)side on the capacitor matches the (-) side notated on the PCB.&lt;br /&gt;
&lt;br /&gt;
==== Haunted House ten thousand digit out on several displays ====&lt;br /&gt;
Encountered the ten thousand digits missing on three displays: player 1, player 3, and bonus display. Tried several known good cpu boards and problem remained. Tried swapping displays and problem remained. I traced the problem to the wiring harness on the main playfield. At the playfield mounted transistor Q2, the transistor mounting bracket had cut into the wiring harness. I repaired the harness with electrical tape and routed the harness farther away from that bracket with a couple of wire ties. Problem fixed and all displays are now working correctly.&lt;br /&gt;
&lt;br /&gt;
==== Multiple Pop Bumpers dead (maybe) ====&lt;br /&gt;
&lt;br /&gt;
I have a Counterforce, an early 80 game with two pop bumpers. I shopped it and took it to a show. It got put back in my garage and left idle for over a year. I went to play it, and the lower pop bumper didn&#039;t work. I looked into it, and after some poking around, including pulling a connector off of a PBDB. Now, neither pop bumper worked. I checked fuses and voltages but they looked OK. After I got over my frustration at making the problem worse, I realized it was likely something related to having moved the game. I checked both PBDBs and both had cracked header pins. Both boards had the same problem independently. Fixing both boards fixed the pop bumpers.  [[User:Ts4z|ts4z]] ([[User talk:Ts4z|talk]]) 02:49, 18 October 2022 (CDT)&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80&amp;diff=26023</id>
		<title>Gottlieb System 80</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80&amp;diff=26023"/>
		<updated>2026-09-30T21:26:16Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* Ground Improvements for System 80A / 80B at the Transformer Panel - &amp;quot;The Games&amp;quot; to &amp;quot;Bounty Hunter&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Gottlieb_Repair_Guides | Gottlieb® solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 1st gen boardset.jpg‎|300px|thumb|left|Gottlieb® System 80 Board Set - 1st Generation ]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
			&lt;br /&gt;
Gottlieb&#039;s® second generation of solid state pinballs is System 80.  Capabilities were increased in terms of controllable lamps, solenoids, gameplay, and sound.  No longer tied to an EM-esque platform, Gottlieb® started to introduce games with more unconventional asymmetric playfields.  System 80 marked a foray into double and triple level playfields, speech, and multiball. Unfortunately, it also represented a lateral step in reliability, with battery corrosion, connectors, and bad grounding plaguing the design.  Nearly all the same issues as were present with the System 1 platform.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
			&lt;br /&gt;
[[File:System80cabinet.jpg|300px|thumb|left|Gottlieb® System 80 Board Set - 2nd Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Just like the System 1 games, the System 80 / 80A / 80B design relied solely on connectors and daisy-chained wiring to transport the ground lines from board to board. The exception is that the large ground plane used with System 1 games was no longer used behind the boards with the System 80 games. Gottlieb® still opted to use plastic standoffs to elevate and secure the boards to the backbox or the back side of the lamp box insert. Thus, if a single ground connector failed in the chain, the logic ground could fail for one or several of the circuit boards. This could potentially lead to locked on coils, relays, and / or controlled lamps. In turn, transistors and chips would fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:Later gtb sys80a boardset.jpg|300px|thumb|left|Gottlieb® System 80A Board Set]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 platform was used for a total of nine years from 1980-1989.  During this period, there were three main versions of the boardset.  These three versions are referred to as: System 80, System 80A, and System 80B.  System 80 was used from 1980-1982, System 80A was used from 1982-1985, and System 80B was used from 1985-1989.  The easiest way to differentiate between the three versions is by looking at the style of displays which were used.  System 80 used 6-digit displays for scoring, and in some instances, for bonus values or timers.  System 80A used 7-digit displays for scoring, and 6-digit displays for bonus values or timers too.  Both the 6-digit and 7-digit displays were limited to displaying numeric values.  System 80B differed the most by using two 20-digit alpha-numeric displays, which were stacked on top of each other.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
[[File:Early gtb sys80b boardset.jpg|300px|thumb|left|Gottlieb® System 80B Board Set - Early]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Shortly after the onset of using the System 80B boardset, it was evident that the complexity of playfield designs had quickly outgrown the boardset.  Remote satellite boards, and transistors littered the underside of the playfield and inside the cabinet, because the driver board was too undersized to handle these extra duties.  A new boardset, known as the System 3 platform, was under development, but was not released until nearly 4 years later in 1990.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
	 &lt;br /&gt;
[[File:Typical gtb sys80b boardset.jpg|300px|thumb|left|Gottlieb® System 80B Board Set - Typical]]&lt;br /&gt;
[[File:GTB Later 80B Backbox.JPG|300px|thumb|right|Gottlieb® System 80B Board Set - Later Games (Hot Shots, Bad Girls, and Big House]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once a System 80 / 80A / 80B game has been methodically gone through with board design grounding flaws and connectors corrected, they are just as reliable as any of their contemporaries.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Games==&lt;br /&gt;
===System 80 Prototype===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|The Incredible Hulk || 1979 || Unknown (10 presumed, 4 confirmed) || 500 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit || A small number of games were used as a testing platform, which featured the system 80 boardset instead of the system 1 boardset. Confirmed games include serials 01440, 01442, 01443, 01447.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80 1st Generation===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|The Amazing Spiderman|| 05-1980 || 7625 || 653 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Panthera|| 06-1980 || 5220 || 652 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||   6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Circus|| 06-1980 || 1700 || 654 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit || Ultra Widebody &lt;br /&gt;
|-&lt;br /&gt;
|Counterforce|| 06-1980 || 3870 || 656 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||   6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Star Race|| 08-1980 || 870 || 657 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit || Ultra Widebody  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80 2nd Generation===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;Sound&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|James Bond|| 10-1980 || 3625 || 658 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Time Line|| 12-1980 || 3167 || 659 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Force II|| 02-1981 || 2000 || 661 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Pink Panther|| 03-1981 || 2840 || 664 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Mars, God of War]]|| 03-1981 || 5240 || 666 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || First Gottlieb® with speech, lane change, and multi-ball&lt;br /&gt;
|-&lt;br /&gt;
|Volcano|| 09-1981 || 3655 || 667 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || Export games used [[Media:Gtb_sys80_sound.JPG | sound only]] board&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Hole]]|| 10-1981 || 8774 || 668 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || First Gottlieb® with 2-Level playing area, Export games used [[Media:Gtb_sys80_sound.JPG | sound only]] board and a simple single backglass with no spinning disc.&lt;br /&gt;
|-&lt;br /&gt;
|[[Haunted House]]|| 06-1982|| 6835 || 669 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 6-digit || First game with 3-Level playing area, Sound only, but used sound &amp;amp; speech board w/o the speech chip installed.&lt;br /&gt;
|-&lt;br /&gt;
|Eclipse|| 1982 || 193 || 671 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit || Production game and available as a kit for James Bond 007 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80A===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Devil&#039;s Dare|| 08-1982 || 3832 || 670 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || Export games used the [[Media:Gtb_sys80_sound.JPG | sound only]] board&lt;br /&gt;
|-&lt;br /&gt;
|[[Caveman]]|| 09-1982 || 1800 || PV810 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || Pinball / Video game hybrid &lt;br /&gt;
|-&lt;br /&gt;
|Rocky|| 09-1982 || 1504 || 672 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|[[Spirit]]|| 11-1982 || 1230 || 673 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Punk!|| 12-1982 || 959 || 674 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board  &lt;br /&gt;
|-&lt;br /&gt;
|Striker|| 11-1982 || 910 || 675 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Krull|| 02-1983 || 10 || 676 || [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Goin&#039; Nuts|| 02-1983|| 10 || 682 || [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Q*bert&#039;s Quest|| 03-1983 || 884 || 677 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Super Orbit|| 05-1983 || 2100 || 680 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]]  || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board &lt;br /&gt;
|-&lt;br /&gt;
|Royal Flush Deluxe|| 06-1983 || 2000 || 681 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]]  || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board  &lt;br /&gt;
|-&lt;br /&gt;
|[[Amazon Hunt]]|| 09-1983 || 1515 || 684 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]] or [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board. Later production games used the [[Media:Gtb_sys80a%26b_sound.JPG|sound only]] piggyback sound board &lt;br /&gt;
|-&lt;br /&gt;
|Rack &#039;Em Up!|| 11-1983 || 1762 || 685 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Ready... Aim... Fire!|| 11-1983 || 390 || 686 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Jacks to Open|| 05-1984 || 2350 || 687 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Star]]|| 06-1984 || 1065 || 689 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || 689A Denotes a revision in the ROM code&lt;br /&gt;
|-&lt;br /&gt;
|The Games|| 08-1984|| 1768 || 691 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Touchdown|| 10-1984 || 711 || 688 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|El Dorado City of Gold|| 09-1984 || 905 || 692 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Ice Fever|| 02-1985 || 1585 || 695 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80B===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Chicago Cubs Triple Play|| 05-1985 || ~1365 || 696 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Bounty Hunter|| 07-1985 || 1220 || 694 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Tag Team Pinball|| 09-1985 || 1220 || 698 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] ||  Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Rock|| 10-1985 || 1875 || 697 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 || DIP switches 7 and 8, while listed as &amp;quot;spares&amp;quot;, 7 is actually used to turn attract sounds on / off.  There is an addendum added to the first page of the manual stating as such.&lt;br /&gt;
|-&lt;br /&gt;
|Raven|| 03-1986 || 3550 || 702 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Rock Encore|| 04-1986 || 245 || 704 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||Production game using same playfield art as Rock, but mainly available as a conversion kit for Rock&lt;br /&gt;
|-&lt;br /&gt;
|Hollywood Heat|| 06-1986 || 3400 || 703 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Genesis|| 09-1986 || 3500 || 705 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings|| 10-1986 || 3260 || 707 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break|| 04-1987 || 3550 || 706 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo|| 02-1987 || 4315 || 708 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]||  Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Arena|| 06-1987 || 3099 || 709 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]||Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Victory|| 10-1987 || 3315 || 710 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Lady|| 02-1988 || 2700 || 711 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|TX Sector|| 03-1988 || 2336 || 712 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War|| 04-1988 || 2130 || 714 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Excalibur|| 11-1988 || 1710 || 715 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||Start of the MA-1133 CPU Board. No actual speech callouts are present in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls|| 11-1988 || 2500 || 717 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||  &lt;br /&gt;
|-&lt;br /&gt;
|[[Big House]]|| 04-1989 || 1977 || 713 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 || &lt;br /&gt;
|-&lt;br /&gt;
|Hot Shots|| 04-1989 || 2342 || 718 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||  &lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters Inc.|| 08-1989 || 2000 || 719 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 || Uses 3 sound boards - uses 50v to power flippers &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game date of release, production numbers, and model number provided by the Internet Pinball Database - http://www.ipdb.org&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
===Recommended Documentation===&lt;br /&gt;
====Manuals====&lt;br /&gt;
* A game manual.  Pinball Resource has many factory originals still left, and reprints of everything else.&lt;br /&gt;
&lt;br /&gt;
====Theory of Operation &amp;amp; Repair Guides====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Gottlieb Star Series 80 Service Manual&lt;br /&gt;
|[[file:Gottlieb-star-series-80-service-manual-cover.jpg|thumb|left|140px]][[file:Gottlieb-star-series-80-service-manual-cover-alt.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Information on how system 80 operates, with troubleshooting information outlined.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1983 Technical Seminar Workbook&lt;br /&gt;
|[[file:Gottlieb-technical-seminar-workbook-1983-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Information on how system 80 operates, with troubleshooting information outlined.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parts Catalogs====&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; schematics, and diagrams for controlled lamp, solenoid, and rubber locations. Gottlieb tended to publish a lot of game-specific information in parts catalogs. These have exploded diagrams of assemblies, particularly in earlier games that had the thinner, much less helpful manuals. Playfield parts, lamps, and switches are all diagrammed out. These also have collected service bulletins. Reprints are available from Pinball Resource.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1982 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1982-parts-catalog-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Counter Force, Star Race, James Bond, Time Line, Force II, Pink Panther, Mars God Of War, Volcano, Black Hole, Haunted House, Devil&#039;s Dare, Caveman, Rocky. This catalog also features system 1 games.&lt;br /&gt;
|Includes parts assemblies, plus switch matrix and controlled lamp locations, board layouts, schematics, and board parts lists, coin door parts, and some cabinet parts. Includes System 1 and 80 parts and boards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1987 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1987-parts-manual-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Volcano, Black Hole, Haunted House, Devil&#039;s Dare, Rocky, Spirit, Rock, Striker, Q*bert&#039;s Quest, Super Orbit, Royal Flush, Amazon Hunt, Rack &#039;Em Up, The Games, Chicago Cubs Triple Play, Rock Encore, Ready Aim Fire, Touchdown, Bounty Hunter, Raven, Jacks To Open, El Dorado City Of Gold, Tag Team, Hollywood Heat, Alien Star, Ice Fever, Rock, Genesis&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1992 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1992-parts-manual-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Covers 80B games starting from Gold Wings and the first 9 System 3 titles (games #706-#730).&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One interesting note about the part numbers is that the single letter that preceded the number indicated the size of the paper that was used for the original drawing/blueprint of the part. Paper sizes A up through F were used.&lt;br /&gt;
&lt;br /&gt;
===Connector Designations===&lt;br /&gt;
All Gottlieb® machines have a common naming convention for all of the connectors in the game.  A specific connection uses two parts - a prefix and a suffix.  The prefix is the board number or an inline wire junction, and the suffix is the connection on the board or a sequential wire junction number.  When referencing a specific connector pin within a housing, a dash follows the connection number.  For example, the connector pin for the slam switch signal on the CPU board is A1J5-10.  The coin door connection used on Devil&#039;s Dare is A15P1 and A15J1 - the connector pin for switch return 7 on the coin door is A15J1-8.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following boards are assigned the same numbers throughout the System 80 / 80A / 80B platforms.&lt;br /&gt;
*CPU Board - A1&lt;br /&gt;
*Power Supply - A2&lt;br /&gt;
*Driver Board - A3&lt;br /&gt;
*Sound Board - A6&lt;br /&gt;
*Pop Bumper Driver Boards - A8&lt;br /&gt;
*Reset Board - A24&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There are several other board designations used, however, they change from game to game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Wiring Color Code===&lt;br /&gt;
&lt;br /&gt;
Unlike every other pinball manufacturer, which adopted a two-color wiring code system, Gottlieb® used three colors.  Most wiring in a Gottlieb® game used a white base color, which is the wire&#039;s insulation color, and three &amp;quot;striped&amp;quot; traces on each wire.  I state most cases, because there are some wires which only used two colors - the green insulated ground lines which have a single yellow trace, or only one color - the white ground wires used in System 80B games with no trace at all.  Below is the Gottlieb® color chart.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
|-&lt;br /&gt;
| Color || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#000000&amp;quot;&amp;gt;Black&amp;lt;/span&amp;gt;  &lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#A52A2A&amp;quot;&amp;gt; Brown &amp;lt;/span&amp;gt; &lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#800080&amp;quot;&amp;gt; Purple &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#808080&amp;quot;&amp;gt; Gray &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#000000; background:#FFFFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Does the color chart look familiar?  Well, if you have an electronics background, it should.  The Gottlieb® wire code system is the same as the resistor color coding system.&lt;br /&gt;
&lt;br /&gt;
Here are some examples of the color coding system.  The color wire code for switch strobe line 0 is 400.  400 would be a white insulated wire with a yellow trace and two black traces, or commonly referred to as a yellow-black-black wire.  The ground lines in early System 80 games are code 54.  54 would be a green insulated wire with one yellow trace.&lt;br /&gt;
&lt;br /&gt;
There is one word of caution, which should be pointed out.  If the connections on A1J2 and A1J3 are being replaced, there are wire colors on these connections which are very similar.  Although each wire is located on a different housing, please proceed with caution, as it can be difficult to see all three traces without spinning the wire around.  The wires which come to mind are 344 and 677 on A1J2, and 433 and 766 on A1J3.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Matrix===&lt;br /&gt;
====Switch Matrix Wire Coloring====&lt;br /&gt;
[[File:GottliebSystem80A1J6SwitchMatrixWireColors.png|right|thumb|500px|Gottlieb® System 80 Switch Matrix Wire Coloring at Connector A1J6. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Wire colors used for the switch matrix, as connected to A1J6 on the MPU, were identical across all Gottlieb System 80/80A/80B games. They are, from pin 1 to 19, and right-to-left &amp;lt;b&amp;gt;(backwards)&amp;lt;/b&amp;gt; as you view the front of the connector as installed on the MPU...&lt;br /&gt;
#yellow-black-black&lt;br /&gt;
#yellow-brown-brown&lt;br /&gt;
#yellow-red-red&lt;br /&gt;
#yellow-orange-orange&lt;br /&gt;
#yellow-yellow-yellow&lt;br /&gt;
#yellow-green-green&lt;br /&gt;
#yellow-blue-blue&lt;br /&gt;
#yellow-purple-purple&lt;br /&gt;
#white (ground)&lt;br /&gt;
#blue-black-black&lt;br /&gt;
#blue-brown-brown&lt;br /&gt;
#blue-red-red&lt;br /&gt;
#blue-orange-orange&lt;br /&gt;
#blue-yellow-yellow&lt;br /&gt;
#blue-green-green&lt;br /&gt;
#blue-blue-blue&lt;br /&gt;
#blue-purple-purple&lt;br /&gt;
#blue-slate-slate (+5VDC)&lt;br /&gt;
#empty&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; that not all games use all rows and/or all columns of the switch matrix. Unused switch matrix circuits are not wired.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Switch Numbering====&lt;br /&gt;
[[File:Sys80 switch matrix.png|left|thumb|600px|Gottlieb® System 80 Switch Matrix]]&lt;br /&gt;
The Gottlieb® System 80 / 80A / 80B switch matrix consists of a maximum of 64 switches.  There are a total of 8 switch strobes and 8 switch returns. However, not every switch in the matrix is used on every System 80 game.&lt;br /&gt;
&lt;br /&gt;
Just like the System 1 switch numbering system, the System 80 switch numbers have a similar naming convention.  Except, the System 80 switch numbering system is the opposite of System 1.  If you are accustomed to working on System 1 games, pay close attention.  With Gottlieb® System 80 switches the first number of the switch is its strobe number, while the second number is switch&#039;s return number.  An example would be switch 54.  Switch 54 is located on strobe 5 and return 4 of the switch matrix.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Strobe 0&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-1 / A1J5-2)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 1&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-2 / A1J5-3)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 2&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-3 / A1J5-4)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 3&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-4 / A1J5-5)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 4&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-5 / A1J5-6)&lt;br /&gt;
! Strobe 5&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-6 / A1J5-7)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 6&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-7)&lt;br /&gt;
!Strobe 7&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-8 / A1J5-9)&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 0 (A1J6-10)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 00&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 10&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 20&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 30&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 40&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 50&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 60&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 70&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 1 (A1J6-11)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 01&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 11&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 21&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 31&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 41&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 51&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 61&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 71&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 2 (A1J6-12)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 02&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 12&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 22&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 32&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 42&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 52&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 62&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 72&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 3 (A1J6-13)&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 03&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 13&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 26&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 33&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 43&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 53&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 63&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 73&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 4 (A1J6-14)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 04&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 14&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 24&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 34&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 44&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 54&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 64&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 74&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 5 (A1J6-15)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 05&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 15&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 25&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 35&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 45&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 55&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 65&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 75&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 6&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-16 / A1J5-8)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 06&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 16&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 26&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 36&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 46&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 56&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 66&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 76&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 7&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-17 / A1J5-1)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 07&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 17&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 27&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 37&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 47&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 57&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 67&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 77&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
====The &amp;quot;Missing&amp;quot; Gottlieb® System 80 Switches====&lt;br /&gt;
&lt;br /&gt;
With the Gottlieb® System 80 series of games, there are some switch assignments that are designated the same throughout the System 80, 80A, and 80B platforms.  These switches are typically not listed in the switch matrix portion of the manual.  You have to review the cabinet schematics, and decipher what switches use what return and strobe.  However, it appears that Gottlieb® / Premier® changed this section of the schematic starting with Excalibur or Bad Girls by no longer listing the strobes for these switches.  So, below are the &amp;quot;missing&amp;quot; switch assignments for any Sys80B.  All the info applies for Sys80 and Sys80A, except the two advance buttons, which weren&#039;t used prior to Sys80B.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;06&#039;&#039;&#039; - left advance button, also pause both lamp and relay/ solenoid tests (Sys80B only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;07&#039;&#039;&#039; - play / test switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;16&#039;&#039;&#039; - right advance button (Sys80B only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;17&#039;&#039;&#039; - left coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;27&#039;&#039;&#039; - right coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;37&#039;&#039;&#039; - center coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;47&#039;&#039;&#039; - replay button&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;57&#039;&#039;&#039; - plumb bob and ball roll tilts (these have the same switch assignment as the playfield tilt switch)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Black Hole is an exception.  The switch assigned for the tilt on Black Hole is 26.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The coin door slam switch is not part of the switch matrix.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Language Selection ===&lt;br /&gt;
&lt;br /&gt;
The only way to change the language displayed is to install the correct language ROMs. Gottlieb didn’t incorporate a “soft” method of changing language selection. &lt;br /&gt;
&lt;br /&gt;
===Enabling Free Play===&lt;br /&gt;
Free play options were unavailable in the original System 80/80A/80B game code. However, there are some hardware modifications that can be done, stacked switches can be added to the start/credit button, or  EPROMs with free play code can replace original PROMs.&lt;br /&gt;
&lt;br /&gt;
====Free Play EPROMs====&lt;br /&gt;
For system 80/80A, the U2/U3 PROMs can be replaced with an [http://www.flipprojets.fr/Freeplay_EN.php EPROM with free play code]. Replacing U2/U3 will require an adapter, such as the [https://www.greatplainselectronics.com/proddetail.asp?prod=140-101 module from GreatPlainsElectronics (no longer available)], [https://lisy.dev/u2u3-_adapter.html LISY], [https://www.flippp.fr/u2u3pcb.php?lg=en flippp], or a [http://www.actionpinball.com/tech/sys80mod.php#system custom adapter board]&lt;br /&gt;
&lt;br /&gt;
For System 80B, the game PROM can be replaced with an [http://www.flipprojets.fr/Proms80B_EN.php EPROM with free play code].&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80 Games====&lt;br /&gt;
Early Gottlieb® solid state pinball machines, prior to 1990, did not have a free play option available within the game settings.  With this simple modification, a game can be set up for free play.  First, identify the diode strip in the bottom of the cabinet.  Once the diode strip is found, locate the credit button and coin switch strobe line wires.  The wires will be located on the left of the diode strip - the non-banded side of the diodes.  Below is a list of the wires.&lt;br /&gt;
&lt;br /&gt;
* Credit button wire - Green-Yellow-Yellow&lt;br /&gt;
* Left coin switch wire - Green-Brown-Brown&lt;br /&gt;
* Center coin switch wire - Green-Orange-Orange&lt;br /&gt;
* Right coin switch wire - Green-Red-Red&lt;br /&gt;
&lt;br /&gt;
[[File:Gtbsys80board.jpg|300px|thumb|left|Typical location of System 80 diode board in cabinet]]&lt;br /&gt;
[[File:System80FreePlayJumper.jpg‎|300px|thumb|right|Gottlieb® System 80 Black Hole diode board with jumper (yellow wire) to implement free play]]&lt;br /&gt;
&lt;br /&gt;
Solder a small lead wire from the credit button wire to any of the coin switch wires. The wires will change to different colors on the other side of the diode. You want to solder to the side of the diode (non-banded) with the color wire specified above. &lt;br /&gt;
&lt;br /&gt;
Make sure that the diode, credit button wire, and coin switch wire are still soldered securely to the diode strip terminal when finished.  If soldering is not an option, use a small alligator clip test lead. Now, when the credit button is pressed, a credit will be incremented and decremented. A game can be easily started without the need to open the coin door to trip the coin switches anymore.&lt;br /&gt;
&lt;br /&gt;
For this &amp;quot;hack&amp;quot; to work properly (adding a credit and then decrementing a credit), the MPU DIP switches for the associated coin chute must be configured so that one coin drop adds one credit. In other words, if the DIP switches are set to require more than one coin drop through the associated chute, the free play &amp;quot;hack&amp;quot; will not work correctly because the &amp;quot;hack&amp;quot; mimics a single coin drop.&lt;br /&gt;
&lt;br /&gt;
Please note that this modification does not apply to Gottlieb® System 80A and System 80B machines. System 80A and 80B machines use diode boards with edge connections, which are typically located on the cabinet wall near the left flipper cabinet switch. Jumpering the diodes on System 80A and 80B games do not give the intended free play results of jumpered System 80 diodes. This is attributed to how the diode boards are physically placed differently in circuit with respect to the switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TimeLineFreePlay.jpg‎|300px|thumb|left|Gottlieb® System 80 Time Line diode board with jumper (the red wire...I mean...it&#039;s a red flippin&#039; wire. You HAVE to be able to see it!) to implement free play]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left ties the center coin chute wire (Green-Orange-Orange) to the credit button wire (Green-Yellow-Yellow).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80A Games====&lt;br /&gt;
[[File:ExampleSwitchStack.jpg ‎‎|300px|thumb|left|A &amp;quot;donor&amp;quot; switch pair.]]&lt;br /&gt;
[[File:System80AStackedSwitch.jpg ‎ ‎‎|300px|thumb|right|Donor switch pair atop original credit button switch pair.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There is no method to implement free play for System 80A games at this time, other than &amp;quot;stacking&amp;quot; the credit button switch with one of the coin drop switches.&lt;br /&gt;
&lt;br /&gt;
The image at left shows a &amp;quot;donor&amp;quot; switch pair. A diode is not required on the switch as switch isolation diodes for coin door switches are located elsewhere in the game. This switch pair is from an early Williams solid-state game and is a bit too long. As implemented, the switch tabs were clipped, an additional 3/16&amp;quot; hole was drilled forward of the existing two holes, so that the switch pair length approximated the original credit button length. The insulating fish paper is necessary and will be reused.&lt;br /&gt;
&lt;br /&gt;
The image at right shows both the original credit button switch pair (inside) and the new switch pair with the coin drop wires from one of the coin chutes soldered tightly. The two switch pairs are insulated from each other with fish paper from the donor switch. Two new 5x40 by 1 inch screws have been used to secure the switch stack tightly. The original screws are too short for two switches. The additional switch has been adjusted to close just after the credit button switch closes.&lt;br /&gt;
&lt;br /&gt;
This implementation attempts to start a game, then adds a credit, making it normal to have to press the credit button twice if the game has no credits. One might think that swapping the switches would work better by adding a credit and then starting a game. However, at least for this game (Spirit), doing this didn&#039;t work. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80B Games====&lt;br /&gt;
A System 80B game does not have a built-in free play option available, so the fallback option to add credits is usually to open the coin door and trip the coin switches. However, there are a couple of methods that can be used to avoid doing that.&lt;br /&gt;
&lt;br /&gt;
=====Free Play (80B) Diode Board Modification=====&lt;br /&gt;
Locate the diode board used for all of the coin door switches (normally inside the cabinet to the left of where the coin box would be placed). Remove the diode board. Add a jumper between pin 4 and pin 10 of the diode board on the solder side of the board, (this can be done on the component side instead). Make certain that the jumper is soldered onto the banded side of the diodes. This jumper essentially ties the right advance button on the front of the cabinet to the center coin switch.&lt;br /&gt;
&lt;br /&gt;
Now, when the right advance button is pressed, credits will be added to the game. There have not been any unwanted side effects observed when the right advance button is pressed while scrolling through characters used to enter high score initials.&lt;br /&gt;
&lt;br /&gt;
An alternative method that achieves the same result is to use a jumper wire with minigrabber ends and clip them on to the bottom of the 4th and 9th diodes (from the right) on the front of the board. This requires no soldering and the diode board doesn&#039;t even need to be removed.&lt;br /&gt;
&lt;br /&gt;
The jumper modification should work on games from Chicago Cubs Triple Play to Excalibur. Hot Shots, Bad Girls, Big House, and Bone Busters, Inc. do not have a diode board for the coin door, so this specific modification cannot be done on those titles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=400 class=center&amp;gt;&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board.JPG|Typical location of System 80B diode board on cabinet wall&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Added.JPG|Added jumper to back of diode board&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Location_Front.JPG|Location to add jumper to front of diode board&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Added_To_Front.JPG|Added minigrabber jumper to front of diode board&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Free Play ROM (80B) =====&lt;br /&gt;
Another option is a free play ROM, produced by a group of kindly fellows in France. By burning the revised image into a 2764, and installing the new ROM on the daughter card, the game will now be on free play. Their implementation notices when zero credits are on the game and the credit button has been pressed. The new code then adds 20 credits to the game, and starts a game. The System 80B free play ROMs can be found [http://www.flipprojets.fr/Proms80B_EN.php here].&lt;br /&gt;
&lt;br /&gt;
[[image:PinSideLogo.png]] PinSider &amp;quot;McZonk&amp;quot; has hacked the 80B ROM set to include a very nice free play option. This code modification displays the letters &amp;quot;FP&amp;quot; on the display in lieu of the credit count when enabled. More information regarding this modification can be found on [https://pinside.com/pinball/forum/topic/free-play-mod-for-raven the Pinside discussion thread here].&lt;br /&gt;
&lt;br /&gt;
=== Bookkeeping &amp;amp; Diagnostics ===&lt;br /&gt;
[[File:GTB sys80 test button.jpg|300px|thumb|left|Gottlieb® System 80 Coin Door Test Button Highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
To enter the bookkeeping / diagnostic mode, open the coin door and press the red momentary switch. (Note this switch has no credit function)  Depending on the particular game, the self test button may be mounted on a bracket located on the coin door or just inside the cabinet near the coin door hinge.  Upon pressing this button, the 4-digit status display used with System 80 and System 80A games will display &amp;quot;&#039;&#039;&#039;00&#039;&#039;&#039;&amp;quot; in the credit window. Pressing the self test button again will advance to the next step in the bookkeeping.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an option to bypass all of the bookkeeping functions, entering diagnostic mode directly.  To achieve this, the self test button must first be pressed.  &amp;quot;&#039;&#039;&#039;00&#039;&#039;&#039;&amp;quot; will shown on the status display.  Then, the credit / start button should be pressed once.  The status display should now show &amp;quot;&#039;&#039;&#039;16&#039;&#039;&#039;&amp;quot;. &amp;quot;&#039;&#039;&#039;16&#039;&#039;&#039;&amp;quot; is the first test in diagnostic mode.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bookkeeping (System 80/80A)&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1 - Coins thru left chute&amp;lt;br&amp;gt;&lt;br /&gt;
2 - Coins thru right chute&amp;lt;br&amp;gt;&lt;br /&gt;
3 - Coins thru center chute&amp;lt;br&amp;gt;&lt;br /&gt;
4 - Total plays&amp;lt;br&amp;gt;&lt;br /&gt;
5 - Total replays&amp;lt;br&amp;gt;&lt;br /&gt;
6 - Game percentage&amp;lt;br&amp;gt;&lt;br /&gt;
7 - Extra ball&amp;lt;br&amp;gt;&lt;br /&gt;
8 - Total tilts&amp;lt;br&amp;gt;&lt;br /&gt;
9 - Total slam tilts&amp;lt;br&amp;gt;&lt;br /&gt;
10 - Number of times the HSTD has been beaten&amp;lt;br&amp;gt;&lt;br /&gt;
11 - First high score level&amp;lt;br&amp;gt;&lt;br /&gt;
12 - Second high score level&amp;lt;br&amp;gt;&lt;br /&gt;
13 - Third high score level&amp;lt;br&amp;gt;&lt;br /&gt;
14 - High score to date score&amp;lt;br&amp;gt;&lt;br /&gt;
15 - Average game time &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Diagnostics&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
16 - Lamp test&amp;lt;br&amp;gt;&lt;br /&gt;
17 - Coil test (will cycle and display coil number of coils used in the game. Coin counter coils, if installed, are excluded)&amp;lt;br&amp;gt;&lt;br /&gt;
18 - Switch test. (99 = no switches closed)  You can check switch numbers by pressing them on the playfield during this step.&amp;lt;br&amp;gt;&lt;br /&gt;
19 - Display test. The displays will cycle through each digit&amp;lt;br&amp;gt;&lt;br /&gt;
20 - Memory test. (99 = no fault)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80-7641-2Error.jpg|300px|thumb|left|Gottlieb® System 80 &amp;quot;7641&amp;quot; Error]]&amp;lt;br&amp;gt;&lt;br /&gt;
An example of a ROM image checksum error (or perhaps a ROM memory access error) displayed during test 20 is pictured at left. During test 20, if a checksum error is detected, the ROM code in U2/U3 will indicate &amp;quot;7641-X&amp;quot; in the player 1 display window, with &amp;quot;X&amp;quot; being &amp;quot;1&amp;quot; to indicate PROM 1 or &amp;quot;2&amp;quot; to indicate PROM 2. If you have followed the procedure to combine the original game ROMs into a single 2716, this error message is an indicator that the checksum of either the 1st half or the 2nd half of that ROM failed. Replace the ROM.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80A5101.jpg ‎|300px|thumb|left|Gottlieb® System 80A &amp;quot;5101&amp;quot; Error]]&amp;lt;br&amp;gt;&lt;br /&gt;
An example of a probable 5101 CMOS RAM error (or perhaps a CMOS RAM memory access error) displayed during test 20 of a System 80A &amp;quot;Spirit&amp;quot; game is pictured at left. During test 20, if a RAM error is detected, &amp;quot;5101&amp;quot; will be displayed in the player 1 display window.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
System 80B uses the same process as System 80/80A to enter bookkeeping / diagnostics.  The only difference is upon pushing the self test button the first time, the top alphanumeric display will display &amp;quot;&#039;&#039;&#039;TEST MODE&#039;&#039;&#039;&amp;quot;.  Pressing the self test button again will enter bookkeeping mode, while pressing the credit / start button will enter diagnostics mode.  After entering either mode, pressing the self test button will advance through each step in the appropriate mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80BZ5Error.jpg ‎|300px|thumb|left|Gottlieb® System 80B &amp;quot;ERROR- Z5&amp;quot;]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80B memory test will throw a memory error, &amp;quot;ERROR- Z5&amp;quot; as shown at left. This could indicate a failed 5101 (most likely) or it could mean that the processor can not access the 5101 due to chip select, address signal line, or data line signal line issues.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following notes apply to all System 80/A/B games.&lt;br /&gt;
*Any diagnostic test can be repeated by pressing the credit / start button.&lt;br /&gt;
*Waiting 60 seconds will reset the CPU and return the game to attract mode. &lt;br /&gt;
*The slam switch or tilt switch can be triggered to exit diagnostics. This is probably the only benefit of keeping the slam switch functional. However, considering the sometimes strange side effects which can arise from a maladjusted or malfunctioning slam switch, [[Gottlieb_System_80#Slam_Switch_Modification | disabling the slam switch]] is generally a better idea.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Default High Score To Date (HSTD)====&lt;br /&gt;
If a high score to date is not explicitly set (setting 14), then some (most) games use a default HSTD of either 770,000 or 790,000. Some games (such as Volcano or Black Hole) also have an auto-reset back to the default HSTD value after a player&#039;s score exceeds 980,000.&lt;br /&gt;
&lt;br /&gt;
====Pausing the Lamp and Solenoid Test (System 80B Only)====&lt;br /&gt;
[[File:Gtb sys80B left advance.jpg|left|thumb|300px|The left advance button on a System 80B Game]]&amp;lt;br&amp;gt;&lt;br /&gt;
The following only applies to System 80B lamp and solenoid tests.  A little known fact is that the lamp and solenoid tests can be &amp;quot;paused&amp;quot; on a single lamp or single solenoid.  To stop whichever item is being tested during lamp or solenoid test, and repeat the test on the particular item, simply push and hold in the left advance button located on the front of the cabinet, as shown in the picture to the left.  The left advance button can then be released, pressed, and held in again to step to the next item in the test.  This is a particularly nice feature, because the lamps and solenoids or relays tend to be pulsed rather quickly in test, and cannot be observed very well, until the test repeats itself.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rubber Ring Chart===&lt;br /&gt;
Although the Gottlieb® System 80 game manuals do list the location and part numbers for rubber rings used, some fail to list the actual rubber ring size.  Below is a handy chart, which lists the Gottlieb® rubber OEM number and its size.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gottlieb® #&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|A-14793 ||23/64&amp;quot; White Mini-Post&lt;br /&gt;
|-&lt;br /&gt;
|A-15705 ||27/64&amp;quot; White Mini-Post&lt;br /&gt;
|-&lt;br /&gt;
|A-10217 ||5/16&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-17493 || 7/16&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10218 || 3/4&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10219 || 1&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10220 || 1-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10221 || 2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10222 || 2-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10223 || 3&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10224 || 3-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10225 || 4&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10226 || 5&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-13151 || 3/8 x 1-1/2&amp;quot; Standard Red Flipper&lt;br /&gt;
|-&lt;br /&gt;
|A-13149 || 3/8 x 1&amp;quot; - Small Beaded Red Flipper&lt;br /&gt;
|-&lt;br /&gt;
|A-1344 || Rebound Rubber&lt;br /&gt;
|-&lt;br /&gt;
|1872 || Shooter Tip&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
&lt;br /&gt;
===[[System 80 / 80A / 80B Board Set]]===&lt;br /&gt;
Clicking the link above will direct you to a new page showing all of the System 80/80A/80B boards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 boards 3.png‎|800px|center|Gottlieb® System 80 Board Diagram]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following functional block diagram depicts the main PCBs and the input/output signals between them (#n = wire count).&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:sys80b_IO_lines.png|800px|center|Gottlieb® System 80/B functional blocks and I/O lines]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[System 80 / 80A / 80B Satellite Boards]]===&lt;br /&gt;
Clicking the link above will direct you to a new page showing all of the System 80/80A/80B satellite boards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Supplies===&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Power Supply====&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 psu.JPG‎|300px|thumb|left|System 80 / 80A Power Supply]]&lt;br /&gt;
[[File:Gtb sys80 psu back.JPG|300px|thumb|right|System 80 / 80A Power Supply - Showing the Large Heat Sink]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 / 80A power supply is very similar to the System 1 power supply, where as the circuit board is secured to a large &amp;quot;hot plate&amp;quot; heat sink. This style power supply is used for all System 80 and 80A games from Spiderman to Ice Fever, and is the source of the following:&lt;br /&gt;
* +5 VDC logic power&lt;br /&gt;
*+8 VDC offset voltage needed for the displays&lt;br /&gt;
*+60 VDC for the 6 or 7 digit displays&lt;br /&gt;
*+42 VDC for the status display&lt;br /&gt;
*Ground from earth ground located on the transformer panel&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the System 1 power supply, the +5 VDC logic power is no longer rectified and filtered on the power supply itself.  This process is now handled by a bridge rectifier and a large filtering capacitor located on the transformer panel.  The System 80 power still employs a [http://en.wikipedia.org/wiki/Crowbar_%28circuit%29 crowbar circuit] for the logic power, which protects from over-voltage situations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although these power supplies are fairly reliable, there are some drawbacks to the design.  By incorporating a large heat sink for the PMD10K40 / 2N6059 TO-3 transistor on the board, a lot of heat is dissipated throughout the whole board.  This in turn will limit the life expectancy of the other electronic components on the board.  Equally, the heat sink must be removed in order to perform component level repairs to the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Sound &amp;amp; Speech Power Supply==== &lt;br /&gt;
&lt;br /&gt;
A sound &amp;amp; speech board (S&amp;amp;S) is used starting with Mars God of War (MGOW).  Because of the voltages needed to drive some of the components on the S&amp;amp;S board, this secondary power supply is added to the power train.  The voltages generated from this board are:&lt;br /&gt;
*+12 VDC used for the analog inverters and voice synthesizer chip&lt;br /&gt;
*-12 VDC used for the analog inverters&lt;br /&gt;
*+30 VDC used by the sound amplifier (LM379)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 sands power1.JPG|300px|thumb|left|System 80 Sound &amp;amp; Speech Power Supply (1st Generation)]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There are two different variations of this power supply.  The first style is used only with MGOW and Volcano, and is not a printed circuit board (PCB).  The electronic components were screwed to a block of wood, which is located on the left wall of the lower cabinet.  Conducting tests and repairs to this style power supply can be awkward and difficult.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys80 s&amp;amp;s psu.JPG|300px|thumb|left|System 80/80A Sound &amp;amp; Speech Power Supply (2nd Generation)]]&lt;br /&gt;
[[File:System80SpeechAndSoundPS.jpg|300px|thumb|right|System 80/80A Sound &amp;amp; Speech Power Supply (2nd Generation), with test points added. Unstuffed component locations facilitate easy addition of voltage test points The ground test point requires a hole to be drilled in the PCB. Negative 12V is measured at the non-banded end of the 1N4742 zener diode.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Black Hole, the S&amp;amp;S power supply is now on a circuit board (MA-188), which is located in the head of the game with the other circuit boards.  Even though each style of S&amp;amp;S power supply uses different components for the generation of +12 VDC, the end result is the same.  The S&amp;amp;S power supply was no longer used when Gottlieb® went a step backwards, and installed the System 80A sounds only board with the piggyback board.  This change occurred during the run of Amazon Hunt.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The generation 1 and generation 2 sound board power supplies are not pin compatible. One could be exchanged for the other by rearranging connections of a 9-pin molex connector. However, this is not recommended.&lt;br /&gt;
&lt;br /&gt;
====System 80B Power Supplies====&lt;br /&gt;
&lt;br /&gt;
Starting with Chicago Cubs, the Gottlieb® power train went through a bit of a face lift. The System 80B platform uses two separate boards to supply power.  This design change is mainly due to the single display board, which rectifies the high voltage on the board itself.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80b psu.JPG|300px|thumb|left|System 80B +5 VDC Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
The small power supply with the finned heat sink is only used to generate +5 VDC for logic power.  Although, removing the heat sink is not necessary to work on the board, this power supply has its own set of issues.  First, it does not have a crow bar circuit.  If the LM338K voltage regulator fails, and fails whereas the voltage increases drastically, it can destroy electronic components on the other circuit boards.  Secondly, it&#039;s not as bad, but heat is still dissipated throughout the board.  Third, the adjustable potentiometer (pot) on the power supply is prone to failure, due to dirt, dust, and contaminants.  Finally, it is typical for the header pins on the input and output of the board to develop cracked solder joints.  The two latter problems can easily be overcome, and will be addressed in the [http://pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Recommended_Repairs_for_the_System_80B_Power_Supply_Board Recommended Repairs for the System 80B Power Supply Board] section below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80b aux psu.JPG|300px|thumb|left|System 80B Auxiliary Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Rock, the second power supply is added, and is referred to as the auxiliary power supply. The primary functions of this board is used to power the sound board, and amplify the audio output. This sound amplifier board is used in concert with MA-766 and MA-886 sound boards. A breakdown of the voltages supplied by the auxiliary power supply are as follows:&lt;br /&gt;
*-12 VDC&lt;br /&gt;
*+12 VDC&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80B-MA1017AuxPowerSupply.jpg |300px|thumb|left|System 80B Auxiliary Power Supply with .156 headers versus edge connector]]&lt;br /&gt;
[[File:BoneBustersSpecificAmpBoard.jpg |300px|thumb|right|A BoneBusters Inc specific Auxiliary Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
This Auxiliary Power Supply board changed with the release of Bad Girls. Edge connections were no longer used. Instead, .156&amp;quot; header pins were added to the board as shown at left. Note that the System 80B Auxiliary Power Supply board is slightly different from the System 3 Auxiliary Power Supply board. The System 80B board uses a 1K ohm, 2 watt resistor at R8. The System 3 board uses a 330 ohm 1/2 watt resistor at that location.&lt;br /&gt;
&lt;br /&gt;
[http://www.ipdb.org/machine.cgi?id=347 Bone Busters Inc.] uniquely used a modified Auxiliary Power Supply board as pictured at right. A connection was made between pin 12 and the intersection of R1 and R2 to connect the audio output of the second, less populated sound board to the amplifier circuitry. A 1.8K ohm 1/4 watt resistor makes the connection while balancing the audio level from this input. No other game used pin 12 or this configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===CPU Board===&lt;br /&gt;
[[File:Gtb sys80 cpu divided.png‎|300px|left|thumb|Gottlieb® System 80 CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 CPU board is a 6502 based microprocessor system. The 6502 microprocessor (the very same one used in the first Apple computer and the Atari 2600) executes the basic operating system contained in the masked ROMs at U2/U3.  The masked ROMs at U2 and U3 have the same code for all of the different generations of the System 80 platform.  U2 and U3 code changed with the System 80A platform.  The game code &amp;quot;personality&amp;quot; augments the basic operating system PROM(s).  Early System 80 games which used two ROMs at PROM1 and PROM2 positions were masked ROMs.  Later, when the game code could be held in a single 2716, an EPROM was used instead. Battery-backed memory for audits and adjustable game parameters is added via a 5101 256x4 bit CMOS memory at Z5. &amp;quot;Scratchpad&amp;quot; memory is contained in the three 6532 RIOTs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Control of peripheral devices (in this case lamps, displays, solenoids, switches and sound) is accomplished via three 6532 RIOTs (RAM-I/O-Timer) at U4, U5, and U6. Each RIOT in turn controls it&#039;s own &amp;quot;subsystem&amp;quot; to drive these devices.&lt;br /&gt;
&lt;br /&gt;
*Switch matrix (U4)&lt;br /&gt;
*Displays (U5)&lt;br /&gt;
*Solenoids (U6)&lt;br /&gt;
*Lamps (U6)&lt;br /&gt;
*Sound (U6)&lt;br /&gt;
&lt;br /&gt;
There are four generations of the System 80 board.  All of the CPU boards can be easily identified by their revision numbers notated just below the operator adjustable dip switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====1st Generation CPU Board====&lt;br /&gt;
[[File:GTB sys80 CPU 1st ver.JPG|300px|thumb|left|System 80 CPU Board - 1st Generation]]&amp;lt;br&amp;gt;&lt;br /&gt;
The first generation CPU is used in the first 5 System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-001&lt;br /&gt;
*DET PB03-D102-001&lt;br /&gt;
*REV B&lt;br /&gt;
This board uses two masked PROM chips for the game code.  The chips are typically labeled with the three digit game model number followed by /1 or /2, designating the game PROM position.  An example of this naming convention is shown in the pic to the left.  652/1X and 652/2X are game PROM 1 and PROM 2 for Panthera.  The &amp;quot;X&amp;quot; in this case designates a code revision.  The masked ROMs at position U2 and U3 are not socketed on this board.&amp;lt;br&amp;gt;&lt;br /&gt;
With some simple modifications, this board is upward compatible to use a single 2716 EPROM placed in the PROM 1 socket of the board.  With the change of U2 and U3, this board can be used in System 80A games.  The board could potentially be used in a System 80B game with many modifications, and the addition of a daughter board, however, it is not recommended.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:EarlySystem80MPUFactoryCutJumper.jpg|300px|thumb|left|The corrected trace layout error in the 1St generation System 80 MPU]]&amp;lt;br&amp;gt;&lt;br /&gt;
This generation of board has a trace layout error that was corrected by a cut and jumper which moves the trace that terminates at Z5 (5101) pin 20 from Z36 pin 10 to pin 9.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB sys80 cpu front scale.png|300px|thumb|left|System 80 CPU Board - 1st Generation (Front)]]&lt;br /&gt;
[[File:GTB sys80 cpu back scale.png|300px|thumb|right|System 80 CPU Board - 1st Generation (Back)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;skeletal&amp;quot;, semi-populated board scans can be very useful when having to replace or follow traces on a CPU board.  Although the scans are of the 1st generation CPU board, most areas can be used for other generation CPU boards too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====2nd Generation CPU Board====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Placeholder for System 80 CPU Board - 2nd Generation]]&lt;br /&gt;
The second generation CPU is used in some System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-??? (check boards for the suffix)&lt;br /&gt;
*DETAIL PB03-D107-001&lt;br /&gt;
This board uses a single 2716 EPROM chip for the game code located at the PROM 1 socket position.  The chips are typically labeled with the three digit game model number.  Occasionally, the chip&#039;s game number label will be followed by /1, /2, /3, or even /4. In this case, the number following the slash is the code revision number.  An example of this naming convention is 658 /2, which is a game PROM for James Bond - code revision 2.  The masked ROMs at position U2 and U3 are not socketed on this board either.&amp;lt;br&amp;gt;&lt;br /&gt;
With the change of U2 and U3, this board can be used in System 80A games.  The board could potentially be used in a System 80B game with many modifications, and the addition of a daughter board, however, it again is not recommended.  The second generation CPU is backward compatible, provided a doubled up, single game PROM is used at the PROM 1 position.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====3rd Generation CPU Board====&lt;br /&gt;
[[File:GTB sys80 CPU 2nd gen.JPG|300px|thumb|left|System 80 CPU Board - 3rd Generation]]&lt;br /&gt;
The third generation CPU is used in some System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-011&lt;br /&gt;
*DETAIL PB03-D107-003&lt;br /&gt;
This board is essentially the same as the second generation board, except an eyelet ground trace was placed just above Z33 on the board.  This ground trace was never used.  All information which applies to the second generation CPU board, applies to this board.  The third generation CPU is backward compatible, provided the same is done to it as the 2nd generation board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====4th Generation CPU Board (System 80A)====&lt;br /&gt;
[[File:GTB sys80A CPU.JPG|300px|thumb|left|System 80A CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fourth generation CPU is used in all System 80A games, and is marked with the following:&lt;br /&gt;
*D 20869&lt;br /&gt;
This board is the same as the third generation board, except the U2 and U3 masked ROM chips have different code, and are now socketed.  The PROM 2 socket is no longer populated on the board.  The fourth generation CPU is backward compatible, provided the System 80 ROM code is installed at U2 and U3.  If used on a game with the 1st generation CPU, the game code must be doubled up on a 2716 EPROM, and installed at the PROM 1 position.  This board is forward compatible with System 80B, provided all of the above outlined modifications are performed.  Out of all the System 80 CPU boards, this is the most compatible with System 80B, due to using the same base circuit board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5th Generation CPU Board (System 80B)====&lt;br /&gt;
[[File: GottliebSystem80BMPUChris.jpg|300px|thumb|left|System 80B CPU Board (Refurbished; battery removed, NVRAM module installed)]]&lt;br /&gt;
The fifth generation CPU is used in all System 80B games, and is marked with the following:&lt;br /&gt;
*D 20869&lt;br /&gt;
Even though the base circuit board is identical to the fourth generation CPU board, it&#039;s being named the fifth generation board, due to all of the major changes.  The U2 and U3 masked ROM and sockets have been replaced with a piggyback daughter board soldered via header pins mounted in the U3 position.  The daughter board uses a 2764 EPROM.  Most of the related display segment and digit chips are no longer populated.  This is due to the single display board handling these functions on its own board.  The missing chips once used for the displays are Z19, Z21, Z22, Z23, Z24, and Z25. Equally, jumpers have been placed where Z19 and Z21 once resided. The fifth generation CPU is backward compatible, after the daughter board has been removed, and the missing display chips populated.  Note that there technically are two different 80B CPU boards - MA-774 and MA-1133.  The only difference between these two boards is a cut trace on the component side and a long trace wire added on the solder side from the E3 jumper to pin 35 of TC1. This modification is done to increase the ROM size of PROM 2 from a 2716 to a 2732.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Any of the Gottlieb® System 80 / 80A / 80B CPU boards are compatible cross platform.  It&#039;s just matter of how much work must be done to modify each board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80B CPU Jumper Settings=====&lt;br /&gt;
[[File:GTB Sys80B Jumpers.jpg|300px|thumb|left|The location of jumpers discussed...]]&lt;br /&gt;
All System 80B games have the E1 and E2 jumpers installed.  Jumpers E8, E9, E10, E11, E12 are unused in all games.&lt;br /&gt;
&lt;br /&gt;
The first five System 80B games, Chicago Cubs, Bounty Hunter, Tag Team Pinball, Rock, and Rock Encore, use a single ROM at the daughterboard chip socket. Therefore, jumpers associated with PROM 2 connections may not be installed. If jumpers are installed, it doesn&#039;t matter what position(s) they are placed in.&lt;br /&gt;
&lt;br /&gt;
For all games after the first five System 80B games and prior to the last five, jumpers E4, E5, and E7 should be installed.&lt;br /&gt;
&lt;br /&gt;
For the last five System 80B games, Excalibur, Bad Girls, Big House, Hot Shots, and Bone Busters, jumpers E3, E5, and E7 should be installed.&amp;lt;br&amp;gt;&lt;br /&gt;
For Night Moves (made by International Concepts using the 80B board set), these same jumpers should be installed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;The last five System 80B games, along with Night Moves, used a 2732 PROM at the &amp;quot;PROM 1&amp;quot; position.  The socket is marked PROM 1&amp;quot;, but PROM 2 is inserted into this chip socket . Additional modifications to the PCB may be necessary. See [[Gottlieb_System_80#...using_an_MA-1133_or_MA-774_MPU_in_games_that_REQUIRE_a_2732 | &amp;quot;...using an MA-1133 or MA-774 MPU in games that require a 2732&amp;quot;]], for more information.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====U2/U3 ROM Part Numbers====&lt;br /&gt;
[[File:GottliebSystem80ROMs.jpg|300px|thumb|left|System 80 ROMs]]&amp;lt;br&amp;gt;&lt;br /&gt;
All Gottlieb System 80 U2/U3 ROMs will be labeled as pictured at left.&amp;lt;br&amp;gt;&lt;br /&gt;
U2 is labeled &amp;quot;R3273-12&amp;quot; on the center line. The top line is the part number, a 2332 ROM. The bottom line is the date code, in this case, the 15th week of 1981.&amp;lt;br&amp;gt;&lt;br /&gt;
U3 is labeled &amp;quot;R3272-12&amp;quot; on the center line. The top line is the part number, a 2332 ROM. The bottom line is the date code, in this case, the 12th week of 1981.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80AROMs.jpg|300px|thumb|left|System 80A ROMs]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb System 80A ROMs may be labeled in a few different ways since Gottlieb used several manufacturers to provide the ROMs. A clear indication that the ROMs are for System 80A games is that somewhere in the labeling, &amp;quot;XO-326 U2&amp;quot; or &amp;quot;XO-327 U3&amp;quot; will be shown as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MPU to Driver Board Wire Harness===&lt;br /&gt;
[[File:A1J4-to-A3J1Mapping.png|300px|thumb|left|The System 80/A/B MPU to Driver Board Wire Harness]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left indicates the wiring connections from the MPU to the Driver board via the beefy wire harness with two sided connectors. The pins used in both connectors are bifurcated pins, Molex part number: 08-03-0304.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Driver Board===&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 drvr pw.png|300px|thumb|left|The System 80A / 80B Driver Board]]&lt;br /&gt;
The System 80 Driver board is responsible for all controlled lamps, relays, and all solenoids in the game. The CPU controls the driver board operation via a simple interface between A1J4 on the CPU and A3J1 on the driver board.  Although the driver board went through some minor changes over the years, the same board can be adapted for all of the System 80 platforms.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
To control the games&#039; total of 52 &#039;&#039;&#039;lamp circuits&#039;&#039;&#039;, the interface provides &amp;quot;device select&amp;quot; signals for each of the 74175s (Quad-D Flip-Flops) on the driver board, and 4 &amp;quot;bits&amp;quot; of data that is loaded (or &amp;quot;clocked&amp;quot;) into a particular 74175 via the aforementioned device selects. Each lamp is driven discretely by a particular output of a particular 74175, which in turn drives an MPS-A13 or MPS-U45 transistor, (NDS-U45 transistors were used in place of MPS-U45s in some cases). Gottlieb® did not implement a &amp;quot;lamp matrix&amp;quot; as some other manufacturers did.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80DriverBoardFront.jpg|600px|thumb|left|The System 80A / 80B Driver Board Component Side]]&lt;br /&gt;
[[File:GottliebSystem80DriverBoardBack.jpg|600px|thumb|right|The System 80A / 80B Driver Board Solder Side]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is noteworthy that there are some dedicated lamp transistors, which control specific game relays across the System 80 / 80A platforms.  Relays such as the game over, tilt, and coin lockout relays are controlled by Q1, Q2, and Q3 respectively.  The tilt and game over relays use the same designation for the System 80B platform, however, the use of a coin lockout relay was abandoned by this time. One neat feature of the driver board circuitry is that lamp &amp;quot;n&amp;quot; is driven by transistor Q&amp;quot;n+1&amp;quot;. i.e. L12 is driven by Q13.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_drvr_board_coin_ctrs.JPG|400px|thumb|left|Driver Board with Coin Counter Transistors Highlighted ]]&amp;lt;br&amp;gt;&lt;br /&gt;
To control the games&#039; &#039;&#039;&#039;solenoids circuits&#039;&#039;&#039;, the driver board uses signals directly from the CPU to enable transistors on the driver board which turn on up to 9 solenoids.  For solenoid control, the driver board uses MPS-U45, 2N3055, and 2N6043 transistors.  Starting and ending with the System 80 platform, (games from Spiderman to Haunted House), three transistors were reserved to drive optional mechanical coin counters. These mechanical coin counter solenoids and associated transistors are: solenoid 3 (Q54), 4 (Q55), and 7 (Q56). Starting with the System 80A platform, (Devil&#039;s Dare), these transistors were no longer reserved for coin counters, and were used for other functions. Equally, the 3 diodes associated with these 3 transistors were changed to 3 zero ohm jumpers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The games&#039; &#039;&#039;&#039;sound&#039;&#039;&#039; signals (S1, S2, S4, S8) also pass through the driver board at Z13, a 7404 Hex Inverter. See below for S16 and S32.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Repurposed Driver Board Circuits====&lt;br /&gt;
[[File:Gtb under pf transistor.JPG‎|400px|thumb|left| A Typical Remote Transistor Mounted Under the Playfield]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since quite a few System 80 games employ more than 9 solenoids, and since the original driver board design will drive a maximum of 9 solenoids, Gottlieb® repurposed some lamp outputs to drive &amp;quot;under-playfield transistors&amp;quot; which drive additional solenoids.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb ma1011 trans board.JPG‎|400px|thumb|left| A Typical Transistor Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once playfields became littered with numerous &amp;quot;under-playfield transistors&amp;quot;, Gottlieb® opted to merge some of these transistors into a transistor driver board.  The transistor driver board started to appear on Gottlieb® games nearly midway through the System 80B platform, with the game Victory.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sound S16 and S32 signals are also repurposed lamp outputs. For instance, Haunted House and Black Hole both repurpose L9 to S16. Robo-War repurposes lamp 4 to S16. Note that S16 is not consistently implemented across the System 80 family. Note also that references to the usage of S32 are difficult to find.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Auxiliary Lamp Driver Boards===&lt;br /&gt;
[[File:Gtb aux lamp 5.JPG|300px|thumb|left| An MA-138 Auxiliary Lamp Driver Board Using MPS-U45 Transistors]]&lt;br /&gt;
[[File:Gtb aux lamp MA866 2N6043.JPG|300px|thumb|right| An MA-866 Auxiliary Lamp Driver Board Using 2N6043 Transistors]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Time Line, several System 80/80A/80B platform games use auxiliary lamp driver boards. These boards are commonly referred to as &amp;quot;chaser boards&amp;quot; or &amp;quot;lamp chaser boards&amp;quot;. The reason for either of these nicknames is because these boards are used to control lamps for effect. They are either placed in the backbox or under the playfield. With later System 80B games, they were located in the lower cabinet. Location is typically dependent upon what lamps are being controlled. The auxiliary lamp driver boards are not directly controlled by the CPU. The only signals needed for an auxiliary lamp driver board to function is +5V and ground.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several different variants of auxiliary lamp driver boards used. The earliest versions use MPS-U45 transistors to control up to 10 lamp circuits, with no more than 3 lamps per circuit. Both 5 and 10 transistor versions of this board exist. Some later boards use NDS-U45 transistors instead of MPS-U45 transistors. It is assumed this is due to a the cost or lack of MPS-U45 transistors during production. Either of these versions of boards are interchangeable with one another. Finally, there are some boards used in later games which use 2N6043 transistors. These are designed to control #67 flash lamps, but sometimes circuits with 3 or more #44/45/555 lamps. These boards are compatible with previous board versions, and can be used as a drop-in replacement. &lt;br /&gt;
&lt;br /&gt;
The main differences between the auxiliary lamp boards are number of transistors used to drive lamps, the electrical load of the lamps that can be supported, and the resistor (R13) used to control the rate at which the lamps flash or &amp;quot;chase&amp;quot;. Boards using 2N6043 transistors have different resistor values for resistors R2-R11 than boards which use MPS-U45s or NDS-U45s.&lt;br /&gt;
&lt;br /&gt;
MPS-U45, NDS-U45, and CEN-U45 transistors are not substitutes for 2N6043 transistors because of differences in amperage (U45 series transistors are rated for 2A, while 2N6043 is rated for 8A). A viable replacement transistor for the 2N6043 is the TIP102.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In summary: an auxiliary lamp driver board with 2N6043 transistors is backwards compatible with any game (Arena&#039;s board with no transistors may be an exception); just change the R13 timing resistor to suit the game. Because of power requirements, a board with U45-series transistors should only be used in games that only have &#039;&#039;&#039;at most&#039;&#039;&#039; three #44/47/555 lamps on each controlled circuit, and &#039;&#039;&#039;do not&#039;&#039;&#039; control #67 flasher bulbs; and then just change the R13 timing resistor to suit the game.&lt;br /&gt;
&lt;br /&gt;
List of auxiliary lamp driver boards variations:&lt;br /&gt;
&lt;br /&gt;
* MA-121: 10 MPS-U45 transistors, R13 820K Ohm&lt;br /&gt;
* MA-138: 5 MPS-U45 transistors, R13 330K Ohm&lt;br /&gt;
* MA-210: 10 MPS-U45 transistors, R13 330K Ohm &lt;br /&gt;
* MA-234: 10 MPS-U45 transistors, R13 270K Ohm&lt;br /&gt;
* MA-339: 10 MPS-U45 transistors, R13 560K Ohm (Specs assumed assigned to MA-339, but the MA-339 part number was not explicitly documented in game schematics) &lt;br /&gt;
* MA-789: 10 NDS-U45 transistors, R13 680K Ohm&lt;br /&gt;
* MA-866: 10 2N6043 transistors, R13 680K Ohm&lt;br /&gt;
* MA-936: No transistors, R13 516K Ohm&lt;br /&gt;
* MA-1169: 10 NDS-U45 transistors, R13 10M Ohm &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Game&lt;br /&gt;
!style=&amp;quot;white-space: nowrap;&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;Part #&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Total Transistors&lt;br /&gt;
!Total Lamp Circuits Controlled&lt;br /&gt;
!Total Lamps Controlled&lt;br /&gt;
!R13 Resistor Value&lt;br /&gt;
!Controls&lt;br /&gt;
!Location&lt;br /&gt;
!Notes&lt;br /&gt;
|- &lt;br /&gt;
|Time Line||MA-121||10||10||10||820K Ohm||Chaser lamps behind nuclear symbol on backglass||In backbox||&lt;br /&gt;
|- &lt;br /&gt;
|Mars:God of War||MA-210||10|| ||28||330K Ohm||Backglass perimeter chaser lamps||In backbox||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Mars:God of War||MA-138||5|| ||10 (LEDs)||330K Ohm||LEDs behind tube||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Volcano||MA-339||10|| ||20||560K Ohm||Upper backglass perimeter chaser lamps and volcano effect behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Black Hole||MA-234||10||10||28||270K Ohm||Backglass perimeter chaser lamps||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Haunted House||MA-234||10||7||21||270K Ohm||Behind backglass lightning effect lamps||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Rocky||MA-339||10||10||19||560K Ohm||Behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Spirit||MA-339||10||10||20||560K Ohm||Behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Tag Team Pinball||MA-121||10|| ||20||820K Ohm||Multiball insert illumination||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Rock||MA-789||10||10||18||680K Ohm||Extra ball insert path||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Rock Encore||MA-789||10||10||18||680K Ohm||Extra ball insert path||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Raven||MA-789||10||10||20||680K Ohm||Inserts leading to ramp||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Hollywood Heat||MA-789||10||10||20||680K Ohm||Ramp insert illumination||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Genesis||MA-866||10||10||10 (#67 Flashers)||680K Ohm||In top of backbox ||Under PF||Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Genesis||MA-866||10||10||10 (#67 Flashers)||680K Ohm||Around playfield window ||Under PF||Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings||MA-866||10||7||14 (#67 Flashers)||680K Ohm||Flashers in topper ||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings||MA-789||10||10||10||680K Ohm||Inserts leading to ramp ||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo||MA-789||10||5||5||680K Ohm||Behind $10,000,000 sign||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo||MA-866||10||10||30||680K Ohm||Lamps around perimeter of topper||Under PF||2 of 2 Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break||MA-789||10||10 ||30||680K Ohm||In topper||Under PF||1 of 2...installed only if topper is present&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break||MA-789||10||10 ||20||680K Ohm||Special shot and shooter loop||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Arena||MA-936||None|| ||10 (LEDs)||560K Ohm||LED strip under shooter lane wireform ||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Victory||MA-789||10||10||10 (#86 bulbs)||680K Ohm||Next to left ramp||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Victory||MA-789||10||10||10 (#86 bulbs)||680K Ohm||Next to right ramp||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Lady||MA-789||10|| ||5||680K Ohm||Loop right of the ramp||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War||MA-866||10||10||20||680K Ohm||Inserts in lower portion of playfield ||Lower cabinet||(1 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War||MA-866||10||10||10 ||680K Ohm||Under playfield glass stop||Lower cabinet||(2 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls||MA-789||10||5||5||680K Ohm||Drop target illumination ||Lower cabinet||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls||MA-1169||10||10||10 ||10M Ohm||Under playfield glass stop||Lower cabinet||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters||MA-789||10|| ||12||680K Ohm||Playfield inserts ||Under PF||(1 of 2) Uses NSD-U45&lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters||MA-866||10|| ||20 (#67 flashers)||680K Ohm||Backbox lamp insert||In backbox||(2 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound Boards===&lt;br /&gt;
&lt;br /&gt;
Gottlieb® uses different sound boards throughout the course of all System 80 platforms.  Several of the sound boards cross platforms too.  Out of all of the sound boards used, there is really only about three base units total with variations made to each one.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sounds Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound.JPG|300px|thumb|left|Gottlieb® System 80 Sound Board MA-55 (Sounds only)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The first System 80 sound board is capable of sound only.  Based on the 6503 CPU architecture, this sound board is very similar to the System 1 Multi-Mode sound board.  However, there are a couple of differences between the two boards.  First, the +12VDC is no longer rectifed on the sound board.  The +12VDC power comes from the power supply.  Secondly, the +5VDC is no longer regulated on the sound board. The System 80 sound receives +5VDC from the power supply also.  Finally, the pin outs for the System 1 sound board and the System 80 sound board are completely different.  Even though either board will plug into either platform,  &#039;&#039;&#039;DO NOT PLUG A SYSTEM 1 SOUND BOARD INTO A SYSTEM 80 GAME AND VICE VERSA!!!&#039;&#039;&#039;  If this is done, bad stuff will happen.  &lt;br /&gt;
&lt;br /&gt;
Unfortunately, there are two chips on this style of board which are very difficult to source. This sound board uses a 6503 CPU and 6530 RIOT chip with special embedded code. 6530 chips marked with R3016-11 are for this System 80 sound board. 6530 chips marked with a R3014-12 or R3014-13 are for the earlier System 1 sound board. The two chips are not cross-compatible since they each have different code embedded in them for each game system.&lt;br /&gt;
&lt;br /&gt;
In addition to being used in early System 80 games, this sounds-only board was also used in the export versions of Black Hole, Volcano, and Devil&#039;s Dare.&lt;br /&gt;
&lt;br /&gt;
If the sound board is missing or cannot be repaired, there are daughter boards and aftermarket boards available.  A daughter board called the &amp;quot;[https://coinop.mally.eu/produkt.php?bestellnr=101647&amp;amp;details=1 MIOT adapter]&amp;quot; ([[media:Coinop.mally.eu_MOIT_adapter_manual_german.pdf|German manual here]]) is a replacement for the 6530 chip for both System 1 and System 80 sounds boards, produced in Germany however the webstore has been closed since at least [https://web.archive.org/web/20201218021701/http://coinop.mally.eu/ December 2020]. Pascal Janin in France has made a replacement sound board for both the original 2nd generation sound boards, and combination System 1 2nd gen boards / System 80/80A sound boards. These boards can purchased directly from Pascal - [http://www.flippp.fr/pifx1.php 2nd gen sound] &amp;amp; [http://www.flippp.fr/pifx.php combination Sys1 / Sys80/80A sound] . Although Pascal does not have US distributors, [http://www.bigdaddy-enterprises.com/ProductPages/flippp.html Big Daddy Enterprises], sometimes has these sound boards available too. There is an FPGA (TDA7267) based replacement board by LISY called the [https://www.lisy.dev/gosof.html GOSOF] which emulates System 1, 80, 80A, and early 80B.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Prototype Sounds Only Board as found in System 80 Hulk&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Images below capture a factory original Sounds only board prototype, complete with cuts (on component side) and jumpers (on solder side). Note the sound ROM marking of &amp;quot;500&amp;quot;, the game number assigned to the System 80 Hulk prototype (10 units built). Also note the &amp;quot;extra&amp;quot; 24 pin IC labeled 7681-5 in the center of the board. This IC is not present on production versions of this board. Just a guess, but since this board has a 6532 installed vs the production 6530 (40 pin IC), the 7681 appears to be ROM space to drive the sound program.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=450px heights=250px perrow=2 caption=&amp;quot;System 80 Hulk Prototype Sound Only Board&amp;quot;&amp;gt;&lt;br /&gt;
File:System80HulkSoundsOnlyBoardFront.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Component side. Note &amp;quot;cut&amp;quot; at pin 21 of the center 24 pin IC.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80HulkSoundsOnlyBoardBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Solder side. Note factory green jumpers.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound &amp;amp; Speech Board====&lt;br /&gt;
[[Image:Gtb sys80&amp;amp;a s&amp;amp;s.JPG|300px|thumb|left|Gottlieb® System 80 / 80A B-20887-2 Sound &amp;amp; Speech Board]]&lt;br /&gt;
[[File:GTB SS B-20887-3 Front.JPG|300px|thumb|right|Gottlieb® System 80 / 80A B-20887-3 Sound &amp;amp; Speech Board]]&lt;br /&gt;
Starting with Mars God of War, the second System 80 sound board has the capability of speech.  Ironically, this board is commonly referred to as the &amp;quot;sound and speech board&amp;quot;, and was brought over from the Gottlieb® video game division at the time.  Fortunately, Gottlieb® chose the 6502 CPU architecture just like the CPU board.  There is a 6532 RIOT used also.  The downside to this board is the now rare LM379S amp and SC-01 phoneme speech chip are both difficult to acquire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are approximately three renditions of this board.  Each will be marked with [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Different_Revisions_of_the_Sound_and_Speech_Boards B-20887-X].  The &amp;quot;X&amp;quot; denotes a suffix of 1, 2, or 3.  If the board has [http://en.wikipedia.org/wiki/Wire_wrap wire wrap] or resistors added to the solder side of the board, do not assume that it is some sort of diabolical, weird hack.  These were recommended upgrades either done by the factory or out in the field.  With each higher revision number, less wire wrap and resistors are present on the solder side of the board.  However, each board revision typically has some degree of wire wrap added to it.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Schematics corresponding to the -1 revision of the board can be found in the Mars, God of War and Volcano manuals. Schematics corresponding to the -3 revision of the board can be found in the Black Hole and Haunted House manuals.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound MA483 pig.JPG|300px|thumb|left|Gottlieb® System 80 / 80A Sound Board w/ MA-483 Piggyback Board (replaces LM379S amp)]]&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback.JPG|300px|thumb|right|Gottlieb® MA-483 Piggyback Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
To reduce costs, Gottlieb® abandoned the speech option, and went a step backwards with a board generating sounds only.  In doing so, they used the same B-20887-3 base board as the most current sound and speech board.  The SC-01 speech chip socket in addition to the 74xx TTL chips, one of the LM741 op amps, and discrete components associated with the speech circuit were not installed on the board.  By the time this board was first used, the LM379S amp was too costly and difficult to source.  The solution was to add a single-side, piggyback board (as shown in the picture) with a TDA2002 amplifier and other necessary components.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this board is used as a replacement in a game which uses a sound &amp;amp; speech power supply, (Haunted House for example), modifications to the sound and speech board power supply must be made.  This is due to the higher voltages necessary to operate the LM379S amp versus the TDA2002. If this board is installed in a game where the sound and speech board power supply has not been modified, destruction of the TDA2002 amp is inevitable.&lt;br /&gt;
&lt;br /&gt;
The procedure to modify the speech board power supply can be found [[#Using_the_MA-483_Sound_Amp_Board_on_a_Sound_and_Speech_Board|here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:GottliebSystem80SoundMA483WithPigAndDip.jpg ‎|300px|thumb|left|Gottlieb® System 80 / 80A Sound Board w/ MA-483 Piggyback Board and DIP switch bank]]&amp;lt;br&amp;gt;&lt;br /&gt;
A slightly different variant of this board was used in Royal Flush Deluxe. This revision of the board included the 8 position DIP switch bank.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Only Board with Piggyback====&lt;br /&gt;
[[File:GottliebSystem80ABSoundsOnlyWithPiggyback.jpg ‎|300px|thumb|left|Gottlieb® System 80A/80B Sound Board MA-490 w/MA-488 Piggyback Board (Sounds only)]]&lt;br /&gt;
[[File:Gtb piggyback sound factory trace wire.JPG|300px|thumb|right|Gottlieb® System 80A/80B Sound Board w/Factory Trace Wire]]&lt;br /&gt;
[[File:GottliebSoundsOnlyCut.jpg ‎|300px|thumb|left|Gottlieb® System 80A/80B Sound Board w/Factory &amp;quot;cut&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
To reduce costs even more, Gottlieb® started using a modified sound only board originally released with Spiderman in 1980. This &amp;quot;new&amp;quot; sound board was used during the production of Amazon Hunt, and continued until Tag Team Pinball. The main modification of the board was the addition of a piggyback board. The piggyback board was used to increase the size of the sound ROM by using a 2716 EPROM. The original game ROM location was neither socketed or stuffed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two other noteworthy modifications are an added factory trace wire on the solder side of the board, and a cut trace between pin 8 of U7 (7404) and a header pin on the component side of the board. The added trace wire runs from pin 3 of U1 (6503 CPU) to pin 18 of U2 (piggyback header pins). Both of these modifications should remain intact for the board to function properly.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is also worth mentioning that this is one of the few instances where Gottlieb® used a double-sided piggyback board.  The benefit of using a double-sided board is the decreased chance of cracked header pins, where the header pins attach to the underside of the piggyback board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (two button)====&lt;br /&gt;
[[Image:GTB Sys80B Sound.JPG|300px|thumb|left|Gottlieb® System 80B MA-766 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
And now for something completely different.  Well, not really.  The MA-766 sound board hit the scene with Rock, but a similar design was already used prior by the Gottlieb® video game division (Mylstar) when it existed.  It is based on the 6502 CPU architecture, but uses two 6502s instead of one.&lt;br /&gt;
&lt;br /&gt;
Two momentary push button switches are present on the board - SW1 and SW2.  Upon pushing SW1, the sound board should output a single blip (tone).  SW2 is used to manually reset the CPU on the sound board.  A bank of 4 dipswitches is located adjacent to SW1.  Dipswitches 1-3 should always be off, while dipswitch 4 should remain on for proper function.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (one button)====&lt;br /&gt;
[[Image:Gtb sys80b MA886 sound.JPG|300px|thumb|left|Gottlieb® System 80B MA-886 Sound Board]]&lt;br /&gt;
[[Image:GTBMA886SoundDepop.jpg|300px|thumb|right|Gottlieb® System 80B MA-886 Sound Board, only partially populated (found in Big House, Bad Girls, etc.]]&lt;br /&gt;
The MA-886 board is essentially the same as the previous sound board, except it uses 2 separate .156&amp;quot; header pin connections instead of edge connectors for inputs / outputs. Some other obvious changes are the omission of momentary test button SW1, the omission of the 4-bank dipswitch, the omission of YROM2 socket. In addition, a socket is sometimes populated at position S4 and neither AY-3-8913 orator chip is populated.  Momentary test button SW2 is still preset, and is still used to manually reset the board&#039;s processor.  The lack of YROM2 is because the MA-886 board allows for the use of larger EPROMs.  The S4 socket has been added on some boards, and is used to transfer data via a ribbon cable to an auxiliary sound board (MA-1033 or MA-1294). These boards also stuff R58 with a 10K 1/4W resistor and may have JP8 cut or not stuffed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Bone Busters Sound Board=====&lt;br /&gt;
[[Image:MA766-719A.jpg ‎|300px|thumb|left|Gottlieb® System 80B MA-886-719A Sound Board]]&lt;br /&gt;
The MA-886-719A sound board (also noted as MA-1299-719 in the manual) is an additional sound board found only in Bone Busters. It is based on the MA-886 sound board, but it is a stripped down version with much fewer populated components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Amazon Hunt II Sound Board=====&lt;br /&gt;
[[Image:placeholder.jpg|300px|thumb|left|Gottlieb® System 80B MA-982 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-982 sound board is used only in the conversion game: Amazon II. It is based on the MA-886 sound board, but it is a stripped down version with much fewer populated components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Auxiliary Sound Board====&lt;br /&gt;
There are two versions of the auxiliary sound board.&lt;br /&gt;
&lt;br /&gt;
[[Image:MA1033AuxSound.jpg|300px|thumb|left|Gottlieb® System 80B MA-1033 Auxiliary Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-1033 auxiliary sound board was used in System 80B games including: Bad Girls, Big House, and Hot Shots, as well as one System 3 game: Lights, Camera, Action.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys3 sound MA-1294.JPG|300px|thumb|left|Gottlieb® System 80B MA-1294 Auxiliary Sound Board]]&lt;br /&gt;
The MA-1294 auxiliary sound board was only used in one System 80B game, Bone Busters, as well as System 3 games including: Hoops, Bell Ringer, Silver Slugger, Car Hop, Deadly Weapon, Title Fight, and Vegas.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Speakers===&lt;br /&gt;
[[File:Panthera Head Speaker.jpg|thumb|left|300px|Typical speaker located in the head of a System 80 game (Panthera)]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80 games use a dual speaker system.  In most cases, (where there is a grill above the backglass), there is a 6-1/2&amp;quot;, 8 ohm, low wattage speaker in the lower cabinet, and a second one in the head, behind the grill in the backbox.  Some games, like Haunted House, have two speakers in the lower cabinet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB-80a-the-games-speaker.jpg|thumb|left|300px|Single speaker from an 80A game (The Games)]]&amp;lt;br&amp;gt;System 80A games may have two speakers or just one. Again, these are 6-1/2&amp;quot;, 4 ohm, low wattage speakers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Tag Team Speaker.jpg|thumb|left|300px|Single speaker from an early 80B game (Tag Team)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Early System 80B games, Chicago Cubs, Tag Team, and Bounty Hunter, all use a single 6-1/2&amp;quot; 4 ohm speaker in the lower cabinet.&lt;br /&gt;
&lt;br /&gt;
Starting with Rock, 80Bs use a 6-1/4&amp;quot; in the cabinet and a small speaker on the left of the display panel.  The last few 80B games, where the speaker panel is located above the translite, use three speakers total (2 above the translite and 1 in the lower cabinet).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Displays===&lt;br /&gt;
====System 80====&lt;br /&gt;
[[Image:GottliebSixDigitDisplay.jpg|300px|thumb|left|Gottlieb® 6 Digit Display]]&lt;br /&gt;
[[Image:GTB 6 digit display back.JPG|300px|thumb|right|Gottlieb® 6 Digit Display (Back)]]&lt;br /&gt;
&lt;br /&gt;
[[Image:GTB status display.JPG|300px|thumb|left|Gottlieb® 4 Digit Display]]&lt;br /&gt;
[[Image:GTB status display back.JPG|300px|thumb|right|Gottlieb® 4 Digit Display (Back)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80=====&lt;br /&gt;
Display test is step number 19 System 80 games. Each display, including the credit/match display participates in &amp;quot;walking&amp;quot; each digit (0 through 9 beginning with 0) across each display. The &amp;quot;walking&amp;quot; begins at the match side of the credit/match display, then moves to players 1 and 3, then to players 2 and 4. After a &amp;quot;9&amp;quot; is walked through all displays, the cycle starts again with &amp;quot;0&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A====&lt;br /&gt;
[[Image:GTB 7 digit display.JPG|300px|thumb|left|Gottlieb® System 80A 7 Digit Display]]&lt;br /&gt;
[[Image:GTB 7 digit display back.JPG|300px|thumb|right|Gottlieb® System 80A 7 Digit Display (Back)]]&lt;br /&gt;
[[Image:GTB status display.JPG|300px|thumb|left|Gottlieb® 4 Digit Display]]&lt;br /&gt;
[[Image:GTB status display back.JPG|300px|thumb|right|Gottlieb® 4 Digit Display (Back)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80A=====&lt;br /&gt;
Display test is step number 19 System 80A games. Each display lights every position, and advances through all of the numbers starting with &amp;quot;0&amp;quot; and ending with &amp;quot;9&amp;quot;.  Once &amp;quot;9&amp;quot; is reached, the process starts over at &amp;quot;0&amp;quot; again.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B====&lt;br /&gt;
[[File:System80BDisplayFront.jpg‎|300px|thumb|left|Gottlieb® System 80B MA-644 Display Component Side]]&lt;br /&gt;
[[File:System80BDisplayBack.jpg‎|300px|thumb|right|Gottlieb® System 80B MA-644 Display Solder Side]]&lt;br /&gt;
System 80B games introduced the 20 alphanumeric character dual line display module. These displays evolved over time. The one pictured here was used in games Chicago Cubs Triple Play until Excalibur. The two large ICs found on this board (Rockwell 10941 segment driver and Rockwell 10939 digit driver) are long obsolete and very hard to obtain. Other components on the board are readily available.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board rectifies 32VAC via diodes CR1-CR4 to produce -45VDC and -15VDC for use by the segment and digit drivers. Should one or more of these diodes fail, the foil trace on the board sometimes acts like a fuse, and burns itself up. The picture at right shows a board that experienced this failure, along with a jumper to repair the damaged trace.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If an MA-644 or MA-999 display exhibits ghosting or partially-dimmed characters, one possible cause is failure of the VR1 zener diode. VR1 is used as a regulator to provide a DC offset to the AC filament voltage via the center tap (VCO) of the filament transformer output. In normal operation, the AC filament voltage oscillates entirely above the reference voltage such that the trough of the wave is approximately at the reference. If VR1 fails as a short, the DC offset drops and causes the AC filament voltage to center itself around the reference voltage rather than completely above it. Replacing VR1 should correct the issue without damaging the display. VR1 on an MA-644 is a 1N4737A (7.5V, 1W) zener; it normally passes about 10-12mA of current and dissipates approximately 50mW of power. The MA-999 variant of the display uses a 1N4739A (9.1V, 1W) zener.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[FILE:GTB_80B_Large_AlphN_Display.JPG|300px|thumb|left|Gottlieb System 80B MA-999 Alpha-Numeric Display Board with header pin connections. (Bad Girls)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The last System 80B games (Hot Shots, Big House, Bad Girls, and Bone Busters) all used a larger alphanumeric vacuum fluorescent display assembly.  This type of display used two sets of .156&amp;quot; header pins instead of the more familiar edge connection.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80B=====&lt;br /&gt;
[[File:Gtb alphanum display test.gif|thumb|left|300px|Simulation of System 80B display test]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Display test is test number 20 for System 80B.  All 40 of the alpha-numeric &amp;quot;digits&amp;quot; (both the top and bottom displays) will light starting with a &amp;quot;0&amp;quot;, next a &amp;quot;+&amp;quot;, then an &amp;quot;X&amp;quot;, and finally a &amp;quot;,&amp;quot;.  In doing this, all possible segments of all the display digits are lit at one point during display test.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Reset Board===&lt;br /&gt;
[[File:Gtb sys80 reset.JPG|thumb|left|300px|Gottlieb® System 80 / 80B MA-980 Reset Board]]&lt;br /&gt;
[[File:GTB Sys80B Newer Reset Board.jpg|thumb|right|300px|Gottlieb® System 80B MA-1143 Reset/Anti-Static Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Devil&#039;s Dare, the first System 80A game, the reset board became a staple of the Gottlieb® design to automatically reset the CPU board should the CPU lock up.  Apparently games locking up on location was an issue with System 80 games.  The reset board was created to resolve this issue, should the game lock up, and no one is present to manually reset the game by shutting it off and turning it back on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The MA-980 reset board is a small footprint PCB with the board designation of A24, and is located adjacent to the TC1 connector of the CPU board.  The connection on the reset board is A24P1, while the connection for TC1 of the CPU board is A24P2.  As long as someone can turn the game off, should it lock up, there is no need to keep the reset board connected.  In most cases, the aged reset boards are more troublesome if allowed to remain connected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTBResetBoardConnector.jpg|thumb|left|300px|Connection at TC1 to the reset board.]]&lt;br /&gt;
[[File:GTB_RW_3K_Pullup.JPG|thumb|right|300px|A 3.0Kohm resistor, added between pins 7 and 11 of TC1.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Along with adding the reset board, Gottlieb® added a 3.0Kohm resistor across pins 7 and 11 of the reset board connection at MPU connector TC1. If not using the reset board, it&#039;s advised to add this resistor to the back of the board, as shown at right. This resistor pulls the R/W (read/write) line high when not pulled down by the 6502.&lt;br /&gt;
&lt;br /&gt;
If using connector A24-P2, do not add the 3.0Kohm resistor.  Doing so will change the effective resistance to 1.5Kohms (value of resistors in parallel).&lt;br /&gt;
&lt;br /&gt;
The reset board connector also has a 1N270 diode soldered to it. There is no need to add this diode to the MPU since it&#039;s part of the reset board function.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;More Regarding the 3Kohm Pullup Resistor&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most MPU boards will work without the reset board but some MPU boards do refuse to work without the Read/Write pullup resistor.&lt;br /&gt;
&lt;br /&gt;
The 3K resistor was added for two reasons:&lt;br /&gt;
&lt;br /&gt;
#It provides a stable Read/Write signal at power-up. There is a tiny fraction of time at power up where data can be written into Z5 but due to gate Z36A, this data write is prevented. The resistor does provide a proper biasing to the Read/Write line at time of powerup.&lt;br /&gt;
#More importantly - A Rockwell 6502 has a minimum VOH of 2.4volts, a 4069 requires a minimum VIH of 4 volts.&lt;br /&gt;
&lt;br /&gt;
In other words:&amp;lt;br&amp;gt;&lt;br /&gt;
*The Read/Write output from U1 (pin 34) guarantees the output will be 2.4 volts or higher for a logic 1.&amp;lt;br&amp;gt;&lt;br /&gt;
*The 4069 located at Z36D (pin 9 input of Z36) requires the input to be 4 volts or higher for a logic 1.&amp;lt;br&amp;gt;&lt;br /&gt;
*The 3K pullup resistor pulls the Z36D input closer to the required voltage range.&lt;br /&gt;
&lt;br /&gt;
Do realize that even though this problem exists on all System 80/80A/80B boards but only a very small fraction of these Gottlieb boards exhibit any symptoms. The chances that you have one if these that exhibit symptoms is quite slim.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game ROMs===&lt;br /&gt;
====ROM Checksums====&lt;br /&gt;
A partial listing of ROM checksums can be found [https://flippers.com/catalog_oc/gottlieb-game-or-sound-prom-eprom-gals-gott-prom &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]. Thanks to &amp;lt;i&amp;gt;John Robertson&amp;lt;/i&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B ROM Text Message Modifications====&lt;br /&gt;
&lt;br /&gt;
[[File:Rambo.jpg|300px|thumb|left|&amp;quot;RAMBO&amp;quot; replacement text (shown on a LISY 80B display panel). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Text messages on the dual 20 alphanumeric displays of System 80B games can be modified in the ROM image. One popular mod is to change &amp;quot;RAVEN&amp;quot; to &amp;quot;RAMBO&amp;quot;, which is displayed at the start of a game on Raven.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video describing how to do this can be found [https://www.youtube.com/shorts/SvHguKodqhs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aftermarket Boards===&lt;br /&gt;
====Power Supply Boards====&lt;br /&gt;
=====Rottendog GPS081=====&lt;br /&gt;
[[File:GPS081-1.png|thumb|left|300px|Rottendog GPS081 Power Supply Board]]&lt;br /&gt;
[[File:RottendogGPS081schematic.png|thumb|right|300px|Rottendog GPS081 Power Supply Board Schematic Diagram]]&amp;lt;br&amp;gt;&lt;br /&gt;
This is a direct replacement for the original MA831. It uses a switching voltage regulator to derive the 5V DC supply from 12V DC, &lt;br /&gt;
instead of a linear voltage regulator, as in the original board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
===Initial Troubleshooting===&lt;br /&gt;
When attempting to troubleshoot a malfunctioning or non-booting game, there are a few initial steps to perform before diving into more serious troubleshooting.&lt;br /&gt;
&lt;br /&gt;
# If the MPU has damage from a leaky battery, the corrosion will need to be addressed.&lt;br /&gt;
# Clean all the edge connector contacts using a pink rubber eraser. This will remove any tarnish or grime that has built up over the years. Sandpaper or fiberglass scratchers can be used but do so sparingly. Avoid removing the actual copper traces. &lt;br /&gt;
# Check all fuses using a multimeter set to continuity test. Do not rely on a visual inspection. Sometimes a fuse will appear to be intact but actually may be blown. Fuses are located near the transformer and on the underside of the playfield.&lt;br /&gt;
# Check voltages on the fuses near the transformer to make sure they are as expected.&lt;br /&gt;
# Check the power supply voltages and make sure that they are as expected. The 5V trim POT can be adjusted to 5.10v to overcome voltage loss across connectors if necessary. As you &amp;lt;b&amp;gt;slowly&amp;lt;/b&amp;gt; adjust the voltage trim POT, continuously measure DC voltage across the filter cap adjacent to J1 on the MPU board. This 100uf capacitor filters the incoming 5VDC. Adjust the voltage slowly, cautiously. Do not adjust the voltage above 5.1VDC&lt;br /&gt;
# It is sometimes helpful to [[#Adding_Ground_and_5V_Connections_to_Interconnect_Harness|install the two jumper wires in the interconnect harness]] between the driver board and MPU. This overcomes interboard connector loss of 5VDC and Ground.&lt;br /&gt;
&lt;br /&gt;
These steps may help address a number of common issues before proceeding to some of the more specific problems that can occur with system 80 games.&lt;br /&gt;
&lt;br /&gt;
===Connectors, Connectors, Connectors===&lt;br /&gt;
Connectors, connectors, connectors!!!  Since the Gottlieb® System 80/80A/80B boardset primarily relies on Molex connectors to pass data and voltages from board to board, the connectors should be addressed first.  Before even attempting to turn a Gottlieb® System 80/80A/80B game on for the first time, worn or corroded edge connector contacts must be replaced.  Cleaning or burnishing connector contacts is not a viable option to ensure a game&#039;s reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Poor connector contacts are the number one reason why System 80/80A/80B games do not function properly.  Poor or missing connector contacts have a cascading effect too.  The end results of bad connector contacts can be, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
*voltages which mysteriously disappear and reappear&lt;br /&gt;
*increased resistance &lt;br /&gt;
*specific switches not functioning&lt;br /&gt;
*lamps locking on&lt;br /&gt;
*lamps not turning on&lt;br /&gt;
*displays not properly functioning&lt;br /&gt;
*coils not turning on&lt;br /&gt;
*coils locking on&lt;br /&gt;
*CPU boards not booting, booting sporadically, or randomly resetting&lt;br /&gt;
*driver boards not functioning or functioning sporadically&lt;br /&gt;
&lt;br /&gt;
So, it is very important that the connector contacts are shiny, have proper spring tension, and are properly crimped for the over all reliability of the game.  Random, flaky issues which happen either sporadically or all the time are attributed to poor connector contacts in nearly every case.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=450px heights=100px perrow=2 caption=&amp;quot;System 80 Connector (J6), The Good, The Bad, and The Ugly&amp;quot;&amp;gt;&lt;br /&gt;
File:System80ConnectorBadPins.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;An example of pins in desperate need of rehab.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80ConnectorGoodPins.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Ahhh...Much nicer after repinning.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SandedGottliebEdgeConnector.jpg|300px|thumb|left|Sanded (or possibly bare from the factory) card edge contacts will corrode and degrade the electrical connection.]]&lt;br /&gt;
[[File: GottliebEdgeConnectorRehab.jpg|300px|thumb|right|The two connector pads on the left have been lightly scratched with the fiberglass pencil. Even the small bit of oxidation or corrosion shown on the remaining pins is enough to prevent a connection.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A common (poor) practice is to sand the card edge contacts to the bare copper as shown at left. While this may alleviate issues in the short term, longer term the copper will oxidize and cause more problems. All copper oxidizes. Copper is beautiful on building rooftops when first installed but oxidizes to a light green patina over time. Card edge contacts will do the same thing. &lt;br /&gt;
&lt;br /&gt;
If the card edge contacts aren&#039;t bright and shiny, they can be cleaned off with a pink rubber eraser or lightly scratched with a fiberglass pencil. This will remove oxidation and grime without harming or thinning the finger contacts. If the contacts are corroded (due to battery damage) or have divots in them, lightly sand them, then re-tin them with a thin coat of solder. Either suck the excess solder off with a solder sucker or when heated, wipe the solder off with a rag. Avoid heating the card edge contacts too much as they will detach from the PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Replacing (Repinning) System 80 Connectors====&lt;br /&gt;
Replacing connectors in a pinball machine somehow adopted the term repinning. Repinning a System 80 connector housing isn&#039;t too bad overall.  On a difficulty scale of 1 to 10 (1 being the easiest to do) compared to all other makes and platforms made, System 80 connector replacement is about a 3.  One benefit regarding the System 80 IDC housings is that they are reusable.  Below are the steps to remove the connector from its housing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*First, grasp the housing in one hand. .&lt;br /&gt;
*Next, use the Molex tool pictured below by sliding it behind the pin to release the &amp;quot;barb&amp;quot; holding the pin in.&lt;br /&gt;
*Finally, pull gently but firmly on the wire.&lt;br /&gt;
&lt;br /&gt;
Conversely, a small &amp;quot;pocket&amp;quot; flat blade screwdriver can be used to remove the Molex connector.  After pushing the connector tab down, pull the wire out and downward a bit.&lt;br /&gt;
&lt;br /&gt;
Sometimes the connector comes out, and sometimes the wire pops out of the connector.  If the latter, use a small jeweler&#039;s screwdriver to gently pry the very end of the connector against the rectangular opening in the connector housing. You&#039;re trying to get the IDC &amp;quot;ears&amp;quot; of the connector to clear the housing. Sometimes the connector will easily come right out. If it doesn&#039;t, use small needle nose pliers with serrated jaws, to grab the &amp;quot;ear&amp;quot; of the connector, and pull it out.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Molex11-03-0016.jpg|300px|thumb|left|A Molex Contact Extraction Tool, Molex part number 11-03-0016]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some system 80 connector housings are &amp;quot;double sided&amp;quot; edge connectors. All of the connector housings that are double sided are black from the factory (blue colored housings are typically Jamma connectors used as replacements, and do not apply to this section of this guide).  To remove pins from these connector housings, you need a pricey yet effective tool called a Molex contact extraction tool, (commonly referred to as a Molex extractor). The Molex part number for the extractor is 11-03-0016, and can be purchased from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=11-03-0016&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= Great Plains Electronics] or other electronics vendors.  Slide the extractor behind the pin to release the &amp;quot;tang&amp;quot; that holds the pin in. Firmly grip the wire and pull the pin out of the connector.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of the repinning process can be found [https://www.youtube.com/watch?v=hErTlsFOMw4&amp;amp;t=5s here].&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] Another YouTube video of the repinning process, along with a &amp;quot;home made&amp;quot; tool, can be found [https://youtu.be/T_uj5F1fBgU here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Alternate Method of Replacing (Repinning) System 80 Connectors====&lt;br /&gt;
[[File:AlternateRepin1.jpg|300px|thumb|left|The repinning on a single sided connector]]&lt;br /&gt;
[[File:AlternateRepin2.jpg|300px|thumb|right|The repinning on a double sided connector]]&lt;br /&gt;
Some System 80 (and most System 1) connectors do not have the slot for depressing the pin ear. Most guides (as in the previous section) recommend purchasing a somewhat pricey tool to insert into the connector and depress the ear. This procedure is tedious and takes a bit of practice. If you have a decently equipped shop which includes a drill press, repinning these connectors using the following steps might be easier for you. Using this procedure, you can expect to replace each pin in less then a minute. I repinned an entire A1-J4 / A3-J1 harness in about 40 mins.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The procedure is to drill out the depression ear and pull out the pin:&lt;br /&gt;
&lt;br /&gt;
* Install a 1/16&amp;quot; bit in your drill.&lt;br /&gt;
* Set up a jig by clamping a straight edge to your drill press table. Set the jig so the hole will be 1/4&amp;quot; from the edge of the connector.&lt;br /&gt;
* Drill through the plastic housing on the back/bottom side.&lt;br /&gt;
* When you feel resistance from the metal pin, gently continue to drill until you feel and hear it destroy the pin ear.&lt;br /&gt;
* Repeat for the remaining pins.&lt;br /&gt;
* Gently pull wire by hand and it will come out very easily. Pliers shouldn&#039;t be required.&lt;br /&gt;
&lt;br /&gt;
The newly installed pins ears will correctly lock in place regardless of the holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The CPU / Driver Board Interconnect Harness===&lt;br /&gt;
[[File:Gtb sys80 harn2.JPG|300px|thumb|left|The A1-J4 / A3-J1 Interconnect Harness]]&lt;br /&gt;
[[File:Gtb sys80 harn1.JPG|300px|thumb|right|The A1-J4 / A3-J1 Interconnect Harness]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are 33 discrete signals which pass from the CPU board to the driver board via this connection.  Two of the connectors pass ground and +5v logic to the driver board [http://pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Adding_Ground_and_5V_Connections_to_Interconnect_Harness (two more can be added)].  The remaining signals are for lamp, solenoid, relay and sound control.  It is &#039;&#039;&#039;extremely important&#039;&#039;&#039; to have solid connectors installed in the CPU / driver board interconnect harness.  Without decent connections, lamps, coils, relays, and sound can either lock on or not turn on at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Adding Ground and 5V Connections to Interconnect Harness====&lt;br /&gt;
Yet one more power/ground update to make is to &amp;quot;double up&amp;quot; the 5VDC and ground connections between the MPU and the driver board. The OEM harness contains only one connection between the MPU and driver board for 5VDC and one connection for logic ground. This is an easy upgrade since spare connection positions are available in the connectors that lead to the correct edge contacts on each board.  Approximately 8 inches of wire and four bifurcated crimp on pins (bifurcated style, Molex 4366 series, Product Family KK, product ID: 08-03-0304 at [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=4366&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= Great Plains Electronics]) are needed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Crimp a pin to each end of each wire. The connectors at each end should face opposite directions. Doing this will avoid twisting the wire as you insert the pins into the connector housing. In the picture below, the red wire carries 5VDC, blue wire carries logic ground. These colors were chosen for illustrative purposes only. Any color wire will do, of course.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=3 caption=&amp;quot;MPU-to-Driver Board Harness Upgrade&amp;quot;&amp;gt;&lt;br /&gt;
File:S80HarnessUpgradeWires.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pins crimped to extra wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80HarnessSlots.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Spare pin positions in harness.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80HarnessUpgraded.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5VDC and ground upgraded.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ground updates===&lt;br /&gt;
&lt;br /&gt;
==== Recommended Ground Improvements for System 80/80A/80B Boards ====&lt;br /&gt;
&lt;br /&gt;
When the Gottlieb® System 80 board set was designed, for whatever reason, the designers did not physically attach each board to a common ground plane via a conductive back panel, standoffs and screws as Bally and Williams did. Instead, Gottlieb® relied on connectors and wires between each board to create a common ground. A poor connection due to dirty/damaged/fatigued connector pins will sever or introduce resistance into the ground between system components resulting in all sorts of odd behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To address this problem, it is important to examine each connector to ensure each pin is clean, and making solid contact (zero electrical resistance, 0 ohms) with the card edge conductor. The ultimate (and recommended) insurance is to add an additional wire from each board&#039;s ground to a common ground point. Historically, the recommended location to join separate board grounds is at the power supply. That ground is then connected to the ground strip (System 80/80A) or transformer assembly (System 80B) in the cabinet bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These ground upgrades were initially recommended and published on the Internet by [http://flippers.com/gottlieb_ground_cures.html#System80 John Robertson of John&#039;s Jukes].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=4 caption=&amp;quot;Recommended Board Ground Wire Locations&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB_Sys80_PSU_Ground.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80/80A Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80bPowerSupplyGroundMod.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B 5V Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80BAuxiliaryPowerSupplyCardEdge.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Auxiliary Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80a cpu brd grd.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;MPU Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80ab drvr brd grd.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Driver Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80 sound added ground.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80 Sound Only Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sound Speech ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Sound and Speech Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sound Speech power sup ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Sound and Speech Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb piggyback sound ground add.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80A/80B Sound Only Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GottliebSoundBoardGroundMod.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Sound Board (edge connector)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80SoundBoardHeaderGrounds.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Sound Board (header connector)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Aux Board Ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Chaser Lamp Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another design decision was to provide separate ground wires for groups of lamps and coils on the driver board. There are several variations used to tie the driver board lamp and solenoid discrete ground wires to the ground plane.  The most common method Gottlieb® used was passing the ground wires through a large, inline Molex connector. If a group of lamps and/or coils are not working, there is a significant probability that a ground is missing.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80GroundsTiedTogether.jpg|left|thumb|300px|Tying all board ground together at a single point, on a System 80 or 80A game.]]&lt;br /&gt;
[[File:Sys80B_BoardGrounds_Added.jpg|right|thumb|300px|Using the 5VDC power supply heatsink as a tie point to add ground mods to a &amp;quot;non-foil&amp;quot; back panel game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Once all of the board grounds have been installed, tie them all together to a single point, as shown at left on a Gottlieb System 80 or 80A game. Here, one of the screws on the power supply is a handy attach point. Note that the coating on the cold plate at that screw point should be sanded bare, as discussed in step 9 of this [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Recommended_Updates_and_Repairs_for_the_System_80.2F80A_Power_Supply_Board procedure].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For 80B games with &amp;quot;non-foil&amp;quot; back panels, one method is to use the +5V power supply heatsink as a tie point. Run a lead from the heatsink to the lower right bolt in the backbox. This bolt will have the factory ground straps secured to it. Make sure to sand or use a Dremel to remove the anodized coating from the heatsink where the grounds will be connected. This implementation eases subsequent board removal as fewer &amp;quot;eyelets&amp;quot; are involved to remove a specific board.&lt;br /&gt;
&lt;br /&gt;
The other method, and a good alternative for 80B games with the &amp;quot;foil&amp;quot; back panel where the heat sink is isolated from the back panel with nylon dual sided washers, is to use wires long enough to tie each board to the lower right bolt in the backbox.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80GroundTiedToCabinetGround.jpg|left|thumb|300px|Connecting all the grounds to cabinet ground (green/yellow wire).]]&amp;lt;br&amp;gt;&lt;br /&gt;
With the grounds all tied together at the power supply, tie that ground to the ground strip in the cabinet bottom. In the picture at left, the wire joined to all other grounds at the power supply is tied to a cabinet ground point (in this case the speaker housing). Cabinet ground points generally have a green wire with yellow tracer attached.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80GroundStrap.jpg|left|thumb|300px|System 80 Cabinet Bottom Ground Strip]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bottom board ground strap is where all grounds should come together for System 80 games.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Grounds Improvements for System 80A at Transformer Panel=====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|System 80A Grounds Cabinet Bottom Ground Strip]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Grounds Alien Star After.jpg|300px|thumb|left|Grounds at Transformer Panel (Alien Star)]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® did secure the grounds correctly on one particular game.  As seen in the adjacent pic, the grounds on Alien Star were attached discretely on the transformer panel.  These ground lines did not pass through a Molex connector like games before or games after.  Why Gottlieb® did not continue this practice is unknown.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Recommended Ground Improvements for System 80B====&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80A / 80B at the Transformer Panel - &amp;quot;The Games&amp;quot; to &amp;quot;Chicago Cubs Triple Play&amp;quot;=====&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*The Games&lt;br /&gt;
*El Dorado City of Gold&lt;br /&gt;
*Touchdown&lt;br /&gt;
*Ice Fever&lt;br /&gt;
*Bounty Hunter&lt;br /&gt;
*Chicago Cubs Triple Play&lt;br /&gt;
&lt;br /&gt;
After Alien Star, Gottlieb® either soldered wire leads directly to the male spade connector board on the transformer panel (games like Chicago Cubs), or used female spade connectors (games like The Games, Touchdown, and Ice Fever), and used square, inline 9-pin Molex connectors to connect to the wiring harness. These connections, if the pins in the connectors are in good shape, are solid and do not require upgrade or modification.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px&amp;gt;&lt;br /&gt;
File:Gottlieb-touchdown-transformer-panel.jpg|Grounds at Transformer Panel (Touchdown)&lt;br /&gt;
File:GTB Grounds Cubs.jpg|Grounds at Transformer Panel (Chicago Cubs Triple Play)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80B at the Transformer Panel - &amp;quot;Tag Team Pinball&amp;quot; to &amp;quot;Spring Break&amp;quot;=====&lt;br /&gt;
&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*Tag-Team Pinball&lt;br /&gt;
*Rock&lt;br /&gt;
*Raven&lt;br /&gt;
*Rock Encore&lt;br /&gt;
*Hollywood Heat&lt;br /&gt;
*Genesis&lt;br /&gt;
*Gold Wings&lt;br /&gt;
*Monte Carlo&lt;br /&gt;
*Spring Break&lt;br /&gt;
&lt;br /&gt;
Ground connections used on System 80B games from Rock to Spring Break are the most unreliable style of ground connections Gottlieb® ever used.  These connections consist of two (sometimes three) small boards each with two gangs of 9-pin male connections. The boards are fastened to the left side of the transformer panel&#039;s metal chassis.  One problem with this is that the 9-pin female connection becomes loose, and in turn, ground connections become intermittent.  Another problem is the male pins on the boards suffer from cracked solder connections.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One common symptom of poor ground connections is multiple solenoids not functioning.  If removing the 9-pin Molex plug from the ground board, rotating it 90 degrees, and reconnecting it causes non-working solenoids to function, the ground connections are bad. Whether or not this test proves that the ground connections are bad, it is highly recommended to improve the ground connections for future reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The purpose of these changes is to remove one potentially failed connection out of the equation.  The grounds will then be secured directly to the transformer chassis via solderless eyelet crimp connectors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These ground upgrades were initially recommended and published on the Internet by [http://www.flippers.com/gottlieb_ground_cures.html#System3 John Robertson of John&#039;s Jukes].  Below are the steps to properly upgrade the grounds.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=100px perrow=3 caption=&amp;quot;Gottlieb® System 80B Ground Upgrades (Tag Team Pinball to Spring Break)&amp;quot;&amp;gt;&lt;br /&gt;
File:Gtb_sys80b_trans_ground_01.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The stock ground connections plugged into the ground connection boards on the left side of the transformer panel.  This pic is a view from the left side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 02.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Remove all connections from the transformer panel.  Then, unscrew the four 5/16&amp;quot; hex head screws which secure the transformer panel from the bottom of the cabinet.  Turn the transformer panel on its side.  This will allow better access to secure the ring terminals to the side of the chassis.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 03.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut all of the ground wires as close as possible to the 9-pin connection.  Remove the two boards with the 9-pin male wafer connections.  As can be seen in the pic, Gottlieb® did actually secure the discrete transformer panel grounds to the panel&#039;s chassis with a single, soldered eyelet connector.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 04.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All the ground wires are to have their insulation stripped back longer than usual - approximately 3/4&amp;quot;.  Solderless ring terminals are crimped onto the ground wires.  The connections used in this particular application are Motormite #85443.  Motormite brand does not have to be used.  This particular brand and part number are mentioned due to the difficulty in finding the correct connectors to use. Most common ring terminals have a #10 or larger screw eyelet, which will not work effectively, if the eyelets are fastened to the side of the transformer panel chassis.  The ring terminals shown here are made for #12-#10 gauge wire with an eyelet for a #8 screw.  &amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 02.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The ground Molex plugs and connection boards which were formerly fastened to the transformer panel&#039;s metal chassis. The four ground connector plugs (some games only use three total) were cut off from the incoming ground wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 06.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Keep wires which were common to one connector together (driver board ground wires, playfield ground wires, and backbox ground wires).  In doing this, future disassembly will be possible, should any of the individual wiring harnesses need attention or the playfield removed from the game.  The ground wires are then twisted together and crimped.  From experience, a maximum of 4 larger gauge wires can be crimped in one connection.  Lighter gauge wires can be paired with or without heavier gauge wires.  When doing this, the maximum effective grouping of wires increases slightly.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 01.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The screws which were removed from the ground bus board should be reused to secure the eyelets to the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 03.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The transformer is fastened to the bottom of the cabinet with the ground upgrades in place.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground last.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pay close attention when securing the transformer panel to the cabinet.  All four mounting screws typically have flat ground straps with an eyelet.  These eyelet connections *must* be secured to the transformer panel.  Otherwise, the earth grounds will not all be tied together anymore.  Two of these ground connections are circled in the pic.  There are two more located on the backside of the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although somewhat equally difficult to locate, an alternate to the Motormite # 85443 connectors are Tyco / AMP 408-2049-4 connectors. Again, any brand can be used, but make certain the eyelet hole is for a #8 screw (not a #10 or larger), and the crimp connector can accommodate #10 / #12 gauge wires (typically yellow insulation on crimp).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80B at the Transformer Panel - &amp;quot;Arena&amp;quot; to &amp;quot;Amazon Hunt III&amp;quot; =====&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*Arena&lt;br /&gt;
*Victory&lt;br /&gt;
*Diamond Lady&lt;br /&gt;
*TX-Sector&lt;br /&gt;
*Robo-War&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Excalibur&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bone Busters Inc.&lt;br /&gt;
*Night Moves&lt;br /&gt;
*Amazon Hunt III&lt;br /&gt;
&lt;br /&gt;
Ground connections used on System 80B games from Arena to Amazon Hunt III are the not as bad as the previous design, however, they are still unreliable at times.  These connections consist of two small boards with three 10-pin .156&amp;quot; inline male header connections. The boards are fastened to the left side (or back side on newer games like Hot Shots) of the transformer panel&#039;s metal chassis.  One problem with this is that the header pins get cracked solder joints, and in turn, ground connections become intermittent. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One common symptom of poor ground connections is multiple solenoids not functioning.  If removing the 10-pin Molex plug from the ground board, and reconnecting it at a different header causes non-working solenoids to function, the ground connections are bad. Whether or not this test proves that the ground connections are bad, it is highly recommended to improve the ground connections for future reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The purpose of these changes is to remove one potentially failed connection out of the equation.  The grounds will then be secured directly to the transformer chassis via solderless eyelet crimp connectors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like the previous section, these ground upgrades were initially recommended and published on the Internet by [http://www.flippers.com/gottlieb_ground_cures.html#System3 John Robertson of John&#039;s Jukes].  Below are the steps to properly upgrade the grounds.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=100px perrow=3 caption=&amp;quot;Gottlieb® System 80B Ground Upgrades (Arena to Bone Busters)&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB 80B Victory Grounds 01.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The stock ground connections plugged into the ground connection boards on the left side of the transformer panel.  This pic is a view from the left side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 02.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Remove all connections from the transformer panel.  Then, unscrew the four 5/16&amp;quot; hex head screws which secure the transformer panel from the bottom of the cabinet.  Turn the transformer panel on its side.  This will allow better access to secure the ring terminals to the side of the chassis.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 03.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut all of the ground wires as close as possible to the 10-pin housing.  Remove the two boards with the three .156&amp;quot; 10-pin male header connections.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 04.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All of the ground wires are to have their insulation stripped back longer than usual - approximately 3/4&amp;quot;.  Solderless ring terminals are crimped onto the ground wires.  The connections used in this particular application are Motormite #85443.  Motormite brand does not have to be used.  This particular brand and part number are mentioned due to the difficulty in finding the correct connectors to use. Most common ring terminals have a #10 or larger screw eyelet, which will not work effectively, if the eyelets are fastened to the side of the transformer panel chassis.  The ring terminals shown here are made for #12-#10 gauge wire with an eyelet for a #8 screw.  &amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 05.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The ground Molex plugs and connection boards which were formerly fastened to the transformer panel&#039;s metal chassis. The five ground connector plugs were cut off from the incoming ground wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 06.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Keep wires which were common to one connector together (driver board ground wires, playfield ground wires, and backbox ground wires).  In doing this, future disassembly will be possible, should any of the individual wiring harnesses need attention or the playfield removed from the game.  The ground wires are then twisted together and crimped.  From experience, a maximum of 4 larger gauge wires can be crimped in one connection.  Lighter gauge wires can be paired with or without heavier gauge wires.  When doing this, the maximum effective grouping of wires increases slightly.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 07.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The screws which were removed from the ground bus board should be reused to secure the eyelets to the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 08.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The transformer is fastened to the bottom of the cabinet with the ground upgrades in place.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 09.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pay close attention when securing the transformer panel to the cabinet.  The four mounting screws may have flat ground straps with an eyelet.  These eyelet connections *must* be secured to the transformer panel.  Otherwise, the earth grounds will not all be tied together anymore.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although somewhat equally difficult to locate, an alternate to the Motormite # 85443 connectors are Tyco / AMP 408-2049-4 connectors. Again, any brand can be used, but make certain the eyelet hole is for a #8 screw (not a #10 or larger), and the crimp connector can accommodate #10 / #12 gauge wires (typically yellow insulation on crimp).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Problems===&lt;br /&gt;
====Replacing the Orange Filtering Capacitor====&lt;br /&gt;
[[File:AgedOrangeCap.jpg|300px|thumb|left|A worn out original 6800uf/25V Gottlieb® filter capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
If your System 80 or early System 80A game still has the original, orange 12VDC filtering capacitor in the cabinet bottom, it should be replaced. It&#039;s 30+ years old, has served the game well for a long time, and deserves a rest. Replace it with a new capacitor, valued from 6800uf to 12,000uf and at least 25V. Don&#039;t forget to acquire the right sized bracket to secure the cap to the bottom board.&lt;br /&gt;
&lt;br /&gt;
A very nice replacement for this capacitor, specified at 12,000uf, can be found [https://www.bigdaddy-enterprises.com/repairkits/gottlieb_kits.htm#g-80filters here] or [https://www.marcospecialties.com/pinball-parts/C12KM40VR here].&lt;br /&gt;
&lt;br /&gt;
This capacitor filters the rectified 12VDC which is supplied to the power supply board for regulation down to 5VDC which is used by every board in the game, including the MPU. Solid 5VDC power is critical for the game to operate properly, hence the need for a properly working cap.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sporadic / Inconsistent / Missing Voltages====&lt;br /&gt;
[[File:GTB Sys80 PS Cold Joints.jpg|300px|thumb|left|This header pin was removed from the board by wiggling it loose!]]&amp;lt;br&amp;gt;&lt;br /&gt;
One problem with the System 80 power supply sporadic, inconsistent, or missing voltages.  The game may be fine one minute, while the next minute, it loses voltage(s) completely.  One of the main culprits for this is cracked header joints.  Between vibration and the heat dissipated by the heat sink, header joints have a fairly high failure rate on System 80 power supplies.  The fix is to disassemble the power supply (as seen in the next section), and replace the stock round header pins with square headers. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Low 60v and All Displays Dim or at Half Brightness===&lt;br /&gt;
See the display section: [[#All Displays Dim or at Half Brightness|All Displays Dim or at Half Brightness]]&lt;br /&gt;
&lt;br /&gt;
====Recommended Updates and Repairs for the System 80/80A Power Supply Board====&lt;br /&gt;
[[File:GottliebSystem80PSBurnedCR7.jpg|300px|thumb|right|If CR7 on the Gottlieb power supply looks like this, the board should be rehabbed immediately.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 Power Supply board is a pretty tough bugger. Still, after years of steady operation, they do fail, and they require refurbishment / rebuild.&amp;lt;br&amp;gt;&lt;br /&gt;
The test point values are silk screened on the System 80 power supply board. They are +5VDC, +8VDC, +42VDC, and +60VDC. Ground, or &amp;quot;common&amp;quot; is also labeled.&amp;lt;br&amp;gt;&lt;br /&gt;
Given that the parts to refurbish the power supply are cheap and readily available, and that taking the power supply apart is a bit of a pain, a good strategy is to replace all failure prone parts, whether the parts have failed or not, to avoid disassembling the power supply more than once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mandatory parts list:&amp;lt;/b&amp;gt;&lt;br /&gt;
#.156 male header pins without friction lock, 9-pin, 7-pin, 6-pin, or break to size.&lt;br /&gt;
#500 ohm resistor cermet trimmer potentiometer. A quality sealed one like the one pictured is advised.&lt;br /&gt;
#3 inches of 18 gauge wire&lt;br /&gt;
#680 ohm 1/2 watt resistor (470, 510, 560, or 620 works also) replacement for R10, originally a 30 ohm 2W resistor and &amp;lt;b&amp;gt;must be replaced&amp;lt;/b&amp;gt; if CR7 is replaced with a 1N4738 (below)&lt;br /&gt;
#1N4738 8.2V 1 watt zener diode (CR7, originally a 1N3445 8.2V 2W zener)&lt;br /&gt;
#12K ohm, 1/2 watt resistor (R3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Optional parts list:&amp;lt;/b&amp;gt;&lt;br /&gt;
#1N4746 18V 1 watt zener diode (CR6, optional)&lt;br /&gt;
#47uf, 100V axial capacitor (C2, optional)&lt;br /&gt;
#LM723 voltage regulator and 14-pin socket (IC1, optional if the 5V section is operational)&lt;br /&gt;
#2N6057, 2N6059, or 2N6284 Darlington transistor (Q3, optional if the 5V section is operational)&lt;br /&gt;
#heat sink compound (optional as required)&lt;br /&gt;
#TO-3 mica insulator or heat sink gasket (optional as required)&lt;br /&gt;
#TO-3 transistor spacer (optional as required) Keystone 4616 or Mouser Electronics 534-4616&lt;br /&gt;
#2N5550 or 2N5551 transistor (Q2, optional)&lt;br /&gt;
#470uf/100V axial capacitor (C1, optional if the 42v/60v section is operational, this cap is often the cause of the 1/4A HV fuse blowing)&lt;br /&gt;
#TIP31C TO-220 NPN transistor (Q1, optional if the 42v/60v section is operational)&lt;br /&gt;
#TO-220 mica insulator (optional as required)&lt;br /&gt;
#TO-220 Passive Heatsink - Aavid Thermalloy 563002B00000G (only necessary if the existing heatsink is damaged or missing the PCB mounting tabs)&lt;br /&gt;
#TO-220 Nylon Bushing Insulator (only necessary if missing or damaged)&lt;br /&gt;
#Green LEDs (optional...use to identify that the board has been rebuilt)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&lt;br /&gt;
#Remove the 4 screws that fasten the PCB to the cold plate (heat sink).&lt;br /&gt;
#Remove the 2 screws that fasten the back mounted transistor Q3 to the PCB and cold plate.&lt;br /&gt;
#Use a solder removal tool to remove the solder from the legs of Q3 that extend through the PCB. This is the toughest part of the job. If the board had been really hacked, two irons and a friend may be needed to accomplish this.&lt;br /&gt;
#Once the cold plate and Q3 have been removed, set those parts to the side.&lt;br /&gt;
#Replace parts on the PCB as recommended and advised by the particular failure.&lt;br /&gt;
#On the solder side of the PCB, solder a 3&amp;quot; wire from the ground trace to the screw mount, as shown in the picture below.&lt;br /&gt;
#When replacing the original round header pins with new square header pins, the through holes may require slight enlargement using a pick as shown in the picture below. Alternatively, the holes can be drilled with a small bit from the solder side of the board. Pressing the pins into the through holes without enlarging them might cause the solder pad to pop off the board. Key pins must be removed prior to installation as the PCB has no holes at the key pin position.&lt;br /&gt;
#Recheck all of the work performed.&lt;br /&gt;
#Sand the black insulating coating from the top/right screw hole on the front of the cold plate, as shown in the picture below. The insulating coating is very tough. A drum sander attachment on a Dremel works very well for this.  To ensure enough has been sanded, use a meter to &amp;quot;buzz&amp;quot; between screw holes. The screw hole will be used later to tie the ground from each PCB together.&lt;br /&gt;
#Install Q3 (note that it will only install one way) onto the cold plate using the transistor spacer, mica insulator, and heat sink compound.&lt;br /&gt;
#Mate the two halves of the power supply together and reinstall the two screws which secure Q3.&lt;br /&gt;
#Solder the leads of Q3 to it&#039;s through-holes.&lt;br /&gt;
#To ensure continuity at each leg&#039;s solder joint, &amp;quot;buzz&amp;quot; the connection between the left leg of Q3 and the top leg of R9.&lt;br /&gt;
#Also &amp;quot;buzz&amp;quot; the connection between the right leg of Q3 and the bottom leg of R11.&lt;br /&gt;
#Install the remaining 4 screws around the perimeter of the power supply board. &lt;br /&gt;
#Lastly, ensure there is NO continuity between Q3 and the cold plate, as shown in the picture below. This is an essential step to ensure proper operation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=170px heights=100px perrow=3 caption=&amp;quot;System 80/80A Power Supply Repair&amp;quot;&amp;gt;&lt;br /&gt;
File:Parts.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Required&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsRemoved.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front Side, Parts Removed and Board Cleaned Up&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsRemovedBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Back Side, Parts Removed&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:EnlargingHoles.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Enlarging Header Pin Holes&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsReplaced.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Replaced, Front Side&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsReplacedBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Replaced and Ground Updated, Back Side&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:R10ThermalStrainRelief.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Strain Relief for R10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Sys80PSAllDone.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All Done&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Transistor-to-ColdPlateContinuityTest.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Ensuring no continuity between Q3 and the cold plate&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once fully assembled, reinstall the power supply into the game. Connect ONLY J1 (the lower 9-pin connector) at this time. Power the game on, looking for the two LEDs to light. If they do not light, there will be rework to perform. Assuming that they do light, test each of the voltages that the power supply creates to ensure the correct power is being generated/regulated. Since the power is not &amp;quot;under load&amp;quot;, each of the voltages may read 10% or so high. While measuring the 5V test point, adjust the 5V trim pot to about 5.1VDC.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
That&#039;s it! Done.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: once the other boards are connected to the power supply, the 5V may sag some. Measure the 5V across the electrolytic cap just to the right of the MPU power connector. Using the 5V trim pot, adjust the 5V power to between 5.0 and 5.1VDC.&lt;br /&gt;
&lt;br /&gt;
====Recommended Repairs for the System 80B Power Supply Board====&lt;br /&gt;
[[File:Gtb sys80b psu.JPG|300px|thumb|left|System 80B +5 VDC Power Supply. The adjustment POT is at the top of the PCB.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Step one to improving power supply reliability is to replace the original 500 ohm 1 watt adjustment pot.  This procedure can be done easily without removing the large heat sink.  A replacement sealed pot is recommended, but not completely necessary.&lt;br /&gt;
&lt;br /&gt;
Next, remove all the old solder from the all of the .156&amp;quot; header pins, and reflow new solder onto the joints. The top header pins (J2) supply +5VDC to the majority of the associated circuit boards in the back box.  Provided that the power supply is delivering acceptable voltages in the +5VDC range, these two relatively simple repairs are the only things needed for this board.&lt;br /&gt;
&lt;br /&gt;
However, if you&#039;ve adjusted the pot as much as possible in the appropriate direction, and the power supply is still delivering voltages higher or lower than around +5VDC, it&#039;s probably time to look at replacing the LM338K voltage regulator.  While not a frequent occurrence, the voltage regulator will sometimes fail. &lt;br /&gt;
&lt;br /&gt;
If the voltages measured are less than 1VDC, the grounds for the power supply (located at the transformer panel) will more than likely need attention.  Once the grounds at the transformer panel are better secured, recheck the voltage at the power supply.&lt;br /&gt;
&lt;br /&gt;
Note: When measuring the +5VDC provided by the power supply, first disconnect J2 on the power supply. Measure power at the J2 male headers first. Once within an acceptable range, turn power off and reconnect J2. Measure power across C1, the 100uf/10V capacitor that is next to J1 (power connector) on the MPU. The MPU may drag the +5VDC supply down a bit. If you find this to be the case, adjust the trim pot on the power supply until a steady +5VDC is seen at the MPU. Poor connections between the +5VDC power supply and the MPU board may also reduce the voltage measured at the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Optional Bling...Adding Power Indicating LED&#039;s to Boards====&lt;br /&gt;
=====CPU Board LED=====&lt;br /&gt;
How to add a &amp;quot;+5 volt&amp;quot; indicator for the Gottlieb System 80 Generation 1 CPU board (the D102 board). This will light up when + 5 volts are present on the CPU board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; diameter holes spaced about 3mm apart in the spot indicated just below power connector J1. This area has no traces to interfere with drilling.&lt;br /&gt;
#Install LED into board with flat side facing toward the power connector J1.&lt;br /&gt;
#Bend the flat side&#039;s lead to the negative (ground) point shown in the picture and solder it.&lt;br /&gt;
#The other lead of the LED will connect to one side of the 330 ohm resistor. The other end of the resistor will be soldered to the positive trace shown in the picture. You&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is powered on, this LED will indicate that the CPU board is receiving +5 volts from the power supply.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDholesfront.JPG|300px|thumb|left|Holes drilled on front of board]]&lt;br /&gt;
[[File:Sys80CPULEDholesrear.JPG|300px|thumb|right|Holes drilled on rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Circled areas are where to drill the two holes for the LED. Any color of LED can be used, but red or green are preferred.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDwiring.JPG|300px|thumb|left|Wiring on solder side of board]]&lt;br /&gt;
[[File:Sys80CPULEDfront.JPG|300px|thumb|right|LED installed on board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED. Note the location of the flat side of the LED.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDlitup.JPG|300px|thumb|left|Finished installation of LED]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Completed installation with LED lit up indicating the +5 volts is present on the CPU board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Driver Board LED=====&lt;br /&gt;
Adding a &amp;quot;+5 volt&amp;quot; indicator to the System 80 Driver Board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohm quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; holes spaced about 3mm apart in the board at the location shown in the pictures to the left of the electrolytic capacitor near chip Z1. There should be no traces at that area.&lt;br /&gt;
#Install the red LED with the flat side facing the trace going to the negative side of the electrolytic capacitor. Bend the LED&#039;s flat side lead down to that trace and scrape away some of the green paint at the point you will be soldering it. Now solder that lead to the trace.&lt;br /&gt;
#Solder one end of the 330 ohm resistor to the other lead of the LED.&lt;br /&gt;
#The other end of the resistor will now get soldered to the trace that goes to the positive side of the electrolytic capacitor. Again, be sure to scrape some of the green paint off of the trace where the resistor lead will be soldered. You are done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is on, the LED will be lit indicating that the driver board is receiving +5 volts from the CPU board.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LED_holesfront.JPG|300px|thumb|left|Drilled holes on front of board]]&lt;br /&gt;
[[File:Sys80LEDholesrear.JPG|300px|thumb|right|Drilled holes on the rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Views of the holes drilled for the LED looking from the front and rear of the System 80 driver board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LEDrear.JPG|300px|thumb|left|Wiring of the LED and resistor]]&lt;br /&gt;
[[File:Sys80LEDflat.JPG|300px|thumb|right|Finished installation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED. Notice the location of the flat side of the LED. Any color of LED can be used, but red or green is prefered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LEDlitup.JPG|300px|thumb|left|Finished installation with LED lit]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Completed installation showing the LED lit up indicating +5v power is present on the driver board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pop Bumper Driver Board LED=====&lt;br /&gt;
How to add a &amp;quot;+5 volt&amp;quot; indicator for the Gottlieb System 80 Pop Bumper Driver Board. This will light up when + 5 volts are present on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#From the solder side, mark and drill four 1/16&amp;quot; diameter holes spaced as shown in the spot indicated. &lt;br /&gt;
#Install LED into board with flat side facing toward the power connector J1.&lt;br /&gt;
#Bend the flat side&#039;s lead to the negative (ground) point shown in the picture and solder it.&lt;br /&gt;
#The other lead of the LED will connect to one side of the 330 ohm resistor.&lt;br /&gt;
#The other end of the resistor will be soldered to the positive trace shown in the picture.&lt;br /&gt;
#You&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is powered on, this LED will indicate that the CPU board is receiving +5 volts from the power supply.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px perrow=3&amp;gt;&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-supplies.jpg|Supplies needed.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-1.jpg|Mark holes on solder side as shown.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-2.jpg|Drill holes.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-3.jpg|Stuff parts shown. Note the polarity of the LED.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-4.jpg|Bend component legs as shown.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-5.jpg|Solder all 3 connections as shown.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Repeat for each Pop Bumper Driver Board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary Lamp Driver Board LED=====&lt;br /&gt;
Adding a &amp;quot;+5 volt&amp;quot; LED indicator for the auxiliary lamp driver board used to create &amp;quot;chase lamps&amp;quot; in many System 80/80A/80B games.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red or green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, 1/4 watt&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; diameter holes about 3mm apart in the locations indicated in the pictures.&lt;br /&gt;
#Mount LED with the flat side toward the edge of the board.&lt;br /&gt;
#The lead from the LED&#039;s flat side will be soldered to pin 2 (ground) of connector A11P1. Be sure to slide a piece of heat shrink tubing over this lead so it does not accidently short to the other connector pins.&lt;br /&gt;
#The other lead of the LED will be soldered to one end of the 330 ohm resistor.&lt;br /&gt;
#The other end of the resistor will be soldered to pin 4 (+5 volts) of connector A11P1.&lt;br /&gt;
&lt;br /&gt;
Whenever the machine is on, the LED should be lit, indicating the auxiliary lamp driver board is receiving power. &lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDfrontholes.JPG|300px|thumb|left|Drilled holes on front of board]]&lt;br /&gt;
[[File:ALDLEDrearholes.JPG|300px|thumb|right|Drilled holes on rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
View of the holes drilled for the LED as viewed from the front and rear of the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDfront.JPG|300px|thumb|left|LED installed on board]]&lt;br /&gt;
[[File:ALDLEDrear.JPG|300px|thumb|right|Resistor and LED wiring]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED on the rear of the board. Notice the location of the flat side of the LED.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDlitup.JPG|300px|thumb|left|LED is lit up]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Finished installation with LED lit up indicating presence of +5 volts power on the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound/Speech Power Supply Board LED&#039;s=====&lt;br /&gt;
The Sound/Speech power supply board will get a total of four LED&#039;s! These are to indicate the presence of -12 volts, +12 volts, and +30 volts going out to the actual sound/speech board and also to indicate +24 volts coming in to the power supply board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*4 Red or green LED&#039;s&lt;br /&gt;
*2 Resistors, 1 k, 1/4 watt&lt;br /&gt;
*1 Resistor, 2.2k, 1/4 watt&lt;br /&gt;
*1 Resistor, 3.0 k, 1/4 watt&lt;br /&gt;
&lt;br /&gt;
#Drill a total of eight 1/16&amp;quot; holes at the points shown in the pictures near connector A7P1. Lead spacing per LED is about 3mm. Be sure the LED&#039;s are not too close to each other to interfere with sitting flat against the board. The +12 and +30 volt LED&#039;s will mount with the flat side facing diagonally (7 o&#039;clock) toward the lower left board mounting hole.&lt;br /&gt;
#The -12 volt LED will have the lead of the round side (anode) soldered to the heavy ground trace of the board. You&#039;ll need to scrape some of the green paint off the trace first. The other lead of this LED will be soldered to one end of a 1k resistor. The other end of this resistor will be soldered to the junction point of resistor R2 and the anode of zener diode CR2.&lt;br /&gt;
#The +24 volt LED will have the lead from the flat side (cathode) of the LED soldered to the heavy ground trace on the board. You&#039;ll need to scrape a bit of the green paint off the trace first. The other lead of the LED will be soldered to one end of a 2.2k resistor. The other end of the resistor will be soldered to the trace going to connector A7P1 pin 6 (+24 volts). Again, you&#039;ll need to scrape some of the green paint from the trace first.&lt;br /&gt;
#The +12 volt LED will have the lead from the flat side (cathode) of the LED soldered to the heavy ground trace. You will need to scrape some of the green paint off the trace first. The other lead of the LED will be soldered to one end of a 1k resistor. The other end of this resistor will be soldered to to the trace going to connector A7P1 pin 1 (+12 volts). You will need to scrape some of the green paint off of the trace first.&lt;br /&gt;
#The +30 volt LED will have the lead of the flat side (cathode) soldered to the heavy ground trace. You will need to scrape off some of the green paint from the trace first. The other lead of the LED will be soldered to one end of a 3 k resistor. The other end of this resistor will be soldered to the trace going to connector A7P1 pin 2 (+30 volts). You will need to scrape some of the green paint from the trace first.&lt;br /&gt;
#These LED&#039;s above are all optional. The board never originally came with anything to indicate presence of voltages. If you only want to install one, that&#039;s fine. I chose to install all four so I can see at a glance that all four voltages are present. You don&#039;t have to install all four if you don&#039;t want to.&lt;br /&gt;
&lt;br /&gt;
In the picture of the finished front of the board the LED&#039;s from top to bottom are:&lt;br /&gt;
&lt;br /&gt;
*-12v&lt;br /&gt;
*+24v&lt;br /&gt;
*+12v&lt;br /&gt;
*+30v&lt;br /&gt;
&lt;br /&gt;
In the picture of the wiring on the back (foil) side of the board, the resistors top to bottom are:&lt;br /&gt;
&lt;br /&gt;
*1K&lt;br /&gt;
*2.2K&lt;br /&gt;
*1K&lt;br /&gt;
*3K &lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDfrontholes.JPG|300px|thumb|left|Drilled holes for the LED&#039;s on the front of board]]&lt;br /&gt;
[[File:SSPSLEDrearholes.JPG|300px|thumb|right|Drilled holes for the LED&#039;s on the rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Views of the drilled holes for the LED&#039;s looking from the front and rear of the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDlower.JPG|300px|thumb|left|+12 and +30 LED&#039;s installed on front]]&lt;br /&gt;
[[File:SSPSLEDupper.JPG|300px|thumb|right|-12 and +24 LED&#039;s installed on front]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All four LED&#039;s installed on the front of the board. Notice the location of the flat sides of all the LED&#039;s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLED_wiring.JPG|300px|thumb|left|Wiring of the resistors on the rear of board]]&lt;br /&gt;
[[File:SSPSLEDfinished.JPG|300px|thumb|right|All four LED&#039;s installed on front of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistors and LED&#039;s on the rear of the board. All four LED&#039;s installed on front of board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDlitup.JPG|300px|thumb|left|Finished and all LED&#039;s lit]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All four LED&#039;s installed and lit up indicating the presence of the four different voltages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80/80A Power Supply Board LED=====&lt;br /&gt;
The System 80 and System 80A power supply board already has LED&#039;s installed to indicate the +5 volts and +12 volts. This project will add an LED to indicate the presence of the +60 volts which is used to operate the score displays. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 LED, any color&lt;br /&gt;
*1 Resistor, 10k, 2 watts&lt;br /&gt;
&lt;br /&gt;
#Drill a total of four 1/16&amp;quot; diameter holes at the points indicated between the foil traces in the pictures. Try to keep the holes in a straight line.The LED installs in the top two holes and with the flat (cathode) side facing downward toward the bottom end of the board. The resistor will install in the other remaining two holes which are the also the farthest spaced. Be sure to scrape the paint off of the foil traces at the points shown in the pictures.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_holes_front.JPG|300px|thumb|left|Holes drilled viewed from front of board]]&lt;br /&gt;
[[File:SYS80PS_holes_rear.JPG|300px|thumb|right|Holes drilled as viewed from rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wiring it all up:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The flat (cathode) side of the LED will be soldered to the top end of the 10k 2 watt resistor. Be sure to keep all component leads pressed down as close to the foil traces as possible to prevent shorting to the metal frame when the board is re-assembled to the metal frame. There is very little clearance between the board and the metal frame when everything is re-assembled. The lower end of the resistor will be soldered to the foil trace that goes to connector J3, pins 4 and 5 (ground). The round (anode) side of the LED will be soldered to the foil trace that goes to connector J3 pin 1 (the +60 volts). Put a short piece of heat shrink tubing or sleeving over that lead to prevent it from shorting to the trace it crosses over. Now carefully bend that lead of the LED down onto the correct foil trace as shown in the pictures and solder it. Be sure to label the new LED on the parts side of the board as &amp;quot;+60V&amp;quot;. This completes the wiring.&lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_parts.JPG|300px|thumb|left|Resistor and LED mounted on board]]&lt;br /&gt;
[[File:SYS80PS_soldered.JPG|300px|thumb|right|Parts soldered to foil traces]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new LED should be lit at all times the machine is turned on. It indicates that +60 volts DC is present to operate the score displays. The other display voltage, +42 volts, is derived from the +60 volts. &lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_finished.JPG|300px|thumb|left|Finished installation with +60v marking]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80 First Generation &amp;quot;Sounds Only&amp;quot; Sound Board LED&#039;s=====&lt;br /&gt;
This board was used in early System 80 games such as Panthera. It operates on three power sources, -12 volts, +12 volts, and +5 volts. The +12 volts is obtained from the bottom panel in the machine. The +5 volts is obtained from the game&#039;s power supply board. The -12 volts is generated on this sounds only board by receiving ac power input on J1 pins 3 and 4. You can measure the -12 volts by connecting your volt meter across zener diode CR5 (1N4742A).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MATERIALS NEEDED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*2 LED&#039;s, any color&lt;br /&gt;
*1 Resistor, 1k @ 1/4 watt&lt;br /&gt;
*1 Resistor, 330 ohm @ 1/4 watt&lt;br /&gt;
*1 Short piece of small diameter heat shrink tubing&lt;br /&gt;
&lt;br /&gt;
#Drill two pairs of holes 1/16&amp;quot; diameter and about 3mm apart at the locations as shown in the pictures. Be sure not to drill through any foil traces.&lt;br /&gt;
#The +12 volt LED will have the flat side (cathode) of the LED soldered to the ground trace coming from pin 6 of connector J1. You&#039;ll need to scrape a bit of green paint off of the trace first in order to solder it. The other lead of the LED will be soldered to one end of a 1k @ 1/4 watt resistor. The other end of the resistor will be soldered to pin 1 of connector J1 (the +12 volt source). Be sure to slide a short piece of heat shrink tubing over this end of the resistor before soldering since this lead will pass over a couple of traces. This will prevent the resistor lead from shorting to those traces and causing damage.&lt;br /&gt;
#The +5 volt LED will have the flat side (cathode) of the LED soldered to the ground trace coming from pin 6 of connector J1. You&#039;ll need to scrape a bit of the green paint off of the trace first in order to solder it. The other end of the LED will be soldered to one end of a 330 ohm @ 1/4 watt resistor. The other end of the resistor will be soldered to pin 5 of connector J1 (the +5 volt source).&lt;br /&gt;
#When finished, be sure to note that the flat sides of both LED&#039;s will be facing each other on the front side of the board. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80so_holes_front.JPG|300px|thumb|left|Holes drilled in front of board]]&lt;br /&gt;
[[File:Sys80so_holes_rear.JPG|300px|thumb|right|Holes drill in rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80so_LEDS.JPG|300px|thumb|left|LED&#039;s installed on board with flat sides facing each other]]&lt;br /&gt;
[[File:Sys80so_resistors.JPG|300px|thumb|right|Wiring on solder side of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====F2 Fuse Blows At Power Up on 80A games====&lt;br /&gt;
If the F2 fuse blows at power up, there is one overlooked problem that is good to check. This could also apply to 80B games, but a different fuse may blow.&lt;br /&gt;
&lt;br /&gt;
On the transformer panel, there is a pair of cement resistors are soldered to a solder tab, which is screwed down to a small square plastic post. Check to make sure that this has not been moved to another screw hole in the metal of the transformer panel. Screwing this line to the metal of the transformer panel ties one of the AC lines to ground. Since this line is shorted/tied to ground, it also has the side effect of making the bridge rectifier test bad, since there is a tab tied to ground when there shouldn&#039;t be one. It is likely that the bridge rectifier will test good as soon as the solder tab is moved to the correct place.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300&amp;gt;&lt;br /&gt;
File:sys80-f2-fuse-blows-issue-2.jpg|Correct place to screw the solder tab (on the square plastic post)&lt;br /&gt;
File:sys80-f2-fuse-blows-issue-1.jpg|Incorrect place to screw the solder tab. This causes a short.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MPU boot issues===&lt;br /&gt;
&lt;br /&gt;
There are a large and varied number of reasons that a System 80 MPU will fail to boot. Unfortunately, as has been said before, &amp;quot;this is not a Bally world&amp;quot;. That is, unlike &amp;quot;classic&amp;quot; Bally and Stern MPUs the System 80 MPU provides absolutely no indication as to why it may have failed to boot.&lt;br /&gt;
&lt;br /&gt;
Debugging a non-booting MPU is somewhat of an art. A few basic steps are listed below.&lt;br /&gt;
&lt;br /&gt;
#Ensure the power supply is providing a solid 5VDC power source&lt;br /&gt;
#Replace the orange electrolytic cap in the cabinet bottom if still original&lt;br /&gt;
#Take the board to the bench&lt;br /&gt;
#Examine the board for alkaline damage. Abate all alkaline corrosion.&lt;br /&gt;
#Ensure the reset section of the board is working. Pin 40 of the 6502 should begin &amp;quot;low&amp;quot;, then after about 1/2 second, transition to &amp;quot;high&amp;quot;. Note that the reset transition will be slightly longer if using a modern reset generator (ala DS1811) as outlined in subsequent sections&lt;br /&gt;
#Check the clock signals at the 6502. A logic probe will show a rhythmic pulse. An Oscilloscope should show the 3.58Mhz pulse. If the clock signal is not pulsing, work backwards through the 74xx logic all the way to the crystal if necessary&lt;br /&gt;
#Check the IRQ signal at the 6502. Ensure it isn&#039;t &amp;quot;stuck&amp;quot;. Only the 6532 RIOTs can pull the IRQ signal low. Once the 6502 software processes the IRQ, the 6502 will release the IRQ signal&lt;br /&gt;
#Check the R/W (read/write) signal at the 6502. Again, ensure it isn&#039;t stuck&lt;br /&gt;
#Check the address and data lines to ensure that they are pulsing&lt;br /&gt;
#Feel each of the masked ROM chips at U2 and U3 as well as the 6532 RIOT chips at U4, U5, and U6. If the IC is too hot to touch, it has probably failed and should be replaced. Note that the 6532 RIOTs run hot normally. If one is noticeably hotter than the other, that may be an indication of failure.&lt;br /&gt;
#Test each of the 74XX chips in the switch matrix (Z11 - Z15) using this [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit procedure].&lt;br /&gt;
#If the board has the original masked game ROM(s), replacement of those ROM(s) is advised. System 80 and 80A games used a 2716 originally at the PROM1 position (early games used dual 2708s at PROM1 and PROM2). System 80B games used a 2764 for the game ROM (which also replaces U2 and U3) and generally a 2716 at the PROM1 position. Of course, the ROM image can be doubled or even quadrupled so that it fits snugly into a larger capacitor ROM as long as that ROM footprint matches the OEM ROM footprint (number of pins)&lt;br /&gt;
#System 80B MPUs employ a &amp;quot;daughter card&amp;quot;. Fractured solder joints where the &amp;quot;riser pins&amp;quot; connect to the daughter card are often an issue. These joints can&#039;t be examined without removing the daughter card. And removing the daughter card is not trivial. If flexing the daughter card causes the board to boot or to crash, fractured solder joints are a solid suspect.&lt;br /&gt;
&lt;br /&gt;
====Power on &amp;quot;Thunk&amp;quot;====&lt;br /&gt;
Some System 80 games exhibit a &amp;quot;thunk&amp;quot; upon power up. The manifestation of this is the unpredictable lighting of lamps, running of motors, and actuation of coils / relays.  The symptom is unpredictable in that swapping either the driver or the MPU board might change the behavior. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;thunk&amp;quot; can be suppressed via a process detailed [http://www.flippers.com/gott-system80.html#thunk here] by John Robertson.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80 Driver Reset Front.JPG|thumb|left|300px|The addition of an MCP130-460HI/TO reset generator on the driver board.]]&lt;br /&gt;
[[File:Sys80 Driver Reset Back.JPG|thumb|right|300px|The addition of an MCP130-460HI/TO reset generator on the driver board w/ traces cut and jumpers run.]]&amp;lt;br&amp;gt;&lt;br /&gt;
As an alternative to John&#039;s approach, another method has been developed. The method employs the use of a reset generator tied to the &#039;&#039;&#039;CLR&#039;&#039;&#039; leg (pin 1) of the appropriate 74175 flip-flops (those that control devices that &amp;quot;thunk&amp;quot;). The reset generator is added to the front of the driver board in the upper right hand corner. There is a &amp;quot;star via&amp;quot; in this location. Solder should be removed from the star via exposing a through hole. Next, two very small holes should be drilled into the board on either side of the via. Make certain not to drill through traces on the solder side of the board, and that neither hole touches the &amp;quot;star via&amp;quot;. Next, scrape the solder mask from the two thick traces on the solder side which pass closest to the star via. These traces terminate at capacitor C1 on the driver board.  The closest trace is ground and the other trace is +5v. Next, place a MCP130-460HI/TO reset generator through the driver board. The center leg (&#039;&#039;&#039;RESET&#039;&#039;&#039;) will pass through the star via, while the outer legs will go through the newly drilled holes. The flat side of the reset generator should be facing the components on the driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
Next, bend the GND and 5V legs of the reset generator onto the appropriate traces where the masking was scraped.  Next, the traces on Z3, Z4, and Z5 should be cut between pin 1 and pin 16. This is the wide trace at the very top of the chip. Additionally, there is a thick trace to the right of pin 1 on Z4 which must be severed. After cutting this trace, pin 16 and the isolated trace must be tied together with a jumper.  This connects 5VDC to pin 16 of Z4. Now that pin 1 is isolated from 5VDC on chips Z3, Z4, and Z5, trace wire must be routed from the center leg (&#039;&#039;&#039;RESET&#039;&#039;&#039;) of the reset generator to pin 1 of each of these chips. Once this modification is completed, the coils associated with these chips will no longer be pulsed when the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Like the modification which John Robertson lays out, it may not be necessary to isolate pin 1 of Z3, Z4, and Z5 for every game. However, isolating these 3 chips accommodates most System 80/A/B games that use lamp transistors to pre-drive coils / relays. The game over and tilt relays will still pulse briefly upon turning the game on but that behavior is generally acceptable. Isolating pin 1 of Z1 and tying pin 1 to the reset line of the reset generator will resolve this residual behavior.&lt;br /&gt;
&lt;br /&gt;
Note that the trace wire shown in the pic on the right could have been routed more elegantly.  This was in part due to an afterthought in having Z3 tied to the reset generator.&lt;br /&gt;
&lt;br /&gt;
Since the &amp;quot;thunk&amp;quot; is really just a minor irritation, most owners do not think that the resolution is worth the effort. However, on some games, the thunk can be very annoying by pulsing the ball release coil under the lower apron. The result is a ball being served into the shooter lane, before the MPU board even boots up. Most System 80B Genesis games run the &amp;quot;Reveal Motor&amp;quot; as a result of the &amp;quot;thunk&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ResetGeneratorPinExplanation.jpg|thumb|left|300px|Part number explanation and pin configuration for various reset generators.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Other reset generators may be used as long as the pinout of the legs is observed. Shown at left is a snippet of the datasheet that explains reset generator part numbers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AlternateDethunkFront.jpg|thumb|left|300px|Using an MCP130-460DI/TO reset generator. Take care to drill the holes so that only one reset generator leg touches the star.]]&lt;br /&gt;
[[File:DethunkAlternateBack.jpg|thumb|right|300px|Jumpers are still connected to the &amp;quot;star via&amp;quot; but the new holes are drilled in different locations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One alternate reset generator to use is the MCP130-460DI/TO which is also used in the section that discusses System 80 MPU alkaline corrosion abatement. The installation is a bit different as is shown in the adjacent pictures. The (&#039;&#039;&#039;RESET&#039;&#039;&#039;) signal is on the left leg of the reset generator while Vdd (5VDC) is in the center and Vss (Ground) is on the right leg.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Erratic Boot Issues with Later 80B Games (Hot Shots, Bad Girls, and Big House)====&lt;br /&gt;
Some erratic boot issues have been observed with the following games: Hot Shots, Bad Girls, Big House, and Excalibur, however, the list of games may be more extensive.  The issues included are a locked on display with garbage characters shown, no display illuminating at all, sound board not booting (LED stuck on), locked on lamps, no controlled lamps, locked on coils, etc.  The source of the problem seems to stem from the fluorescent tube starter located in the backbox.  It is unknown why exactly this anomaly occurs.  Removal of the starter should resolve the booting issues.  Worst case scenario, remove the 110v panel fuse on the transformer panel use for the fluorescent light circuit.  Unfortunately, this is the only resolution known at this time.&lt;br /&gt;
&lt;br /&gt;
====Battery Leakage and Corrosion====&lt;br /&gt;
Like most any other pinball machine manufactured, Gottlieb® uses batteries to supply power to the non-volatile RAM memory.  Certain game settings, high score thresholds (including high score to date), audit information, and bookkeeping information are all options which are saved when the game is powered off.  And unless some kind soul, who worked on your machine before, either removed the battery and mounted it remotely away from circuit boards, or just plain removed the battery, there will be some variety of a 3.6v Nickel Cadmium (NiCad) rechargeable battery soldered onto your CPU board.  &lt;br /&gt;
&lt;br /&gt;
So, what&#039;s so bad about having a battery on the CPU board?  Well, nothing really, unless it&#039;s forgotten, and in most cases, it is.  While you let your pinball machine sit unplayed for weeks, months, or even years at a time, the battery remains perched on the circuit board like a ticking time bomb.  I&#039;m not saying the battery is going to blow up, although some replacement non-rechargeable batteries could overheat and / or explode if not correctly installed.  The battery is like a ticking time bomb, because it is a threat to the overall health of the electronic components, traces, and connectors attached to your CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now that I have your attention regarding the whole battery thing, let&#039;s talk about the battery, and what happens. . .&#039;&#039;&#039;WHEN GOOD BATTERIES GO BAD&#039;&#039;&#039;.  It&#039;s not that some batteries were born on the wrong side of the tracks or anything. Any good battery can go bad without much warning.  It takes time, but eventually you will find that your battery has crossed over to the &amp;quot;dark side&amp;quot;.  That particular time is typically when you turn your game on, the lights come on, and that&#039;s it.  The displays don&#039;t light up. The start up sounds don&#039;t resonant. And, the silver ball stays in its comfy little home.  Nada...nothing...no signs of anything resembling a fun game of pinball.  &#039;&#039;&#039;UH-OH!&#039;&#039;&#039; So what happened?  The pinball machine worked fine the last time you played it.  &lt;br /&gt;
&lt;br /&gt;
Well, while you were out having a good time and enjoying life, the poor, aged, neglected battery decided to wreak havoc all over the reset section, clock section, or possibly more regions on your CPU board.  The CPU battery spewing its guts all over the place is akin to the batteries in the flashlight you haven&#039;t turned on since the last power outage a year or two ago.  You go to turn on the flashlight when you need it most, and find out there&#039;s something wrong.  So being the curious type, you open the flashlight&#039;s battery compartment only to find some kind of blue-green funk leaking all over, or the batteries now look like they need a shave.  The resolution to the flashlight scenario is pretty simple. Throw it away, and buy a new one. Your CPU board problem can be resolved the same way, except it will be a lot more costly, and is not recommended to just pitch it in the trash. If the battery damage to the CPU board is not overly extensive, attempt to repair it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80A bat damage01.JPG|300px|thumb|left|Typical Battery Found on a System 80 CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s unfortunate, but every battery has a life expectancy.  The only silver lining is that some of the Ni-Cad batteries installed on Gottlieb® CPU boards can last longer than others.  Probably the worst culprit of board destruction is the &#039;&#039;&#039;Data Sentry&#039;&#039;&#039; pack, and its associated knock-offs.  This battery comes in a black rectangular plastic package.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB sys80A battery.jpg|300px|thumb|left|Typical Battery Found on a System 80A / 80B CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another battery pack style which looks very similar to the NiCad battery packs found in &amp;quot;old school&amp;quot; cordless phones.  It is actually three small NiCad cells wrapped separately in an orange poly material, which is wrapped in a outer white poly material.  These don&#039;t leak nearly as badly, but they still have the potential to fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Replacement nicad.jpg|300px|thumb|left|Typical NiCad Battery Which was Replaced]]&amp;lt;br&amp;gt;&lt;br /&gt;
The final common battery style is a what looks like an AA battery on steroids.  This style is a fraction longer and fatter than an AA battery&#039;s physical form, and has two soldered leads on either end.  If you find one of these, it means the battery was previously replaced.  The good news is that this battery is newer than the original. However, the same results of battery seepage can occur.  The only benefit of this type of battery is that it can be carefully cut (in most cases) from the board without removing the board from your game.  This is a plus if no battery damage has occurred.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80A bat damage03.JPG|300px|thumb|left|NiCad Battery Damage to a System 80A CPU Board&amp;lt;br&amp;gt;(Note:  This is considered very mild damage!)]]&lt;br /&gt;
[[File:Gtb sys80A bat damage04.JPG|300px|thumb|right|Damage from the battery may also occur on the back side of the board, especially on the edge connection fingers]]&amp;lt;br&amp;gt;&lt;br /&gt;
So what happens if you don&#039;t heed the above warnings, and the battery is allowed to remain on the board?  Plain and simple - &#039;&#039;&#039;THE BATTERY WILL LEAK!&#039;&#039;&#039;  It&#039;s only a matter of time.  Equally, the path of destruction is uncertain.  Batteries don&#039;t just leak - they release caustic, alkaline fumes.  These fumes attack wherever there is copper, even tinned or soldered copper.  The end results are:&lt;br /&gt;
&lt;br /&gt;
*solder joints which become green or gray and crusty as opposed to a shiny silver&lt;br /&gt;
*connectors which are also now green / gray or potentially broken&lt;br /&gt;
*solder mask, the green covering the electronic traces, on the circuit board has either flaked off or is partially delaminating (lifting)&lt;br /&gt;
*insulated wire becomes less flexible and brittle&lt;br /&gt;
*sometimes the alkaline &amp;quot;cloud&amp;quot; in the game&#039;s backbox causes every board in the head to be affected.&lt;br /&gt;
&lt;br /&gt;
Electronic components, related solder joints, circuit board traces, connectors, and even insulated wire will become unreliable and/or fail.  In all cases, the affected components are less conductive.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If battery damage has occurred, the related parts must now be replaced.  Attempting to remove soldered through components on the circuit board is now even more of a task.  The green / gray dull solder does not transfer heat well.  Battery damaged solder does not flow like clean solder.  Also, crimped connectors are more difficult to remove from their housings, and have a tendency to break before they can be successfully pulled out.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After all the effected electronic components are removed, the board must be treated.  This process starts by sanding the traces and solder pads until shiny copper is exposed.  It is worth mentioning that a battery damaged board can be treated by bead blasting instead of sanding, however, most people do not have access to such a machine.  After the copper areas of the board have been either sanded or bead blasted, an acidic bath of 50% vinegar and 50% (preferably distilled) water is applied to the board.  A small brush like a toothbrush can be used to scrub the board&#039;s area. The purpose of introducing an acid to the effected area is to neutralize what the battery has left behind.   The liquid and fumes from the battery are actually a base, not an acid.  Next, rinse the area of the board with water.  Once the board is clean, isopropyl alcohol (the higher the alcohol percentage the better) is applied to the same area to rinse away the acid bath, and hopefully dissipate any remaining water.  Finally, the board is either blown dry or air dried.  This may be a given, but &#039;&#039;&#039;DO NOT ATTEMPT TO APPLY POWER TO THE BOARD IF IT IS STILL WET!&#039;&#039;&#039;  Most liquids are conductive to some extent. After the previous steps are performed, the task of installing the new components begins.  If any traces or solder pads were damaged, see the [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 Repairing Traces] portion of this Wiki guide on to to fix them.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The point I&#039;m trying to ultimately make is this...regardless of age, shape, or form, &#039;&#039;&#039;remove the battery from the CPU board&#039;&#039;&#039;, as soon as it realized that there is a battery on the board.  If not, the board can be damaged, nonfunctional, and become more difficult or even impossible to repair.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
The first thing that should be done to any System 80 MPU is remove the rechargeable NiCad battery from the MPU board. All batteries leak. They are like ticking bombs. It is merely a matter of when they will leak and possibly damage (sometimes irreplaceable) boards.  &lt;br /&gt;
&lt;br /&gt;
There are at least &amp;lt;b&amp;gt;five&amp;lt;/b&amp;gt; methods of relocating and/or replacing the battery on a System 80/80A/80B MPU.&lt;br /&gt;
&lt;br /&gt;
*Remove the battery completely without replacing it. The 5101 memory will not store information from power-on to power-on and therefore, high scores, replay levels, and credits will be lost.&lt;br /&gt;
[[File:System80battery.jpg‎|300px|thumb|right|Remote Battery]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Mount a remote battery pack that uses standard AA batteries (x3) to protect your board.  A blocking diode must be installed (1N4004, although a 1N4001 will work just as well) to prevent the game circuitry from attempting to charge the batteries. Install the blocking diode in series with the positive lead of the battery pack, with the band oriented toward the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:MemorySuperCap.jpg‎|300px|thumb|right|Here a 5.5V, 1F Super Cap is used to retain 5101 memory for up to 30 days]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the battery with a 1F 5.5V &amp;quot;SuperCap&amp;quot;. The capacitor will never leak, will charge during power-on cycles, and will retain 5101 memory for about 30 days. If you&#039;ve sanded traces as was done in the picture, use a non-conductive material to cover the trace under the cap to ensure that the negative side of the cap doesn&#039;t short a trace (such as clear nail polish, green overcoat pen, electrical tape, or fishpaper). Cut the tape in a circular shape and poke the capacitor leads through it so it can&#039;t fall off in the future. (Electric tape is notorious for slipping.)  An alternate solution would be get a piece of fishpaper insulator, cut that into a circle and poke holes in it for the capacitor leads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:GTB Sys80 H Mem Cap.JPG|300px|left|thumb|Alternate method for installing a memory cap]]&lt;br /&gt;
[[File:GTB Sys80 H Mem Cap Back.JPG|300px|right|thumb|Tying the negative lead of the memory cap to the negative pad on the MPU board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The memory cap can also be installed in the two leftmost holes, where the Ni-Cad battery formerly resided.  The negative lead of the memory cap will then have to be tied to the negative (ground) through hole of the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Remotely mount a replacement NiCad battery in a location that, should it leak, won&#039;t damage valuable circuit boards.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:GottliebCR2032.jpg‎|300px|thumb|left|a CR2032 Lithium &amp;quot;Button Cell&amp;quot; Battery Installed]]&lt;br /&gt;
[[File:GottliebBlockingDiode.jpg‎|300px|thumb|right|A 1N4004 Blocking Diode Installed &amp;quot;inline&amp;quot; with the Positive Connection]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the original NiCad battery with a Lithium button cell CR2032 battery and holder. The holes for the original battery can be repurposed to connect the button cell holder and to add the &amp;lt;b&amp;gt;necessary&amp;lt;/b&amp;gt; blocking diode in the positive side of the circuit.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Using a Reset Generator for the CPU Reset Section ====&lt;br /&gt;
If you find that the battery has leaked, alkaline damage can be cleaned up, traces repaired, and new components installed with kits available from several sources, including Great Plains Electronics.&lt;br /&gt;
&lt;br /&gt;
An alternative to replacing a great many of the components is to use the Dallis/Maxim DS1811 reset generator. The DS1811-10 has a typical trip point of 4.35VDC. You may also use the Microchip Technology equivalent, part number [http://www.greatplainselectronics.com/proddetail.asp?prod=MCP130-460DI%2FTO MCP130-460DI/TO], available from Great Plains Electronics. Remove all reset section components, clean up residual alkaline damage, add four jumpers, and install the reset generator as pictured below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After jumpers and the reset generator are added, make certain there is continuity between the three legs of the reset generator and the appropriate locations on the circuit board.  Below is a list of the reset generator legs and the board locations.  Pin 1 of the reset generator is the left leg, when the flat side of the unit is facing towards the user.&lt;br /&gt;
&lt;br /&gt;
*Pin 1 of reset generator to pin 2 of Z4&lt;br /&gt;
*Pin 2 of reset generator to +5VDC line (lower leg of C2)&lt;br /&gt;
*Pin 3 of reset generator to ground (upper leg of C2)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=500px heights=500px perrow=2 caption=&amp;quot;Using the Dallas Maxim 1811 Reset Generator&amp;quot;&amp;gt;&lt;br /&gt;
File:Dallas_Maxim_Reset_scaled.JPG|A System 80 MPU with alkaline damage repaired/cleaned. Reset circuitry replaced with the much simpler Dallas Maxim 1811&lt;br /&gt;
File:Gtb sys80 reset gen jumpers updated.png|Illustrated picture of components to remove, keep, and jumpers to add.&lt;br /&gt;
File:Dallas_Maxim_Reset_scaled_with_markup.JPG|The same image, but with indications of jumper locations (yellow dots) and where to install the Dallas Maxim 1811, flat side facing the bottom of the board. &amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Note: View at full resolution&amp;lt;/b&amp;gt;&lt;br /&gt;
File:S80ResetCircuitDS1811Mine.png | Schematic, updated to reflect DS1811 implementation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80 Corrosion Area Parts Identification&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:System80CorrosionAreaPartsIdentification.jpg|1000px|center|System 80 Corrosion Area Parts Identification]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys80 MCP120 Reset Gen.JPG|300px|left|thumb|MCP120 reset generator installed with 4.7K pullup resistor]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a reset generator with an internal pullup resistor (MCP130 series) is not available, an MCP120 reset generator can be installed.  However, an external resistor must be installed between the reset and +5v.  The easiest location to install the resistor is between the through hole where the top leg of Q4 was, and through hole where the bottom leg of Q2 was.  In the adjacent image, an MCP120-460DI/TO is installed with the 4.7K 1/4 watt external pullup resistor highlighted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When installing this type of reset generator, remove all of the components, and add all of the jumpers related to the installation of an MCP130-460DI/TO reset generator.  Adding the external pullup resistor is the only additional step.  Failure to add the pullup resistor will result in the reset signal not going high, and the board will not boot.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TC1 Test Connector Connectivity Table====&lt;br /&gt;
[[File:TC1ContinuityTestChart.png|300px|thumb|left|TC1 Connectivity Table. Click for slightly larger image.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The table at left indicates connections between the 6502 microprocessor and the TC1 test connector. This may be useful when debugging corroded MPU boards.&lt;br /&gt;
&lt;br /&gt;
The signal at each TC1 pin is also shown.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slam Switch Modification ====&lt;br /&gt;
In order to test the CPU board on the test bench, a modification must be made to the CPU board to make the CPU think that the slam switch is closed. If the CPU thinks that the slam switch is not closed, the CPU will not complete the boot process, instead booting into a mode where the displays flicker all zeros at a very rapid rate (System 80 and 80A). See the image [[Gottlieb_System_80#Open_Slam_Switch | here]] for a depiction of what you&#039;ll see.  When the slam switch is open on a System 80B game, (the appropriate games where the slam switch is supposed to be closed), an &amp;quot;OPEN SLAM SWITCH&amp;quot; message will be shown on the display.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gottlieb® designed the slam switch as a normally closed switch. That is, the switch must be closed for the machine to operate normally. When a brute kicks the machine, the slam switch will open from the inertial force on the weight attached to the switch, and the slam switch will open. Since the CPU is on the bench, we need a way to have this switch closed at all times to properly test the board.&lt;br /&gt;
&lt;br /&gt;
Additionally, slam switches themselves fail. It&#039;s a good idea to implement this change as a preemptive fix for slam switch failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Slammod.png|300px|thumb|left|Slam Switch Mod]]&amp;lt;br&amp;gt;&lt;br /&gt;
The slam switch can effectively be permanently closed by making a small solder bridge across two traces to the right of Z26 (which is on the lower right side of the CPU board). To permanently close the switch, remove the solder mask by scraping with a sharp knife or screwdriver. Create the solder bridge between the two now bare traces. This change will connect pin 13 of Z26 to ground, permanently closing the switch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DefeatSlamSwitch.jpg|300px|thumb|left|Alternative Slam Switch Mod]]&lt;br /&gt;
[[File:Z26RemovedSlamSwitch.jpg|300px|thumb|right|Z26 removed. One can easily see that the two methods of defeating the Slam switch are equivalent.]]&amp;lt;br&amp;gt;&lt;br /&gt;
An alternate method of achieving the same results is to solder a clipped resistor leg across the bottom of capacitor (C30) and resistor (R20), both immediately to the left of Z26.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Ni-WumpfSlamMod.jpeg|300px|thumb|left|Slam Switch Mod for Ni-Wumpf CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
To permanently close the slam switch on a Ni-Wumpf CPU board, you need to connect pin A1J5-10 to ground on the board.  This picture shows how to do this from the back of the board by soldering a jumper wire.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the last 4 Gottlieb® System 80B games were released with normally open slam switches.  Do not perform the slam switch modification on these games.  This includes the following games:&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bonebusters, Inc.&lt;br /&gt;
*Night Moves (made by International Concepts using the 80B board set)&lt;br /&gt;
&lt;br /&gt;
Regardless of what platform the game is based on, there is only one slam switch used in a System 80/80A/80B game.  It is the weighted switch located on the coin door.  There is some confusion that the ball roll tilt and weighted tilt switch on the playfield are slam switches.  They are not.  These switches along with the pendulum tilt are all tilt switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== System 80B Daughter Board Solder Joints ====&lt;br /&gt;
[[File:GTB sys80B CPU.JPG|300px|thumb|left|A typical System 80B MPU Board, showing the location of the &amp;quot;daughter board&amp;quot;.]]&lt;br /&gt;
[[File:System80BFracturedJointsDaughterCard.jpg|thumb|right|300px|A closeup of Gottlieb® System 80B Daughter Board Male Header Pins with fractured solder joints. This board was cleanly removed from the CPU with great care.]]&lt;br /&gt;
Games with System 80B MPUs feature a &amp;quot;daughter board&amp;quot; to accommodate the 2764 game ROM as shown in the picture on the left. The daughter board connects to the MPU board at the location occupied by U3 in System 80/80A MPUs, via a 24-pin male header. That connection is a two-sided solder joint that can fail. As can be seen in the picture at right, these same header pins connect to the daughter board via a single sided solder joint. Since the daughter board is cantilevered over both the former location of U2 and U3, pressing on this board over time commonly results in fractured solder joints (as seen, right) at the single sided joint and sometimes at the two-sided joint.&lt;br /&gt;
&lt;br /&gt;
Typical symptoms of fractured solder joints at this location are failure to boot, random resets, and random lockups. Sometimes pressing on the daughter board will &amp;quot;fix&amp;quot; the issue temporarily. This is a sure indication of cracked solder joints.&lt;br /&gt;
&lt;br /&gt;
Correction of this issue is easier said than done. And, if you do not possess the tools, skills, and experience to desolder the daughter board, this task is best left to a professional pinball circuit board repair technician. Desoldering the 24 male header pins from the delicate solder pads without damaging the pads or pulling traces is non-trivial.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Continuity Chart of Pinouts for Damaged U2 / U3 Area=====&lt;br /&gt;
It is far too easy for inexperienced technicians to tear up the traces or eyelets at positions U2 and U3 when attempting to remove the daughter board from the System 80B MPU.  If the traces or through holes are damaged, clearly they must be repaired.  Nearly all of the signals which pass from U2 and U3 continue on to the 3 RIOTs at U4, U5, and U6 and also to the PROM 1 position. Below is a handy chart which can be used to ensure continuity between critical parts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U2 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U3 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U4, U5 &amp;amp; U6 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U1&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Signal&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A7&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A6&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A5&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A4&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A3&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A2&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A1&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A0&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D0&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;32&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;32&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D1&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;31&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;31&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D2&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1,21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;GND&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D3&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D4&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;28&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;28&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D5&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;27&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;27&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D6&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;26&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;26&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D7&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;19&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;19&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z12 Pin 10&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 12&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;/BAB12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z7 Pin 10&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;22&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;22&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A9&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;23&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;23&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A8&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;24&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;24&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;+5V&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====System 80B Daughter Board Replacement Options=====&lt;br /&gt;
[[File:U2U3AdapterGPE.jpg|300px|thumb|left|Replacement daughter board engineered by Great Plains Electronics. &#039;&#039;Image used with permission from Great Plains Electronics.&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Great Plains Electronics produced a better replacement daughter board. This board is designed to be installed in both the U2 and U3 sockets, eliminating the problem of board flex and cracked solder joints with the daughter board. Unfortunately, it is no longer available. If it needs to be installed on an MPU (especially where the U2/U3 chips are not socketed for easy removal), it is recommended to desolder the chips, fit the replacement board into quality machine pin sockets, then fit the entire assembly into the MPU board for soldering. The board is also designed with redundant traces for all but a few of the signals, as almost all signals are present at both the U2 and the U3 sockets.&lt;br /&gt;
&lt;br /&gt;
Pinitech has another replacement option called [https://www.pinitech.com/products/gottlieb_piggydeux.php Piggy Deux], but at the time of writing, it is not currently available. This module fits into the TC1 test socket near top of the MPU, which saves a lot of trouble by not requiring removal or repair of the original daughter board. The 2764 EPROM chip simply needs to be removed from the original daughter board and installed into the Piggy Deux module.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====An Alternate to the Daughter Board on System 80B MPU Boards=====&lt;br /&gt;
[[File:GTB Sys80B Alt D-Board.jpg|thumb|left|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 (Genesis)]]&lt;br /&gt;
[[File:GTB Sys80B Raven No D-Board jecourie.jpg|thumb|right|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 (Raven)]]&lt;br /&gt;
[[File:GTB Sys80B Alt D-Board_Back.jpg|thumb|left|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 - Back Side (Genesis)]]&lt;br /&gt;
[[File:GTB Sys80B Raven No D-Board back jecourie.jpg|thumb|right|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 - Back Side (Raven)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:GTB_Sys80B_Alt_D-Board_Cut_Trace.jpg|thumb|left|300px|Trace cut on an 80B MPU Board with an MCM68766 PROM installed at U3 (Genesis)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Connecting a logic probe to the MPU ====&lt;br /&gt;
A great place to source power for your logic probe while diagnosing the board is across the filter capacitor in the vicinity of connector J1. Connect the black lead of your logic probe to the negative lead of the capacitor for ground. Connect the red lead of your logic probe to the positive lead of the capacitor for 5V. The red lead can also connect to E1, the vertically-aligned 5V jumper wire, below the 6502 chip. Take care to ensure that the clips don&#039;t short to adjacent components.&lt;br /&gt;
&lt;br /&gt;
==== Using a PC Power Supply For Bench Testing ====&lt;br /&gt;
The MPU board is much easier to work on if it is removed from the backbox and placed on the test bench. An AT-style PC power supply can be used to power the MPU board on the bench. &lt;br /&gt;
&lt;br /&gt;
Obtain an old PC power supply. If you don&#039;t have an old computer laying around, head on off to the thrift store and pick one up. Remove the power supply from the case by unscrewing the appropriate screws. Be careful not to unscrew the power supply case itself.&lt;br /&gt;
&lt;br /&gt;
[[File:PowerSupply.png|300px|thumb|left|Power Supply]] &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Clip one of the connectors from the power supply wire bundle and clearly mark on the power supply box the value of each of the colored wires from the power supply. Typically, the yellow wire is 12V, red is 5V, and the black is ground. Strip insulation from the end of the red wire and the black wire as the System 80 MPU requires only 5V and ground to boot. Use alligator clips to connect 5v and ground to the appropriate J1 connection. I use larger alligator clips to make the connection easier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:MPUPower.png|300px|thumb|left|J1 Connector]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mark connector J1 where the positive and negative (common) connection is for the five volts from the computer power supply. The ground connection is on the top of the connector, the 5V connection is on the bottom. The image shows A1J1 with the markings. I took the picture with the board still mounted in the machine. Connect the 5v supply with alligator clips to the positive connector on J1 and the black wire (ground) to the negative connector of J1.&lt;br /&gt;
That&#039;s it! you&#039;re good to go!&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====List of Acceptable TTL Chip Substitutes on a System 80 CPU Board====&lt;br /&gt;
Several years ago, Ed from GPE replied to a System 80 chip substitution question on rec.games.pinball [http://groups.google.com/group/rec.games.pinball/msg/86f37cb479ece4c4 here] and later on Pinside [https://pinside.com/pinball/forum/topic/gottlieb-system-80-chip-replacement#post-4139713 here]. The info from those responses are summarized below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Most of the parts can be freely substituted.  But many cannot.  The clock oscillator circuit (Z3) is one example of a part that cannot be subbed.  Also, some IC&#039;s have hefty loads and cannot be subbed (some of the 7404&#039;s and a 7432).  The 7474 in question on this board can be freely subbed with a 74LS74 or a 74HCT74.  I went through all the standard logic devices on the Gottlieb System 80 MPU.  Based on loading and output characteristics, this is what I get as valid subs for the System 80 MPU.  Of course, substituting some of the parts will ripple through and allow others to be substituted as well - but this can get quite convoluted.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Chip Designation&lt;br /&gt;
!Part #&lt;br /&gt;
!Substitute (Y/N)&lt;br /&gt;
!Acceptable Substitutes&lt;br /&gt;
|-&lt;br /&gt;
|Z1 || 4528 || N ||&lt;br /&gt;
|-&lt;br /&gt;
|Z2 || 7474 || Y || 74LS74 and 74HCT74&lt;br /&gt;
|-&lt;br /&gt;
|Z3&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; || 7404 || ? || Possibly 74LS04 and/or 74F04; See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z4 || 4081 || N ||&lt;br /&gt;
|-&lt;br /&gt;
|Z7 || 74LS04 || Y || 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
|Z8 || 7402 || Y || 74LS02 and 74HCT02&lt;br /&gt;
|-&lt;br /&gt;
|Z9 || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z10&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt;  || 74LS05 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z11&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z12&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z13&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z14&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z15 || 7432 || Y || 74F32 and 74S32&lt;br /&gt;
|-&lt;br /&gt;
|Z16&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt;  || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
||Z17 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z18 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z19 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z20 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z21 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z22 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z23 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z24 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z25 || 74154 || Y ||74LS154 and 74HCT154&lt;br /&gt;
|-&lt;br /&gt;
||Z26 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z27 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z28 || 74LS139 || Y ||74HCT139&lt;br /&gt;
|-&lt;br /&gt;
||Z29 || 7416 || Y ||7406&lt;br /&gt;
|-&lt;br /&gt;
||Z30 || 7416 || Y ||7406&lt;br /&gt;
|-&lt;br /&gt;
||Z31&amp;lt;sup&amp;gt;(6)&amp;lt;/sup&amp;gt; || 7408 || Y ||74LS08&lt;br /&gt;
|-&lt;br /&gt;
||Z32 || 7417 || Y ||7407&lt;br /&gt;
|-&lt;br /&gt;
||Z33 || 74154 || Y ||74LS154 and 74HCT154&lt;br /&gt;
|-&lt;br /&gt;
||Z34&amp;lt;sup&amp;gt;(7)(8)&amp;lt;/sup&amp;gt;  || 7404 || Y ||74LS04, see note below&lt;br /&gt;
|-&lt;br /&gt;
||Z35&amp;lt;sup&amp;gt;(7)&amp;lt;/sup&amp;gt;  || 7404 || Y ||74LS04&lt;br /&gt;
|-&lt;br /&gt;
||Z36 || 4069 || N ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Note: Z3 cannot use a 74HC04 or 74HCT04, since these have &amp;quot;high impedance inputs&amp;quot; and won&#039;t work properly in an oscillator circuit. A 74LS04 should work, and possibly 74F04, but the better candidate would be a 74LS04. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; Note: Untested, but it may be possible to use an 74LS00 or 74HCT00 at Z10 in place of 7405. However, this will defeat the ability to test the MPU using the [https://www.greatplainselectronics.com/proddetail.asp?prod=120-102 QuickScan80 tester].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; Note: Z11 &amp;amp; Z12 only have to sink ~2mA, so they might be able to be replaced with 74LS04, but this might result in noisy switching.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; Note: Z13 &amp;amp; Z14 are in the switch matrix. 74LS00 might a possible substitute, but substitutions can result in noisy switching, and isn&#039;t recommended here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt; Note: If Z18, 20, and 22 are 74175, do not substitute.  If Z18, 20, and 22 are 74LS175 or 74HCT175, acceptable subs are 74LS04 and 74HCT04.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(6)&amp;lt;/sup&amp;gt; Note: Z31 can use 74LS08. 74HCT08 can be used as well, but 74HCT08 is not a good board-to-board driver, and isn&#039;t the best option here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(7)&amp;lt;/sup&amp;gt; Note: 74HCT04 can be used at Z34 &amp;amp; Z35 as well as 74LS04, but 74HCT04 is not a good board-to-board driver, and isn&#039;t the best option here. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(8)&amp;lt;/sup&amp;gt; Note: Had issues with a 74LS04 installed at Z34 in a Haunted House. The side effects were the lower playfield VUK would fire and partially lock on when the lower playfield 5-bank drop target would reset.  Also, the 5-bank drop target would continuously tried to reset when the lower playfield VUK switch was closed. The issue acted as if there was a switch matrix issue, but there wasn&#039;t.&lt;br /&gt;
&lt;br /&gt;
====Replacing the quartz crystal with a TTL Oscillator====&lt;br /&gt;
&lt;br /&gt;
Alkaline corrosion may damage the board in such a way that it&#039;s advantageous to replace the original quartz crystal oscillator with a TTL oscillator.&lt;br /&gt;
&lt;br /&gt;
[[Image:Clock_logic_sys80.jpg|300px|thumb|left|Clock section of the system 80 MPU]]&lt;br /&gt;
[[Image:oscillator.jpg|300px|thumb|right|The original crystal, Z3, and a few resistors may be replaced with a 900 kHz TTL Oscillator that is packaged like this 16Mhz version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 clock signal is produced by a 3.57Mhz crystal, a few resistors, and Z3 (a 7404). Z2 divides the clock by 4, resulting in a clock signal of approximately 900 KHz, which is provided at pin 9 of Z2.&lt;br /&gt;
&lt;br /&gt;
[[Image:CrystalGuts.jpg ‎|300px|thumb|left|The &amp;quot;guts&amp;quot; of an original S80 crystal. The quartz crystal is the round &amp;quot;disk&amp;quot; like part. It is sandwiched between two electrodes]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a 900 KHz TTL oscillator can&#039;t be obtained, a 1MHz oscillator works perfectly fine and gives your pin a 10% speed bump. Game play shouldn&#039;t be impacted, as long as the game doesn&#039;t have a timer related feature that was implemented via software timing, like Timeline. Even games like Timeline are minimally impacted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Clock_system80_vorher.jpg|300px|thumb|left|The original clock section as found on every System 80, 80A and 80B MPU]]&lt;br /&gt;
[[Image:Clock_system80_nachher.jpg|300px|thumb|right|The clock section after installing a TTL oscillator. Note that pin 1 of the oscillator is upper left in this image.]]&amp;lt;br&amp;gt;&lt;br /&gt;
To accomplish this mod, remove the following parts&lt;br /&gt;
*Y1 (Crystal)&lt;br /&gt;
*Z2 (TTL 7474)&lt;br /&gt;
*R3, R4 and R5 (the three resistors above Z2). &lt;br /&gt;
&lt;br /&gt;
Z3 is still required for other functions. Leave it in place. Install the DIP-14 oscillator (4-pins) into position Z2, with the ‘dot’ (pin 1) in the upper left corner. Since the clock signal previously emanated from Z2 pin 9, install a jumper (or solder bridge) between pin 8 and pin 9 of the original Z2 position. This connects the oscillator output to pin 9.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Using a WDC 65C02 in a System 80/80A/80B MPU====&lt;br /&gt;
[[File:65C02.png ‎|300px|thumb|left|Gottlieb® System 80 MPU using a WDC 65C02, requiring a 3K resistor between pin 36 and 5V. In this case, 5V is picked up from pin 8 of the 65C02]]&amp;lt;br&amp;gt;&lt;br /&gt;
Western Design Center (WDC) has reproduced the 6502 in a CMOS version designated 65C02. It works perfectly in all System 80 MPUs with one modification. Pin 36 of the 65C02 must be pulled up to Vcc (5VDC) via a 3K (or 3.3K) pull-up resistor. Pin 36 (BE) is the &amp;quot;bus enable&amp;quot; input which allows external control of the 65C02 busses. Pin 36 is unused by original 6502s and not connected to anything on System 80 MPU boards. Simply tack soldering a 3 - 3.3K resistor between pin 36 and a 5VDC trace will do the trick. An easy place to pick up 5VDC is pin 8 of the 65C02, as pictured at left&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Aftermarket Test Devices====&lt;br /&gt;
=====Great Plains Electronics (GPE) QuikScan80=====&lt;br /&gt;
[[File:QS80.jpg|300px|thumb|left|The Great Plains Electronics QuickScan 80 (no longer available)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video demonstrating both the GPE QS80 tester (NLS) and the Marco Test ROM in a PiniTech Test Device can be found [https://youtu.be/M58CB1xar6s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
The venerable QuickScan80, developed by Ed Kryzicki of Great Plains Electronics many years ago, is an excellent tool for testing every aspect of System 80/80A/80B MPU system operation. Unfortunately, this test device is no longer being manufactured with little prospect of ever being produced again.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Marco&#039;s Test ROM=====&lt;br /&gt;
[[File:PiggyDeux.jpg|400px|thumb|right|The Pinitech &amp;quot;PiggyDeux&amp;quot;]]&lt;br /&gt;
The Marco test ROM was developed by Marco Albus. It is easily paired with a chip carrier called [https://www.pinitech.com/products/gottlieb-piggydeux.php the &amp;quot;PiggyDeux&amp;quot; (developed by Pinitech)], but is not often available.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marco test ROM blink indications:&#039;&#039;&#039;&lt;br /&gt;
* May barely blink once at power on. This is just an artifact.&lt;br /&gt;
* Blink one time to indicate software is running.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by one blink indicating 5101 CMOS memory tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by two blinks indicating U4 6532 RIOT tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by three blinks indicating U5 6532 RIOT tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by four blinks indicating U6 6532 RIOT tested good.&lt;br /&gt;
* LED will continue to blink at about 1Hz as long as power is applied.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Marco&#039;s Test ROM Download&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:Download.png|link=File:MarcoSystem80MPUTestROMv33.zip]] Marco&#039;s test ROM can be found [[Media:MarcoSystem80MPUTestROMv33.zip|&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]].&amp;lt;br&amp;gt;&lt;br /&gt;
Many thanks to Marco for making this test ROM available.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====GoRaT80 Test Device=====&lt;br /&gt;
[[File:GoRaT80.jpg|300px|thumb|left|The LISY Project&#039;s GoRaT80 Test Device and Daughter Card Substitute]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another recent (May, 2025) addition to the System 80 test arsenal is the GoRaT80 (Gottlieb ROM and Test for System 80) designed by the [https://lisy.dev/gorat80.html LISY project].&lt;br /&gt;
&lt;br /&gt;
This handy board can carry Leon&#039;s Test ROM or Marco&#039;s Test ROM as well as replace original game ROMs in the same manner as the (no longer available) Pinitech &amp;quot;PiggyDeux&amp;quot;. The ROM image to execute is selected via DIP switches 3 and 4 on the device.&lt;br /&gt;
&lt;br /&gt;
Documentation in the manual indicates that DIPSW 4 ON maps test ROM software into the address space.&amp;lt;br&amp;gt;&lt;br /&gt;
Turning DIPSW 3 and 4 on maps game ROM software into the address space.&lt;br /&gt;
&lt;br /&gt;
This method is quite flexible as any two 64K images can be mapped into the normal address space occupied by U2/U3 (System 80/80A) or the daughter card (System 80B).&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating Marco&#039;s TEST ROM as well as TX Sector game ROMs in the GoRaT80 Test Device can be found [https://youtu.be/01MrEt6DLq8 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Resets===&lt;br /&gt;
System 80 games sometimes exhibit &amp;quot;resets&amp;quot;, especially when high power coils fire. Assuming you&#039;ve updated the power supply grounds and reflowed or replaced the header pins on the Power Supply, there are a few typical causes for System 80 resets.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 bad caps.JPG|300px|thumb|right|Gottlieb® System 80A Filtering Capacitors]]&amp;lt;br&amp;gt;&lt;br /&gt;
#The 12VDC filter capacitor in the cabinet bottom which, if still original, should always be replaced. Originally, this was a 6800uf/25V capacitor. Replace with a 6800uf to 12,000uf/25V cap such as [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=RCT123M025V3550B&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat=| this one] from Great Plains Electronics. The filtered 12VDC is regulated down to 5VDC on the power supply board.  Note that some games have two of these capacitors (as shown). Note: purchase a [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=VR3A&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= VR3A capacitor clamp] from Great Plains Electronics when replacing the large capacitor for a clean looking job.&lt;br /&gt;
#The bridge rectifier that originates the 12VDC&lt;br /&gt;
#Missing, broken, or failed coil diodes&lt;br /&gt;
#Poor 5VDC power connections between the power supply and the MPU. The female connector on the MPU connects 5VDC to the MPU via molex crimp-on pins and a &amp;quot;double-wide&amp;quot; edge connector pad. Ground is connected in the same way. But you&#039;ve done the ground mods, right?&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A / 80B Resets====&lt;br /&gt;
A failed or failing reset board can &#039;&#039;cause&#039;&#039; resets.  The reset board may cause problems all of the time, or just when the game is under stress, like multiball.&lt;br /&gt;
&lt;br /&gt;
To see if the reset board is the problem, disconnect it.  If disconnecting the reset board resolves the issue, there are two fixes:&lt;br /&gt;
&lt;br /&gt;
* Replace the large caps (C3 and C4).  These have dried out over the years and screw up the timing of these boards.&lt;br /&gt;
* Leave the reset board disconnected&amp;amp;mdash;if someone will always be in the general vicinity of the game to turn it off should the CPU lock up.&lt;br /&gt;
&lt;br /&gt;
When first trying to get a System 80A or System 80B game to boot properly, it is best to disconnect the reset board until the game is working.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Electrolytic capacitors C3 and C4 are both 470 uf @ 16 volts. C1 is a 47 uf @ 16 volts. Be careful when unsoldering these capacitors as the foil traces are very delicate. The connector pins also develop bad solder joints so it is wise to resolder it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Updating a dual game PROM MPU (1st generation) to a single game PROM configuration (2nd generation)===&lt;br /&gt;
&lt;br /&gt;
As noted earlier, the first five system 80 games used both sockets at PROM1 and PROM2, populating them with 512 byte masked ROMs. Should one of these ROMs fail, replacements might be obtainable, but they are becoming more pricey, more difficult to find, and are still prone to failure as they age.&lt;br /&gt;
&lt;br /&gt;
A more flexible solution would be to update the MPU to use a single 2716 UVEPROM at the PROM1 socket. &lt;br /&gt;
&lt;br /&gt;
Modifications must be made to both the solder side and the component side of the board. See the pictures below.&lt;br /&gt;
&lt;br /&gt;
Component side modification:&lt;br /&gt;
#Cut the trace that extends from the left of Z10 between pins 6 and 7. A Dremel with a &amp;quot;ball shaped&amp;quot; cutter bit works beautifully for this. In the second picture below, the cut has already been made. I&#039;ve filled the cut hole with black Sharpie! to better show the location of the cut.&lt;br /&gt;
&lt;br /&gt;
Solder side modifications:&lt;br /&gt;
#Cut the traces leading to PROM1 socket, pins 19 and 21. Again, the cuts have been highlighted with black Sharpie!&lt;br /&gt;
#Jumper from the PROM1 socket, pin 19, to the PROM2 socket, pin 21 (connects A10)&lt;br /&gt;
#Jumper from the PROM1 socket, pin 21, to the PROM1 socket, pin 24 (connects +5V to Vpp)&lt;br /&gt;
#Jumper from the PROM1 socket, pin 22, to the PROM2 socket, pin 18 (connects A9)&lt;br /&gt;
#Jumper from Z10, pin 13 to the via just below and to the right of Z9 (when viewing the back of the board)&lt;br /&gt;
&lt;br /&gt;
The MPU board is now configured for any System 80 game. All that remains is to acquire a 2716 EPROM containing the game&#039;s code. When using the original ROM images, which are 512 bytes, the DOS command to combine them is shown below. Note that in addition to combining the ROM images, this command also &amp;quot;doubles&amp;quot; the image so that it fills the 2716 EPROM. Modify as appropriate to match the file names.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;&lt;br /&gt;
copy /b prom1.bin + prom2.bin prom1.bin + prom2.bin combined.716&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This should result in a 2K image as shown by the computer&#039;s file manager&lt;br /&gt;
&lt;br /&gt;
A 2732 EPROM may also be used, even if the game doesn&#039;t require a 2732. This is possible because a 2732 has the same number of pins as a 2716. Build the EPROM image for a 2732 in much the same way, by doubling the 2716 image.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;&lt;br /&gt;
copy /b combined.716 + combined.716 combined.732&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This should result in a 4K image as shown by the computer&#039;s file manager&lt;br /&gt;
&lt;br /&gt;
The MPU may also be used in a System 80A game if U2/U3 are updated, and in a System 80B game if considerably more mods are made which frankly, just aren&#039;t worth it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px perrow=2 caption=&amp;quot;System 80 1st Generation to 2nd Generation Board Updates&amp;quot;&amp;gt;&lt;br /&gt;
File:DremelBallCutter.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Dremel Tool with &amp;quot;Ball Cutter&amp;quot;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Z10TraceCut.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut in trace extending Left from Z10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PROM2-to-PROM1JumpersAndTraceCuts.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;PROM2-to-PROM1 Socket Cuts and Jumpers&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Z10-Pin13-to-ViaJumper.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper connecting Z10, pin 13 to a &amp;quot;via&amp;quot;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Using a 2732 at the PROM2 position in a System 80B MPU===&lt;br /&gt;
====...in games that &amp;quot;normally&amp;quot; use a 2716====&lt;br /&gt;
It is easy to use a 2732 at position PROM2 with an MPU jumpered to use a 2732 for a game that normally populates that position with a 2716. Simply &amp;quot;double-up&amp;quot; the 2716 ROM image, and burn it into a 2732.&lt;br /&gt;
&lt;br /&gt;
The DOS command to accomplish this is ... &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;copy /b image.2716 + image.2716 image.2732&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====...using an MA-1133 or MA-774 MPU in games that REQUIRE a 2732====&lt;br /&gt;
Some System 80B games require 4K of code space at PROM 2, which dictates a 2732 EPROM. An MPU built to use a 2716 EPROM at PROM2 can be modified to work, as is discussed below. &lt;br /&gt;
&lt;br /&gt;
The CPU schematics of game manuals, such as &amp;quot;Bad Girls&amp;quot; and &amp;quot;Big House&amp;quot;, state that E3 is directly connected to AB15 (address bus 15).  However, there is no mention of the factory modification (outlined below) performed on CPU boards stamped MA-1133.  Equally, should the user have an MA-774 CPU board, (used in games starting with Chicago Cubs Triple Play and ending with Robo-War), this modification can be performed to use the board in the following games.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Excalibur&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bone Busters, Inc.&lt;br /&gt;
*Night Moves (made by International Concepts using the 80B board set)&lt;br /&gt;
&lt;br /&gt;
PROM2 is actually located at the socket marked &amp;quot;PROM 1&amp;quot; on the PCB. The area on the board marked &amp;quot;PROM 2&amp;quot;, which has solder pads but no socket, is a legacy carried over from the first generation System 80 CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following information was taken from a service bulletin located in the back of the 1992 Gottlieb® parts catalog.  This modification makes AB15 available to PROM 2, allowing the use of a 2732 EPROM at this position. &lt;br /&gt;
&lt;br /&gt;
This procedure can be used in reverse if you have an MA-1133 board and you need to use a 2716 at position PROM2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Procedure:&lt;br /&gt;
#If jumper E4 is installed, remove it. You will find the top of the E4 jumper located immediately to the right of the socket marked &amp;quot;PROM 1&amp;quot;.&lt;br /&gt;
#Install a jumper at E3. This connects the pad marked E3 to the dual pad marked E4.&lt;br /&gt;
#On the solder side of the board, follow the trace from the pad marked E3 Southeast 1/8 inch, then South about 1/2 inch to a via. &lt;br /&gt;
#Find this via on the component side of the board. It will extend to the left to another via.&lt;br /&gt;
#Cut the trace between the two vias.&lt;br /&gt;
#On the solder side of the board, install a jumper from TC1, pin 35 to the right solder pad of the via which was just cut.&lt;br /&gt;
#All other jumpers should remain installed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px perrow=2 caption=&amp;quot;System 80B PROM 2 2732 Update&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB_sysS80b_2732_prom2_front.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;E4 removed, E3 installed, and trace cut below E3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB sysS80b 2732 prom2 back.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper from TC1 pin 35 to E3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Alternate Method&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an easier and cleaner method that allows the use of a 2732 ROM at the PROM2 position. This method is also easier to revert back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&lt;br /&gt;
#Remove jumpers E3 and E4 which are located to the right of the socket marked &amp;quot;PROM1&amp;quot;. &lt;br /&gt;
#On the solder side of the board, install a jumper wire from TC1, pin 35, to either the upper pad marked E3 or the lower pad marked E4. These two pads are connected together on the component side of the board.&lt;br /&gt;
#All other jumpers should remain installed.&lt;br /&gt;
#Leave all traces intact. No cuts!&lt;br /&gt;
#That&#039;s it! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px perrow=2 caption=&amp;quot;System 80B PROM 2 2732 Update (Alternate Method)&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB Sys80B Alt Jump2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Both jumpers E3 and E4 are removed.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sys80B Alt Jump.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper from TC1 pin 35 to either upper E3 pad or lower E4 pad.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid problems===&lt;br /&gt;
&lt;br /&gt;
====The Driver Board====&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 drvr pw.png|300px|thumb|left|The System 80A / 80B Driver Board]]&lt;br /&gt;
The System 80 Driver board is responsible for all controlled lamps, relays, and &amp;lt;b&amp;gt;all solenoids&amp;lt;/b&amp;gt; in the game. The CPU controls the driver board operation via a simple interface between A1J4 on the CPU and A3J1 on the driver board.  Although the driver board went through some minor changes over the years, the same board can be adapted for all of the System 80 platforms.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
To control the games&#039; total of 52 &#039;&#039;&#039;lamp circuits&#039;&#039;&#039;, the interface provides &amp;quot;device select&amp;quot; signals for each of the 74175s (Quad-D Flip-Flops) on the driver board, and 4 &amp;quot;bits&amp;quot; of data that is loaded (or &amp;quot;clocked&amp;quot;) into a particular 74175 via the aforementioned device selects. Each lamp is driven discretely by a particular output of a particular 74175, which in turn drives an MPS-A13 or MPS-U45 transistor, (NDS-U45 transistors were used in place of MPS-U45s in some cases). &amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It is noteworthy that there are some dedicated transistors, which control specific game relay coils across the System 80 / 80A platforms.  Relays such as the game over, tilt, and coin lockout relays are controlled by Q1, Q2, and Q3 respectively.  The tilt and game over relays use the same designation for the System 80B platform, however, the use of a coin lockout relay was abandoned by this time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_drvr_board_coin_ctrs.JPG|300px|thumb|left|Driver Board with Coin Counter Transistors Highlighted ]]&amp;lt;br&amp;gt;&lt;br /&gt;
To control the games&#039; &#039;&#039;&#039;solenoids circuits&#039;&#039;&#039;, the driver board uses signals directly from the CPU to enable transistors on the driver board which turn on up to 9 solenoids.  For solenoid control, the driver board uses MPS-U45, 2N3055, and 2N6043 transistors.  Starting and ending with the System 80 platform, (games from Spiderman to Haunted House), three transistors were reserved to drive optional mechanical coin counters. These mechanical coin counter solenoids and associated transistors are: solenoid 3 (Q54), 4 (Q55), and 7 (Q56). Starting with the System 80A platform, (Devil&#039;s Dare), these transistors were no longer reserved for coin counters, and were used for other functions. Equally, the 3 diodes associated with these 3 transistors were changed to 3 zero ohm jumpers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The games&#039; &#039;&#039;&#039;sound&#039;&#039;&#039; signals (S1, S2, S4, S8) also pass through the driver board at Z13, a 7404 Hex Inverter. See below for S16 and S32.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Repurposed Driver Board Circuits====&lt;br /&gt;
[[File:Gtb under pf transistor.JPG‎|300px|thumb|left| A Typical Remote Transistor Mounted Under the Playfield]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since quite a few System 80 games employ more than 9 solenoids, and since the original driver board design will drive a maximum of 9 solenoids, Gottlieb® repurposed some lamp outputs to drive &amp;quot;under-playfield transistors&amp;quot; which drive additional solenoids.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb ma1011 trans board.JPG‎|300px|thumb|left| A Typical Transistor Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once playfields became littered with numerous &amp;quot;under-playfield transistors&amp;quot;, Gottlieb® opted to merge some of these transistors into a transistor driver board.  The transistor driver board started to appear on Gottlieb® games nearly midway through the System 80B platform, with the game Victory.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sound S16 and S32 signals are also repurposed lamp outputs. For instance, Haunted House and Black Hole both repurpose L9 to S16. Robo-War repurposes lamp 4 to S16. Note that S16 is not consistently implemented across the System 80 family. Note also that references to the usage of S32 are difficult to find.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:Sys80 driver screws.JPG|300px|thumb|left|Nuts / Screws Which Secure the 2N3055s Collector to Drive Line]]&lt;br /&gt;
[[File:System80-2N3055.jpg ‎|300px|thumb|right|If the metal casing of the transistor is not &amp;quot;making&amp;quot; with the trace it is connected to, the solenoid will not fire.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Make certain to inspect and tighten the screws which secure the 2N3055 TO-3 transistors to the driver board.  Specifically, the screws / nuts as marked in the pic.  They tie the transistor cases (collector) to the respective solenoid drive lines.  If these cases are not secured, the transistors will not function as intended.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Remote Mounted Transistors==== &lt;br /&gt;
[[File:UnderPFTransistor.jpg|300px|thumb|left|Under Playfield Transistor, with Emitter, Base, and Collector Labeled]]System 80 games have nine dedicated solenoid circuits on the driver board. To overcome this limitation, Gottlieb® added remote, high current transistors, mounted to brackets under the playfield. A lamp drive transistor is generally used to &amp;quot;pre-drive&amp;quot; the larger solenoid drive transistor. However, there are instances where a solenoid drive transistor is used to pre-drive a remotely mounted transistor. In later games, Gottlieb® Premier began to add (up to) three transistors on PCBs. These PCBs were mounted behind the game&#039;s lamp insert panel or on the side wall of the lower cabinet. While other games, such as Monte Carlo, have a large metal bracket installed under the playfield with 6 transistors installed, and a common ground on the collector of the metal bracket.  With 80B games, the game&#039;s diagnostics will drive these transistors during solenoid test, otherwise, they are typically driven during lamp test.&lt;br /&gt;
&lt;br /&gt;
On System 80 games, under playfield transistors were originally 2N5875s or 2N5879s. The failure rate of the original transistors tends to be rather high. Thirty years is a long time for a transistor of that technology. Should one fail, it can be replaced with one of its beefier siblings, a &amp;lt;b&amp;gt;2N5880, 2N5883 or 2N5884. An MJ2955&amp;lt;/b&amp;gt; can also be used.&lt;br /&gt;
&lt;br /&gt;
System 80B games used a mix of 2N5879 transistors and MJ2955 transistors to drive flash lamps and coils.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:RemoteTransistors.jpg|300px|thumb|left|An image/schematic/explanation (click)]]&amp;lt;br&amp;gt;&lt;br /&gt;
A ground wire is always connected to the tip of the transistor (collector) and leads to ground. On System 80 games, this wire is green/yellow (Gottlieb® wire color code 54).  On 80B games, ground wires are plain white with no trace (Gottlieb® wire color code 9).&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;emitter&amp;quot; should be connected to the lug of the coil that has the non-banded side of the diode facing it (black-blue-blue in this picture).&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;base&amp;quot; should be connected to the drive wire from the driver board (brown-red-red in this picture).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; Solenoids which use a remote mounted transistor cannot be enabled by temporarily grounding the pre-drive transistor&#039;s tab to ground. This test is typically performed to check the integrity of the wiring from the drive transistor to the solenoid.  This test however does not confirm if the drive transistor is good or not. &amp;lt;br clear=all&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
=====Remote Mounted Transistor Update=====&lt;br /&gt;
[[File:Remote transistor circuitry.png|left|thumb|300px|Gottlieb® Remote Transistor Circuit]]&lt;br /&gt;
During the run of Black Hole, Gottlieb® released a service bulletin recommending that the existing 10Kohm pullup resistor be changed to a 4.7Kohm resistor when changing from a 2N5875 to a 2N5879 or equivalent.  Affected Black Hole games were marked serial number 6271 to 9160.  However, there were several games prior to and after Black Hole, where a pullup resistor was never installed.  And, don&#039;t always bank on the playfields installed in a game being original to the cabinet&#039;s serial number.  Case in point is a recently acquired Black Hole where the main playfield had a factory pull up resistor for the ball release coil transistor, but the 3 coils on the [http://www.pinwiki.com/wiki/index.php?title=Black_Hole#Pull_Up_Resistors_Added_to_Remote_Transistors_.28Centrally_Located.29_on_Lower_Playfield lower playfield which use remote transistors] did not have the pull resistors added.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Pullup circuitry.png|left|thumb|300px|Gottlieb® Remote Transistor Circuit w/ Pull Up Resistor Upgrade]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is highly recommended to add this resistor.  This upgrade will decrease the chances of particular solenoids, which use a remote mounted transistor, from locking on when the game is powered up. The 4.7K resistor is soldered to the base of the remote mounted transistor, and then tied to the 24vdc solenoid bus.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Power On &amp;quot;Thunk&amp;quot;====&lt;br /&gt;
Due to the driver board design, certain solenoids and / or relays can pulse briefly as soon as a game is turned on.  To rectify the issue, please refer to the [[#Power_on_.22Thunk.22|Power on Thunk]] section above.  This applies to potentially all System 80/80A/80B games, where the solenoid / relay signal passes through one of the 74175 chips on the driver board.  &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Correcting Solenoid Problems====&lt;br /&gt;
Gottlieb&#039;s implementation to control solenoids was, at a top level, identical to every other game manufacturer. Power is present at the coil, sometimes routed through the &amp;quot;Game Over&amp;quot; relay. A path to ground is switched on by a transistor which is enabled by upstream TTL logic. For the System 80 platform, this TTL logic is located on the MPU board. Signals are conveyed from the MPU to the driver board via the A1J4-to-A3J1 wire harness. These signals directly switch a path to ground on for one of the 9 designed-in solenoid circuits.&lt;br /&gt;
&lt;br /&gt;
As noted above, to accommodate game implementations needing more than 9 solenoids, Gottlieb repurposed some of the lamp driver circuits, driving 2N5875 (generally) transistors either screwed to the bottom of the playfield, or located on dedicated transistor boards. &lt;br /&gt;
&lt;br /&gt;
Solenoid problems can be divided into two simple categories, solenoids that do not engage and solenoids that are &amp;quot;locked on&amp;quot;. Correcting these two situations is discussed below.&lt;br /&gt;
&lt;br /&gt;
=====Solenoid Doesn&#039;t Turn On=====&lt;br /&gt;
&lt;br /&gt;
First, note that not all solenoids are always tested by the built in solenoid diagnostics. The first example of this is the coin counter solenoids (numbered 3, 4, and 7). To avoid artificially incrementing the coin drop counters, these coils are not pulsed. Other coils may be pulsed during lamp test. This is most often the case with System 80B games, using repurposed lamp driver circuits.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;b&amp;gt;Problem Determination Procedure&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
With the game turned on and a game started, use a DMM to measure for coil power at the coil lug (generally either 24 or 38VDC). Power should be present at both lugs of the coil. If present on the coil lug attached to the banded side of the diode and not present at the coil lug attached to the non-banded side of the diode, then the coil winding or it&#039;s attachment to one of the coil lugs is open.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Next, test paths to ground for the coil. Attach a wire with clip leads to game ground. Any green wire with yellow stripe will work fine. First, &amp;lt;b&amp;gt;BRIEFLY&amp;lt;/b&amp;gt; touch the other end of the wire to the &amp;lt;b&amp;gt;non-banded&amp;lt;/b&amp;gt; side of the coil lug. The coil should pull in. If it does not, then either the coil winding is open or the coil wire is not securely attached to the coil lug. Next, identify the driver board transistor that switches ground for the solenoid in question. &amp;lt;b&amp;gt;BRIEFLY&amp;lt;/b&amp;gt; touch the other end of the wire to the tab (MPS-U45 or 2N6043) or case (2N3055) of that transistor. The solenoid should pull in. If it does, this proves the path from the coil to the transistor, but doesn&#039;t prove anything about the transistor. If it doesn&#039;t pull in, then there is a break in continuity between the transistor and the coil. Likely suspects are the connector pins, the IDC connection of the wire to the connector, and the actual wire itself.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
At this point in the process, we know that the coil has power, and the path to ground via the transistor is valid. The next step is to test the actual transistor. &lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::Testing an MPS-U45 (or NDS-U45) or an MPS-A13 transistor&lt;br /&gt;
:::*Set the DMM to diode check&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for one of the flanking legs.&lt;br /&gt;
:::*A measurement between 1.2 and 1.4 should be displayed for the other flanking leg.&lt;br /&gt;
:::*Readings outside of these ranges (generally dead shorts, sometimes opens) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
:::Testing a 2N6043 transistor&lt;br /&gt;
:::*Set the DMM to diode check&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for each flanking leg&lt;br /&gt;
:::*Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
[[File:TO-3Case2N3055.jpg|300px|thumb|right|Emitter, Base, and Collector parts of a TO-3 form transistor, like the 2N3055. Note that the emitter and the base pins are closer to one end of the TO-3 case.]]&lt;br /&gt;
:::Testing a 2N3055 transistor&lt;br /&gt;
:::*Set the DMM to diode check.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the metal casing of the transistor.&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the legs in turn.&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for one of the legs.&lt;br /&gt;
:::*A measurement of &amp;quot;null&amp;quot; (no reading) should be displayed for the other leg.&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the &amp;quot;base&amp;quot; lead of the transistor.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the other lead of the transistor (the &amp;quot;emitter&amp;quot;).&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the case of the transistor (the &amp;quot;collector&amp;quot;).&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed.&lt;br /&gt;
:::*Readings outside of these ranges (generally dead shorts, sometimes opens) indicate the part has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video demonstrating each of these transistors being tested can be found [https://youtu.be/CcDe95uUVvo?si=ILbopV5R9Oct6POR &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;ol start =4&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Test the output signal from the MPU at the driver board. This test completes the test of the driver board circuitry. If this test doesn&#039;t identify a problem, then the problem must lie upstream with the inter-board harness or on the MPU board itself. With a logic probe, and the game in solenoid test, probe the following points for solenoids 1 through 9. 1 - non-banded side of CR6, 2 - R53, 3 - non-banded side of CR2, 4 - non-banded side of CR4, 5 - R56, 6 - R59, 7 - non-banded side of CR4, 8 non-banded side of CR1, 9 - non-banded side of CR5. With the game in Solenoid test, each solenoid should be pulsed in order, with the pulse easily detectable with a logic probe on the appropriate spot. Note that the coin counter solenoids will not be pulsed in test, and games that don&#039;t use every solenoid won&#039;t pulse unused solenoid circuits. Consult the manual for solenoid numbering for a particular game.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Test the output signal of the TTL circuitry on the MPU. Solenoids 1 through 9 are all enabled via signals from Z29 and Z30 on the MPU board. Both ICs are 7416s. Z29 pins 2, 4, 10, and 12 drive solenoids 1 through 4 respectively. Z30 pins 2, 4, 6, 10 and 12 drive solenoids 5, 6, 8, 9, and 7 respectively (note the order is not strictly ascending). If the output signal on the MPU is present, but the signal is not present on the driver board, then the problem is probably the inter-board connector.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Solenoid Locked On=====&lt;br /&gt;
&lt;br /&gt;
A solenoid (or flasher) that is &amp;quot;locked on&amp;quot; is caused by coil power having a continuous path to ground. Remember, coil power is always present at the coil when a game is started and the game over relay is powered (for System 80/80A/80B games). 99.9% of the time, this continuous path to ground is caused by a shorted drive transistor; either an under-playfield transistor, a transistor on a transistor board, or a transistor on the driver board itself.&lt;br /&gt;
&lt;br /&gt;
Generally, a locked on coil will heat up, burn through the insulation on the coil windings, and cause direct shorts between windings. This effectively reduces the length of the wire and hence, the resistance. Once the resistance is reduced to less than 2 ohms or so, the continuous current through the transistor and the coil cause both to be irreparably damaged. For this reason, if you find a transistor shorted, check the associated coil. Likewise, if you find a coil shorted, or with significantly reduced resistance (ohms), check the associated transistor.&lt;br /&gt;
&lt;br /&gt;
Some solenoid driver circuits, like solenoid 8 that uses a 2N3055, are &amp;quot;pre-driven&amp;quot; by an MPS-U45 (or NDS-U45). Be sure to test the associated pre-driver transistor too.&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
Lamp problems are common with most any pinball machine, and Gottlieb® System 80/A/B games are no exception.&lt;br /&gt;
&lt;br /&gt;
For controlled and GI lamps, Gottlieb® System 80/A/B games use either a #44 or #47 lamp.  The choice of which lamp to use is the preference of the game owner.&lt;br /&gt;
&lt;br /&gt;
For games with flash lamps, a #67 bulb is used.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended &#039;&#039;&#039;not&#039;&#039;&#039; to replace or remove lamps with the power to the game on.  There are primarily two reasons for this.&lt;br /&gt;
#Some lamp sockets must have their mounting brackets bent back to access the bulb for replacement.  In turn, the potential of inadvertently shorting one lamp socket to another is possible.&lt;br /&gt;
#Lamps are constructed of an equal balance of glass and conductive metal.  If a bulb slips out of one&#039;s grasp when trying to remove or install with the power on, there are many areas in the bottom of the cabinet, where the metal of the bulb can short across.  A short across other circuits could potentially lead to other unplanned or otherwise unnecessary repairs needed to perform.&amp;lt;br&amp;gt;&lt;br /&gt;
So in short, change or remove bulbs with the game&#039;s power off, just to be safe.&amp;lt;br&amp;gt;&lt;br /&gt;
All System 80 games have three separate lamp circuits, and some have a fourth.  The circuits are comprised of:&lt;br /&gt;
*General illumination for the backbox&lt;br /&gt;
*General illumination for the playfield&lt;br /&gt;
*Controlled lamps for primarily the playfield, although, there can be four controlled lamps located in the backbox (shoot again, high score game to date, tilt, and game over), depending on the era of the game.&lt;br /&gt;
*Auxiliary lamps used for effect, such as chaser lamps used around the backglass border of Mars God of War and Black Hole.  Auxiliary lamps are not used on all games.  Jump to the [[#Auxiliary_Lamp_Driver_Boards | Auxiliary Lamp Board section]] to see what games use auxiliary lamps.&lt;br /&gt;
&lt;br /&gt;
Below are several approaches used to determine the source of a lamp problem, and how it can be resolved.&amp;lt;br&amp;gt;  &lt;br /&gt;
      &lt;br /&gt;
====Bad Bulbs====&lt;br /&gt;
The first thing when troubleshooting lamp problems, and this may seem blatantly obvious, but determine whether the lamp is good or not.  The bulk of all lamp problems are simply burned out light bulbs.  Always try a known good bulb as the solution first. Don&#039;t rely on the bulb being brand new either.  The ratio of brand new, bad bulbs is slim, but there is that chance a new bulb is not good.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Dying battery.JPG|thumb|left|300px|Making certain an old 9v battery is putting out an acceptable lower voltage]]&lt;br /&gt;
[[File:Testing bulb.JPG|thumb|right|300px|Testing a 6v bulb with a dying 9v battery]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bulbs used in a System 80/A/B game are powered by ~6 volts, (the exception is the bulbs powered for the lower [[#Replacing_Black_Hole_Lower_Playfield_Illumination_Lamps_with_.2344_Lamps | playfield illumination on Black Hole and Haunted House]]).  A great way to quickly test a bulb is to use a dying 9v battery.  Don&#039;t use a fresh 9v battery, or you will shorten the life of the bulb.  Find a battery that is roughly putting out 7v - 8.25v.  An old battery from a smoke detector works pretty well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place the tip of the bulb on one of the battery terminals, and cock the outer metal casing of the bulb to touch the other terminal.  Orientation of the bulb with regards to the positive and negative terminals does not make a difference in this case.  Do not hold the bulb across the battery terminals for very long.  Just long enough to determine if the bulb&#039;s filament is lighting or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may also use a known working socket to test bulbs in...but that requires the game to be on while testing...which always presents some risk and is not recommended.  However, if there is no other option but to use a known good socket for testing bulbs, the preferred method is to use a socket located in the backbox lamp insert panel.  This unfortunately does not pertain to 65% of the System 80B games, because a fluorescent lamp was used for backbox illumination for them.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Games that have not been played in a long time develop a film of corrosion between the lamp &amp;quot;nipple&amp;quot; and the lamp socket which prevents conductivity. Simply removing the lamp and scratching the nipple with something abrasive (like rubbing it on the lockdown bar receiver) may fix many &amp;quot;lamp out&amp;quot; problems. In some cases, a light socket cleaning stick (available from the Pinball Resource [http://www.pbresource.com/tools.html here]) may be useful for cleaning the lamp socket. Gottlieb® lamp sockets are comparatively beefy and do not fail often.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Lamp Power Issues====&lt;br /&gt;
Next, make certain there is power at the lamp socket.  The game will have to be turned on for the following procedures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====General Illumination Lamp Power Issues=====&lt;br /&gt;
GI lamps are powered by ~6VAC.  When testing a GI lamp socket for power, each lead of the DMM (now set in AC mode) will be placed on the two leads of the lamp socket.  If there isn&#039;t power at the lamp socket, suspect a bad fuse first.  Keep in mind that the playfield GI and backbox GI for System 80, 80A, and a few 80B games (the first 3 80B games and the last 2), have two separate fuses located on the transformer board in the bottom of the cabinet.  These are typically higher amperage rated fast-blo fuses. The backbox GI on a System 80 game is always on when the game is turned on.  If the backbox GI fuse is good, and no backbox lights are lit, the inline connection which feeds the GI could possibly be bad.  Unfortunately, this connection is not standard from game to game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80TiltRelayAnnotated.jpg|thumb|left|300px|Gottlieb® System 80 Tilt Relay with GI Lamps/Tilt Lamp Make-Break Switch Highlighted. This tilt relay is from a Gottlieb® Spiderman]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The playfield GI is always powered on too, except when the game is in tilt mode.  If the game was not tilted and /or the tilt switches are not stuck closed, check the switch stack on the tilt relay.  These switches can sometimes get bent or misaligned.  If the playfield GI fuse is good and the tilt relay switches are good, the inline connections may be suspect.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the fuse to a particular GI circuit is bad, and continues to blow every time a new fuse is installed, a short is probably causing the issue. A shorted lamp GI circuit is probably the worst and most difficult lamp related issue to resolve.  In most cases, the GI power lines are uninsulated wiring, which make them susceptible to shorted circuits.  First, determine if the GI short originates on the backbox lamp insert or on the playfield.  GI shorts on the playfield are typically more common than backbox lamp insert shorts.  Pop bumper lamps are generally not CPU controlled, and are included in the playfield GI string (some System 80B games are the exception, [http://www.ipdb.org/machine.cgi?id=1975 RoboWar] being an example).  Also, depending on the game, star rollover lamps and kickout hole lamps are sometimes part of the playfield GI circuit.  Consult the game manual for these particulars.&lt;br /&gt;
&lt;br /&gt;
Although it can be a pain and time consuming, the best approach is to remove all of the bulbs in the associated shorted GI string.  In removing all of the bulbs, we are trying to isolate whether the problem is a bad, defective bulb, or one of the GI power lines is shorting.&lt;br /&gt;
&lt;br /&gt;
=====Controlled Lamp Power Issues===== &lt;br /&gt;
Controlled lamps are powered by ~6VDC.  When testing a controlled lamp socket, the red lead of the DMM (now set in DC mode) will be placed on the lamp socket mounting bracket.  The bare wire soldered to the lamp socket&#039;s mounting bracket is the power bus not the ground bus, so be careful.  The black lead of the DMM will be placed on ground. If working under the playfield, the ground plate in the bottom of the cabinet is a good place to connect to ground.  If working in the backbox, find where one of the green wires with a yellow trace is screwed to the metalwork, and place the lead on it.  Depending on the game, System 80 side rails, lockdown bar assemblies, and other associated trim metalwork, except the coin door, were not grounded from the factory like Bally, Williams, and Stern.  Therefore, using any of these as a ground reference is not recommended.  Gottlieb® did start grounding the metalwork at the start of the System 80A platform.&lt;br /&gt;
&lt;br /&gt;
If there isn&#039;t any power at the lamp socket, suspect a bad fuse first.  The controlled lamp circuit has a separate fuse on the transformer board, and is normally a 5 amp slo-blo fuse.  If the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_fuses fuse tests fine], there is a separate set of switch leaves on the tilt relay, which pass the controlled lamp power to the playfield lamps.  Inspect and adjust these switches if necessary. If the controlled lamp fuse and the switches on the tilt relay both test good, there may be an issue with the source power connection to the rectified DC circuit on the game transformer board. Unfortunately, System 80/80A/80B used different connector designations for controlled lamp source power for different games. Consult the game manual / schematics to find the source of 6VDC on the transformer board power supply.&lt;br /&gt;
&lt;br /&gt;
If the fuse for the controlled lamps is bad, and continues to blow after a new fuse is installed, suspect a bad controlled lamp bridge rectifier.  The lamp bridge rectifier is located on the transformer board.  Please see the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier Testing a Bridge Rectifier] portion of the PinWiki guides. Before testing the bridge rectifier, try to isolate it as much as possible.  By isolating it, this will minimize the possibly skewed readings caused by attached devices (lamps and the power transformer).  Two key things to do would be to remove the lines which connect the bridge to the playfield and backbox lights, and remove the controlled lamp fuse. Keep in mind that a bridge rectifier can fail in such a way where it may not blow the controlled lamp fuse.  Although, a failed bridge blowing a fuse is a tad more common than not.&lt;br /&gt;
&lt;br /&gt;
If all of the above tests good, there may be a short on the controlled lamp bus line.  This is not a very common occurrence, but it can happen.  Inspect the underside of the playfield for any wires or brackets touching the controlled lamp bus line, which shouldn&#039;t be touching.&lt;br /&gt;
&lt;br /&gt;
====Bad Lamp Sockets====&lt;br /&gt;
Third, determine if the lamp socket is good.  Some games have been through the wringer, and the sockets didn&#039;t hold up too well due to abuse, a damp environment, or other various reasons.  Start by turning the &#039;&#039;&#039;power to the game off&#039;&#039;&#039;.  If the socket has some corrosion, try using a lamp socket cleaning tool first.  If a lamp socket cleaning tool is not available, a small wire brush used for cleaning copper fittings, a rolled up piece of 220 grit sandpaper, or a Dremel tool with a small wire brush attachment can all be used.  After the socket has been cleaned, place the bulb in the socket for the following procedures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If testing a &#039;&#039;&#039;GI lamp&#039;&#039;&#039; socket, use the dying 9v battery trick again. Remove the fuse of the particular GI circuit which the lamp socket being tested is located.  Connect the terminals of the 9v battery to the bulb socket with alligator clip leads.  Be careful not to short the alligator clips to each other at the battery&#039;s terminals.  Equally be very careful not to short the clip leads to an adjacent switch on the pinball machine, or anything else for that matter.   One clip will connect to one side of the socket, and the other lead will go to the other side of the socket.  &#039;&#039;&#039;DO NOT ALLOW THE BATTERY TO STAY CONNECTED VERY LONG&#039;&#039;&#039;.  Since this is a GI lamp circuit, other lamps in the string will be powered by the battery.  If the battery is connected to the string for too long, the battery will start to get hot.  The battery does not have enough power to light a string of bulbs for very long.  The lamp may only glow dimly, but that is enough to determine if the socket is good or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If testing a &#039;&#039;&#039;controlled lamp&#039;&#039;&#039; socket, remove all of the connector housings from the bottom of the driver board first (A3-J2/J3/J4).  Then remove the fuse for the controlled lamp circuit.  Clip one lead of the battery to the lamp socket mounting bracket and the other to the solder tab.  The orientation of the negative and positive leads of the battery terminals makes no difference.  Again, keep the battery connected just long enough to see if the lamp lights to determine whether the lamp socket is good or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Issues====&lt;br /&gt;
=====Lamp(s) Will Not Turn On=====&lt;br /&gt;
So, the bulb is good; the socket is good; there&#039;s power at the socket; and the lamp still won&#039;t light.  Well, this occurrence can only really happen if there is a controlled lamp involved.  If all three of the above things apply, it can only mean one thing - the bulb is not getting properly grounded, and will not turn on.  The source of this problem may be due to several different issues.  But, it is best to start at the bulb socket, and work backward towards the CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Determine if the connector and wiring from the output of the driver board to the lamp socket is good.  While the wires are usually solid, the single sided edge connectors are a frequent cause for loss of conductivity. Simply &amp;quot;buzzing&amp;quot; the connection from the lamp socket back to and onto the driver board may uncover the issue.  With the power off, check the continuity between the solder tab of the lamp socket and the collector (right leg) of the associated lamp transistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is continuity, it’s time to test the transistor. Transistors fail &amp;quot;open&amp;quot; (lamp never lights) and &amp;quot;shorted&amp;quot; (lamp is constantly on). A simple comparison of &amp;quot;diode check&amp;quot; readings between &amp;quot;same type&amp;quot; transistors on the driver board can identify failed transistors. &lt;br /&gt;
&lt;br /&gt;
Testing an &#039;&#039;&#039;MPS-A13&#039;&#039;&#039; transistor.&lt;br /&gt;
#Set your DMM to diode test&lt;br /&gt;
#Place the &amp;lt;font color=Red&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/font&amp;gt; lead of your DMM on the center leg&lt;br /&gt;
#Place the &#039;&#039;&#039;black&#039;&#039;&#039; probe on left leg (viewing the component side of the board). That leg should read about 1.3&lt;br /&gt;
#Move the &#039;&#039;&#039;black&#039;&#039;&#039; probe to the right leg. That leg should read about .7&lt;br /&gt;
#Readings close to these, or even similar to adjacent like components, indicate a good component. Failure to obtain these readings means the component has failed.&lt;br /&gt;
&lt;br /&gt;
Testing an &#039;&#039;&#039;MPS-U45&#039;&#039;&#039; transistor (or &#039;&#039;&#039;NDS-U45&#039;&#039;&#039; or &#039;&#039;&#039;CEN-U45&#039;&#039;&#039; which are equivalents).&lt;br /&gt;
#Set your DMM to diode test&lt;br /&gt;
#Measure on the solder side of the board, with J5 and J6 oriented toward you&lt;br /&gt;
#Place the &amp;lt;font color=Red&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/font&amp;gt; lead of your DMM on the center leg&lt;br /&gt;
#Place the &#039;&#039;&#039;black&#039;&#039;&#039; probe on left leg. That leg should read about 1.3&lt;br /&gt;
#Move the &#039;&#039;&#039;black&#039;&#039;&#039; probe to the right leg. That leg should read about .7&lt;br /&gt;
#Readings close to these, or even similar to adjacent like components, indicate a good component. Failure to obtain these readings means the component has failed.&lt;br /&gt;
&lt;br /&gt;
[[File:ReplacingMPS-U45WithMPS-A13.jpg|300px|left|thumb|An NDS-U45 replaced by the less expensive MPS-A13. This replacement is advised ONLY if the transistor drives a single lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80/80A/80B architecture does not utilize a lamp matrix. Controlled lamps are driven by individual transistors on the driver board, exactly like Gottlieb® System 1 games and Bally/Stern 6800 games. Driver board operation is pretty simple. The CPU places a signal on Logical Device lines 1 through 4 (LD1...LD4) and &amp;quot;strobes&amp;quot; the appropriate 74175 device select pin to latch the LDx values into the 74175 Quad FlipFlop&#039;s outputs. These outputs then drive the associated transistor(s) on, providing a path to ground for the lamp. That&#039;s all there is to it.&lt;br /&gt;
&lt;br /&gt;
The transistors on the driver board are a mix of 2N6043s, MPS-U45s (or NDS-U45s), 2N3055s, and MPS-A13s. 2N6043s drive coils. Generally, the MPS-U45 transistors drive coils, pre-drive coils via remote mounted transistors and 2N3055s, or drive more than one lamp. The 2N3055s drive coils (in some cases, not all 3 of these are used in a game). The MPS-A13s generally drive a single lamp.&lt;br /&gt;
&lt;br /&gt;
MPS-A13 transistors are still widely available and cheap. MPS-U45s are obsolete but may be replaced with CEN-U45 transistors [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=cen-u45&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= available from Great Plains Electronics] and Mouser.  A much cheaper MPS-A13 may sometimes be substituted for the less common and more expensive MPS-U45, as shown in the pic at left for Q22. Although this will work, you must ensure that the transistor is driving only a single lamp. This obviously limits the &amp;quot;portability&amp;quot; of the driver board. If Q22 were used to switch anything other than a single lamp on, it will be destroyed. Substitute with caution. &lt;br /&gt;
&lt;br /&gt;
2N6043 transistors used on the driver board are still available but becoming pricey. 2N6043s can be replaced by a TIP-102.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A nice convention Gottlieb® used with System 80 games is that lamp &amp;quot;n&amp;quot; is driven by transistor &amp;quot;n+1&amp;quot; on the driver board. This is always true.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the transistor tests fine, a gate on the 74175 may be bad, which is rare but does happen. Use a logic probe on the input and output of the associated lamp gate to check definitively.  Again, comparing the signal between different drive pins can help identify a failed driver circuit. 74175s can easily and reliably be tested using the procedure in the &amp;quot;General for all games&amp;quot; section, [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit here].  &lt;br /&gt;
&lt;br /&gt;
If more than one controlled lamp is not lighting, check the game’s manual / schematics to see if the bulbs are related in some way. &lt;br /&gt;
*When four lamps are not lighting, it may appear that the 74175 which controls the lamp transistors is at fault. This can happen, but the more commonly related issue is that the device select signal for a particular 74175 is lost between the CPU and driver board.  This can be due to a bad connection at A1J4 or A3J1.  See the chart below for the lamp device select signal path. &lt;br /&gt;
*When a whole group of lamps fail to light, review the schematics to see if the lamp transistors share a common ground path. Again, poor connections at the driver board, or the path to ground (generally green with yellow tracer or solid white wire) on the bottom board ground strap may be the root cause.&lt;br /&gt;
&lt;br /&gt;
If the connections, associated 74175, and lamp transistors are all correct, the circuitry on the CPU board is probably at fault.  Again, using a logic probe to determine which component on the CPU board has failed is the best course of action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Device Select&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;CPU Connector&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Driver Input&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Driver Quad Flip-Flop (74175)&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Transistor #s&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Lamp #s&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS1 || &amp;lt;center&amp;gt;A1J4-C&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-C&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q1-Q4&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Game Over relay, Tilt relay, coin lockout, L3&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS2 || &amp;lt;center&amp;gt;A1J4-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q5-Q8&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L4-L7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS3 || &amp;lt;center&amp;gt;A1J4-E&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-E&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q9-Q12&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L8, sound 16, L10, L11&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS4 || &amp;lt;center&amp;gt;A1J4-D&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-D&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q13-Q16&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L12-L15&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS5 || &amp;lt;center&amp;gt;A1J4-H&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-H&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q17-Q20&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L16-L19&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS6 || &amp;lt;center&amp;gt;A1J4-F&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-F&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q21-Q24&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L20-L23&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS7 || &amp;lt;center&amp;gt;A1J4-K&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-K&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q33-Q36&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L24-L27&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS8 || &amp;lt;center&amp;gt;A1J4-J&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-J&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q37-Q40&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L28-L31&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS9 || &amp;lt;center&amp;gt;A1J4-M&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-M&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L32-L35&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS10 || &amp;lt;center&amp;gt;A1J4-L&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-L&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z10&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L36-L39&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS11 || &amp;lt;center&amp;gt;A1J4-N&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-N&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L40-L43&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS12 || &amp;lt;center&amp;gt;A1J4-P&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-P&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z12*&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&amp;amp;nbsp;Q45-Q48 &amp;amp; Q49-Q52&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L44-L47 &amp;amp; L48-L51 (inverse of L44-L47)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;*Z12 not only outputs four lamp signals like all the other 11 74175s, but it also outputs four inverted lamp signals.  These signals are typically used for lamps located on opposite sides of the playfield which alternate on / off between each other.&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Lamp(s) Will Not Turn Off=====&lt;br /&gt;
If a single lamp is involved, or only a handful of lamps with different lamp device select signals, suspect the lamps&#039; associated drive transistors.  If a group of four lamps will not turn off, and they are all controlled by the same 74175, suspect the associated 74175 or the device select for that 74175 (&amp;quot;DS&amp;quot; on the schematics). If numerous groups of four lamps will not turn off, suspect the associated 7404 on the CPU board.&lt;br /&gt;
*Z17 for DS1-DS5 device select signals or,&lt;br /&gt;
*Z24 for DS6-DS11 device select signals or,&lt;br /&gt;
*Z26 for DS12-DS16 device select signals.  &lt;br /&gt;
If the lamps involved originate from more than one group of device select signals, suspect the 74154 at Z25 or, backing up one more step, the 6532 RIOT at U5.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flash Lamps===&lt;br /&gt;
Flash lamps are #67 powered by the 24VDC solenoid bus.  They are controlled like any of the coils that have a under-playfield transistor.  To step down 24V to a more lamp-friendly 13V, the power is routed through a single 4 ohm 7 watt resistor for powering paired flash lamps wired in parallel.  An 8 ohm 5 watt resistor is used for powering single flash lamps. &lt;br /&gt;
&lt;br /&gt;
On early 80B games, the power resistors are mounted to a small bakelite board under the playfield (up to 4), and the transistors are mounted to a bracket (up to 6).  On later games, starting with Arena, new PCBs were introduced that had the transistor, power resistor, and 4.7K pullup resistor all on the same board (up to 3).&lt;br /&gt;
&lt;br /&gt;
If lamps are locked on, or won&#039;t work, the remote mounted transistors associated with them have failed.  Generally, the pre-drive transistor on the driver board has also failed.&lt;br /&gt;
&lt;br /&gt;
Under-playfield flash lamp transistors are 2N5879s or MJ2955s.&lt;br /&gt;
&lt;br /&gt;
===Auxiliary Lamp Problems===&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Aux Board Headers.JPG|thumb|left|300px|Reflowed Header Pins on Auxiliary Lamp Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
For issues with lamps controlled by the auxiliary lamp driver board, follow the troubleshooting section for controlled lamps [[Gottlieb_System_80#Controlled_Lamp_Issues | above]].  Additionally, make certain that +5vdc and ground are present on the auxiliary driver board.  If either are missing, the potential for cracked header connections is possible.  Remove the existing solder from the header connections, and resolder the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Unconventional Lamps====&lt;br /&gt;
System 80B games added quite a few special lighting effects.  Gottlieb® never used software when hardware would do.  This is probably harkens back to their electromechanical days.  So, there are usually some creative, different ways used to control lamps.  For instance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Monte Carlo and Spring Break have Auxiliary Lamp Driver boards where power to a bunch of #44 lamps is switched by a relay.&lt;br /&gt;
&amp;lt;li&amp;gt; Genesis drives #67 lamps with an auxiliary power board.  Power to this board is controlled via a relay that turns itself to activate the &amp;quot;reveal&amp;quot;; this relay is activated by a lamp driver, but the relay will keep itself on until one revolution of the reveal gimmick is done.&lt;br /&gt;
&amp;lt;li&amp;gt; Spring Break has eight #44 lamps controlled by one relay; the relay is controlled with a lamp driver.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Diagnosing these is generally the same as other lamps, but first, understand the peculiar arrangement for the game in question.&lt;br /&gt;
&lt;br /&gt;
===Switch problems===&lt;br /&gt;
&lt;br /&gt;
==== Switch Matrix Operation ====&lt;br /&gt;
&lt;br /&gt;
The Gottlieb System 80 switch matrix is implemented via the 6532 RIOT (RAM, I/O, Timer) at U4, strobe ICs at Z11 and Z12 (7404), return ICs at Z13 and Z14 (7400), and DIP switch &amp;quot;read enables&amp;quot; at Z15. The switch matrix simply provides a TTL &amp;quot;low&amp;quot; pulse on a single switch matrix column, then listens for a &amp;quot;low&amp;quot; return on the switch rows. Closed switches complete the circuit and enable a switch matrix return. Switch returns are processed then the next column is strobed. The game software &amp;quot;debounces&amp;quot; all switches to accommodate less than electrically and mechanically perfect switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Scoring&amp;quot; Switches for Pop Bumpers and Slingshots are not part of the switch matrix====&lt;br /&gt;
[[File:GottliebPopBumper.jpg ‎|400px|thumb|left|Typical Gottlieb System 80/80A/80B pop bumper hardware and switches. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GottliebSlingShot.jpg ‎|400px|thumb|right|Typical Gottlieb System 80/80A/80B slingshot hardware and switches. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb System 80 Pop Bumpers and Slingshots are designed with two switches on each device. One switch connects the associated coil to coil power (two switches for slingshots). Another switch, mechanically connected to the device, acts as a &amp;quot;scoring switch&amp;quot;. Only the scoring switch is part of the switch matrix. &lt;br /&gt;
&lt;br /&gt;
During switch test, the scoring switch will register only if the associated slingshot coil plunger is pulled in, or if the associated pop bumper &amp;quot;rod and ring&amp;quot; assembly is manually pushed down. Since pop bumper spoon switches and slingshot standup switches are not on the switch matrix, they will not be reported during switch test.&lt;br /&gt;
&lt;br /&gt;
Pictured left and right are representative pop bumper and slingshot switches, annotated to show the function of each switch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Common Switch Matrix Faults ====&lt;br /&gt;
&lt;br /&gt;
===== Isolating Switch Problems to the MPU or the Game Wiring =====&lt;br /&gt;
&lt;br /&gt;
Since Gottlieb uniquely used edge connectors instead of more common header pins, isolating switch matrix issues to either the MPU or to the game wiring is not quite as easy. However, &amp;quot;jumping&amp;quot; from a switch column to a switch row is possible using the same technique. &lt;br /&gt;
&lt;br /&gt;
*Place the game into switch test&lt;br /&gt;
*Using a short length of wire, short each column drive to each row return, one at a time&lt;br /&gt;
*A single switch closure should be shown as each connection is made.&lt;br /&gt;
&lt;br /&gt;
If a single switch closure is shown for each and every connection made, then the MPU circuitry is probably undamaged, and the playfield wiring, switches, and diodes should be examined. If a switch closure isn&#039;t registered, or more than one switch closure is reported, then the MPU circuitry is damaged.&lt;br /&gt;
&lt;br /&gt;
===== MPU Switch Matrix Issues =====&lt;br /&gt;
&lt;br /&gt;
====== Blown Switch Matrix ICs ======&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebStackedSwitch.jpg|thumb|left|300px|The thin strip of &amp;quot;fish paper&amp;quot; physically isolating the flipper EOS switch and the &amp;quot;lane change&amp;quot; switch is all that prevents certain destruction of switch matric chips. &amp;lt;i&amp;gt;Image courtesy of Russell McIntyre.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:System80SwitchMatrixICs.jpg|thumb|right|400px|Identifying the System 80 MPU switch matrix ICs. Z15 is just below Z11/Z12.]]&lt;br /&gt;
[[File:System80MPUBlownZ13.jpg|thumb|left|300px|Diode testing Z13 uncovers a shorted IC caused by shorting HV to the switch matrix wiring.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The most prevalent reason for switch matrix failures is shorting high voltage (i.e. coil voltage) to the switch matrix. As always, it&#039;s inadvisable to work on the game with the power on. Sometimes, &amp;quot;fish paper&amp;quot; designed to isolate switch blades from higher voltage conductors becomes displaced, shorting high voltage to the switch matrix, and damaging some/all of the switch matrix ICs. Examples of such a switch are the kicking target under the upper playfield in Haunted House and the &amp;quot;lane change&amp;quot; stacked switch on the right flipper of games like Mars God of War, Rock, Genesis, Gold Wings, and Spring Break.&lt;br /&gt;
&lt;br /&gt;
A quick check of Z11 through Z15 using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test] will reveal failed ICs easily. An example is pictured at right.&lt;br /&gt;
&lt;br /&gt;
Using this same diode test on U4, comparing the results to U5 and U6, may help to identify a failed RIOT.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Alkaline Damaged Connectors ======&lt;br /&gt;
&lt;br /&gt;
Playfield switch wiring is connected to MPU edge connector J6, which is sometimes directly below, but at the very least in close proximity, of the OEM NiCad battery. These batteries frequently leak their corrosive contents onto the board, affecting nearby connectors, including the switch matrix connectors at J6 (playfield) and J5 (cabinet). Close examination of the friction pins in the connector as well as the copper traces at the edge connector may reveal alkaline corrosion impacting proper switch matrix operation.&lt;br /&gt;
&lt;br /&gt;
===== Playfield Switch Matrix Issues =====&lt;br /&gt;
&lt;br /&gt;
Once the switch matrix issue has been isolated to the playfield, follow the tips listed in the [http://www.pinwiki.com/wiki/index.php?title=General#The_Switch_Matrix Switch Matrix Diagnosis] section.&lt;br /&gt;
&lt;br /&gt;
One additional item to note is that Gottlieb did not attach isolation diodes directly to switches. Instead, isolation diodes are collected on &amp;quot;diode boards&amp;quot; which are screwed to the playfield underside or the cabinet bottom.&lt;br /&gt;
&lt;br /&gt;
===Display Problems===&lt;br /&gt;
The blue Futaba display glasses used by Gottlieb® System 1 and 80 machines are a fairly reliable, long-lasting display.  Although, they can and do still fail.  It&#039;s just a matter of diagnosing the symptoms of a failed display.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Display problems can primarily be classified into the following categories:&amp;lt;br&amp;gt;&lt;br /&gt;
#Power problems&lt;br /&gt;
#Display glass failure&lt;br /&gt;
#Data problems&lt;br /&gt;
#Tired displays&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 displays.png‎|thumb|550px|left|Gottlieb® System 80 Display Diagram]]&lt;br /&gt;
[[File:Gtb sys80A displays.png‎|thumb|550px|left|Gottlieb® System 80A Display Diagram]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Display Power Problems====&lt;br /&gt;
&lt;br /&gt;
Before even attempting to work on System 80/80A/80B displays, there are two caveats to heed.  First and foremost, the displays function due to the necessity of several voltages, including high voltage.  &#039;&#039;&#039;IF YOU ARE UNCOMFORTABLE WORKING ON HIGH VOLTAGE CIRCUITS, THEN DO NOT WORK ON THESE DISPLAYS!&#039;&#039;&#039;  High voltage can hurt or even kill you.  If you don&#039;t feel comfortable working around this type of scenario, then hire a professional to do the work.  Secondly, any time a display connector needs to be disconnected, &#039;&#039;&#039;DO NOT REMOVE ANY DISPLAY RELATED CONNECTOR WITH THE POWER ON!&#039;&#039;&#039;  This goes for the connectors located directly at the display, connectors A1J2 and A1J3 on the CPU board, A2J3 on the power supply board, and A7J3 / A7P3 (early System 80 up to Mars God of War), A10J1 / A10P1 (when used), A12J4 / A12P4 (Black Hole and after), or A10J7 / A10P7 (when used) from the transformer.  Removing connectors with the power on can damage the display, the CPU board, and / or you.  Sorry to &amp;quot;yell&amp;quot;, but it is extremely important to stress the above two statements.  Now that this is out of the way, let&#039;s move on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As stated above, the displays need several sources of voltage to function properly. The display voltages used are broken down by the type of display: +60VDC and 5VAC with a positive 8VDC offset are used for the 6-digit displays; +42VDC, +5VDC logic (for the 7432 chip - Z1), and 3VAC with a positive 4VDC offset are used for the 4-digit status display. When using a 6 digit display with DI513 Dionics chips, +5VDC is necessary for RP1 and RP2, both 8.2K resistor networks. Likewise, 7 digit displays also have a 7432 chip on them, and +5VDC is needed for them too. If any of the above voltages are missing, the display will never light.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prior to plugging in and turning the game on for the very first time, it is a good practice to check all of the fuse values located on the transformer board first. There is a 1/4 amp slo-blo fuse used for the display voltage, which is located on the transformer board in the bottom of the cabinet.  With the game unplugged from the wall outlet, remove the fuse from its fuse holder.  When checking fuses, never &amp;quot;eyeball&amp;quot; a fuse.  Your eyes may tell you that the fuse is good, but your eyes can fool you.  Use a digital multi-meter (DMM) or a continuity tester to check fuses. Put each lead of DMM on opposite ends of the fuse.  A tone should be heard.  If not, the fuse is bad, and should be replaced with the same value.  Fuses are used to protect equipment, the surroundings, and you.  Installing fuse values with higher ratings is very dangerous. &#039;&#039;&#039;DO NOT USE A FUSE RATED AT A HIGHER RECOMMENDED VALUE!&#039;&#039;&#039;  If the existing fuse is blown, it may not necessarily mean there is a problem.  Fuses do get stressed, and sometimes just fail.  However, there is more than likely a problem somewhere in the display power train.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the game still unplugged, the next course of action is to place connector A2J1 on the power supply.  A2P1 is the bottom connection on the power supply, and receives all voltages directly from the transformers and a single ground from the ground strip.  Once A2J1 is connected, remove any other connections from the power supply (A2J2 and A2J3).  All voltages should be tested before any boards or displays are connected to them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_psu_A2J3_highli.JPG|left|thumb|300px|System 80 Power Supply with A2J3 highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
At this point, plug the game in, and turn it on.  Using a DMM or volt meter, check all of the voltages at A2P3.  For the +60VDC (A2P3-1) and +42VDC (A2P3-3), any ground connection can be used as a reference. The +42VDC is derived from the +60VDC.  If there is +60VDC, but not +42VDC, The 18v CR6 zener diode or the R5 resistor may have failed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the two high voltages test all right, it&#039;s time to check the offset voltages.  The offset voltages are +5VDC (A2P1-6) and +8VDC (A2P1-9).  Use any ground connection as a ground reference to test these voltages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If displays are not lighting, but either the +42VDC is present on the display (status display) or the +60VDC is present on the 6 digit or 7 digit displays, check for the presence of AC voltage used to power the display filament.  Do not use ground as a reference when measuring these voltages, as they are AC.  Measurements must be taken from the send and return lines.  If the AC voltage is missing, check the in-line connection at A7J3 / A7P3 (early System 80 up to Mars God of War) or A12J4 / A12P4 (Black Hole and after).  Also, some games have more connectors which pass the AC voltages.  These additional connectors are A10J7 / A10P7 or A10J1 / A10P1. Check the voltages on the input and output of the connector to see if fatigued connectors are the source of the voltage loss.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
If all the display voltages are satisfactory, it is time to move onto the next step of visually inspecting the display boards for obvious defects.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====What is the DC Offset Voltage?=====&lt;br /&gt;
[[File:ACSineWave.jpg|left|thumb|300px|Representation of AC voltage with and without a DC offset component. Note the red sine wave is shifted &amp;quot;up&amp;quot; by the DC component.]]&lt;br /&gt;
[[File:DCOffsetClip.jpg|right|thumb|300px|A snippet from a typical System 80 schematic showing &amp;quot;DC offset&amp;quot; voltages connected to the center tap of the transformer secondary where AC filament voltages originate.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Futaba displays as used in Gottlieb System 1 and System 80 games require AC power that is &amp;quot;offset&amp;quot; by a specific DC voltage; 8VDC for the 6/7 digit displays, 5VDC for the 4-digit credit/match display. The DC component of the AC voltage raises the AC sine wave by that DC voltage. If the offset voltage is missing, inconsistent or wavy displays will result.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Glass Failure====&lt;br /&gt;
[[File:Good display.JPG|300px|thumb|left|Display with a good display glass]]&lt;br /&gt;
[[File:NippleGuard.jpg|300px|thumb|right|A cheap and easy way to protect your nipples]]&amp;lt;br&amp;gt;&lt;br /&gt;
The simplest and easiest problem to identify is display glass failure.  All of the 6 digit displays used by Gottlieb® System 80, and 7 digit displays used by System 80A games will have a black &amp;quot;blotch&amp;quot;, for lack of a better term, in the upper left and lower right corner of the glass.  The 4-digit status display typically has only one black blotch.  The evidence of a black blotch or blotches is good.&lt;br /&gt;
&lt;br /&gt;
[[File:Bad sys1 display1.JPG|300px|thumb|left|Display with Broken Nipple on Back]]&amp;lt;br&amp;gt;&lt;br /&gt;
However, if there is a muted white blotch visible at the corners of the display, it means the display&#039;s &amp;quot;vacuum&amp;quot; has been compromised, either due to a cracked glass or broken nipple. If this is the case, the display glass can not be repaired and is useless.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A simple, cheap, and effective way to &amp;lt;b&amp;gt;protect the glass nipple&amp;lt;/b&amp;gt; is to cut a ring of hose (garden hose was used in the picture at right), place it around the nipple, and then fill the ring with silicon caulk (preferred) or hot glue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Broken top filament1.JPG|300px|thumb|left|Display with Broken Top Filament. Note that this is the Dionics chipset version of the display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The display filaments within the glass can also break.  The end result will be segments with missing sections or &amp;quot;hot spots&amp;quot; when the display is powered.  The &amp;quot;hot spots&amp;quot; are caused by the &amp;quot;dangling&amp;quot;, broken filament shorting to other good filaments.  If a display filament breaks, do not use the display as shorted displays can damage other game components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=3 caption=&amp;quot;Example Display with Failed Filament&amp;quot;&amp;gt;&lt;br /&gt;
File:OpenCenterFilamentOFFAnnotated.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Another example of a broken filament. This one has broken and shorted to another part of the display.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:OpenCenterFilamentScoreOverall.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The same display, showing a dark line across the center where the filament has failed.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:OpenCenterFilament.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Closeup of same display.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even though the glass itself is bad, the chips on the display board may still be good.  So don&#039;t necessarily discount the display as being all bad.  UDN6118A and 7432, (chip used on status display only), chips are getting more costly, and Dionics DI513s are very scarce.  Since the display board is single sided, removal of the chips is quite easy.  Plus, the display PCBs are no longer being made.  The display board and / or chips may come in handy some time in the future.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====UDN6118 and Other Display Logic Chip Failures====&lt;br /&gt;
The majority of 4 and 6 digit displays utilize two UDN6118 &amp;quot;Vacuum Fluorescent Display Drivers&amp;quot;. These ICs do not fail often. However, when they do fail shorted, they can affect the performance of the rest of the display set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingUDN6118AndUDN7180.jpg|300px|thumb|left|Test method for a UDN6118 or UDN7180 display driver. Colored dots represent DMM probe locations (red lead, black lead)]]&amp;lt;br&amp;gt;&lt;br /&gt;
UDN6118 driver ICs can be tested using a DMM. Click on the image at left for the procedure.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video demonstrating the procedure on a failed UDN6118 can be found [https://youtu.be/PrIde9U4ios &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;A Blown UDN6118 Display Driver&amp;quot;&amp;gt;&lt;br /&gt;
File:UDN6118BlownTopSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Damage is hard to photograph, but the outline of the overheated chip core can be seen.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:UDN6118BlownBottomSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A much more visible image of the heat damage.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Credit Display Segment Locked On=====&lt;br /&gt;
[[File:Gottlieb4DigitGlassSegmentCLockedOn.jpg|300px|thumb|left|A 4 digit display with segment &amp;quot;c&amp;quot; locked on, caused by a failed 7432 on the board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Gottlieb 4 digit displays use two UDN6118s and a single 7432. The 7432 can fail in such a way as to cause segments to lock on, as shown in the picture at left showing segment &amp;quot;c&amp;quot; locked on. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Data Problems==== &lt;br /&gt;
When there are display issues, one first has to determine whether there is a problem with the display itself, the connectors involved, or the chips on the CPU board that control it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=red&amp;gt;NOTE: Do not connect or disconnect the display connectors or connectors A1J2 and A1J3 on the MPU (right hand side) with the power on! Doing so WILL damage the MPU board display logic ICs.&#039;&#039;&#039; &amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following applies to System 80 and 80A displays.  For information regarding the System 80B display board, scroll down to the end of this section.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebDisplaySegmentDigitOutAnnotated.jpg|340px|thumb|left|An excellent image to show both digit and segment problems. Note the red circles showing the same digit out on for players 1 and 3. Also note the yellow circles showing segment &amp;quot;g&amp;quot; out for players 1 and 2. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Display Issue Isolated to a Single Display&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If the problem is only showing up one display, suspect that the connector at the display itself is problematic, or there is an issue on the display board.  Problems on the display board can consist of a bad solder joint, a broken display lead from the display glass, or faults with the driver chips on the board (Sprague UDN6118 or Dionics DI513, if an old System 1 display is used).  The exception is if only 4 displays and a status display are used, which is common to most System 80/80A games.  In this display configuration, if there is a &#039;&#039;&#039;segment issue&#039;&#039;&#039; with the status display, there may be an issue with the segment drive chip on the CPU board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80LockedHSegment.jpg|340px|thumb|left|An example of a display showing segment &amp;quot;h&amp;quot; locked on. The segment was locked on for both the player 3 and player 4 displays. This was caused by a failure of the 7404 at Z16. This picture was snapped right after pressing the diagnostic button on the coin door. The display should be blank. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Display Issue With Multiple Displays&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If the problem shows up on two or more displays, suspect one of the two connectors on the CPU board (A1J2 or A1J3), one of the two connectors on the two displays (they are daisy-chained with an IDC connector), or the chips which control the display data on the CPU board.  If there is a &#039;&#039;&#039;digit issue&#039;&#039;&#039;, the issue will be present on &#039;&#039;&#039;player 1 and 3&#039;&#039;&#039; or &#039;&#039;&#039;player 2 and 4&#039;&#039;&#039; displays.  If there is a &#039;&#039;&#039;segment issue&#039;&#039;&#039;, the issue will be present on &#039;&#039;&#039;player 1 and 2&#039;&#039;&#039; or &#039;&#039;&#039;player 3 and 4&#039;&#039;&#039; displays, and the &#039;&#039;&#039;status display&#039;&#039;&#039;.  If more than 4 scoring displays are used, on games such as Pink Panther, Black Hole, Haunted House, Devil&#039;s Dare, etc., consult the game manual for display digit and segment mapping.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:Gtb sys80 displays.png‎|550px|left|Gottlieb® System 80 Display Diagram]]&lt;br /&gt;
[[File:Gtb sys80A displays.png‎|550px|right|Gottlieb® System 80A Display Diagram]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The charts listed below, map out each signal to each specific display.  The first chart maps the display digit information, while the second and third charts map the display segment information.  This information only applies to games where 4 scoring displays and 1 status display are used, although digit group names have been added, if more displays are used.  All of the charts apply to System 80 and 80A, but not 80B.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Display Digit Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Digit Number&lt;br /&gt;
!Display(s)&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| D16 (80A only) || Players 1 &amp;amp; 3 (Group F) || A1J3-16 || Z26-8 &lt;br /&gt;
|-&lt;br /&gt;
| D1 || Players 1 &amp;amp; 3 (Group D) || A1J3-1 || Z17-4&lt;br /&gt;
|-&lt;br /&gt;
| D2 || Players 1 &amp;amp; 3 (Group D) || A1J3-2 || Z17-6&lt;br /&gt;
|-&lt;br /&gt;
| D3 || Players 1 &amp;amp; 3 (Group D) || A1J3-3 || Z17-12&lt;br /&gt;
|-&lt;br /&gt;
| D4 || Players 1 &amp;amp; 3 (Group D) || A1J3-4 || Z17-10 &lt;br /&gt;
|-&lt;br /&gt;
| D5 || Players 1 &amp;amp; 3 (Group D) || A1J3-5 || Z17-8 &lt;br /&gt;
|-&lt;br /&gt;
| D6 || Players 1 &amp;amp; 3 (Group D) || A1J3-6 || Z24-2 &lt;br /&gt;
|-&lt;br /&gt;
| D13 (80A only) || Players 2 &amp;amp; 4 (Group F) || A1J3-13 || Z26-4 &lt;br /&gt;
|-&lt;br /&gt;
| D7 || Players 2 &amp;amp; 4 (Group E) || A1J3-7 || Z24-4 &lt;br /&gt;
|-&lt;br /&gt;
| D8 || Players 2 &amp;amp; 4 (Group E) || A1J3-8 || Z24-6  &lt;br /&gt;
|-&lt;br /&gt;
| D9 || Players 2 &amp;amp; 4 (Group E) || A1J3-9 || Z24-12 &lt;br /&gt;
|-&lt;br /&gt;
| D10 || Players 2 &amp;amp; 4 (Group E) || A1J3-10 || Z24-10 &lt;br /&gt;
|-&lt;br /&gt;
| D11 || Players 2 &amp;amp; 4 (Group E) || A1J3-11 || Z24-8&lt;br /&gt;
|-&lt;br /&gt;
| D12 || Players 2 &amp;amp; 4 (Group E) || A1J3-12|| Z26-2 &lt;br /&gt;
|-&lt;br /&gt;
| D13 || Status (Group F) || A1J3-13 || Z26-4&lt;br /&gt;
|-&lt;br /&gt;
| D14 || Status (Group F) || A1J3-14 || Z26-6 &lt;br /&gt;
|-&lt;br /&gt;
| D15 || Status (Group F) || A1J3-15 || Z26-10 &lt;br /&gt;
|-&lt;br /&gt;
| D16 || Status (Group F) || A1J3-16 || Z26-8  &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group A Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group A || A1J2-1 || Z19-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group A || A1J2-2 || Z19-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group A || A1J2-3 || Z19-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group A || A1J2-4 || Z19-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group A || A1J2-5 || Z19-9&lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group A || A1J2-6 || Z19-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group A || A1J2-7 || Z19-14&lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group A || A1J2-8 || Z16-12 &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group B Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group B || A1J2-9 || Z21-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group B || A1J2-10 || Z21-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group B || A1J2-11 || Z21-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group B || A1J2-12 || Z21-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group B || A1J2-13 || Z21-9 &lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group B || A1J2-14 || Z21-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group B || A1J2-15 || Z21-14 &lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group B || A1J2-16 || Z16-10  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group C Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group C || A1J2-17 || Z23-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group C || A1J2-18 || Z23-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group C || A1J2-19 || Z23-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group C || A1J2-20 || Z23-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group C || A1J2-21 || Z23-9 &lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group C || A1J2-22 || Z23-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group C || A1J2-23 || Z23-14 &lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group C || A1J2-24 || Z17-2  &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Display Issues====&lt;br /&gt;
&lt;br /&gt;
[[File:System80BDisplayDivotAnnotated.jpg|300px|thumb|left|A System 80B Display edge connector. One data conductor to the display was not &amp;quot;making&amp;quot; across the connection due to a corrosion &amp;quot;divot&amp;quot;. This caused the entire display to remain blank. Reflowing the edge connector solder corrected the issue. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
[[File:GottliebEdgeConnectorDivots.jpg|300px|thumb|right|Another System 80B Display edge connector, this one with corrosion marks on it. The corrosion also caused the entire display to remain blank. Reflowing the edge connector solder corrected the issue. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
System 80Bs displays are completely different how the digits and segments are decoded and driven.  Unlike System 80 and 80A, where the decoder chips are located on the CPU board, the System 80B display has a single segment (U3) and two digit decoder chips (U1 &amp;amp; U2) located on the display board itself.  Unfortunately, both of these chips (10941 &amp;amp; 10939 respectively) were a product of Rockwell International, and are not that prevalent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has been observed that if any of the display data signals are missing between the CPU board and the 7417 inverters on the display board, the two displays will not illuminate at all.  If voltages on the display board are within spec, it may be advantageous to check all of the data signal edge connector pins on the CPU board and the display board. If both the edge connector and the female connectors look good, use a logic probe to ensure signals are getting to the input side of both 7417 (or later 74LS367) inverters on the board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the System 80B jumpers, that replace the 7448s at Z19 and Z21 on System 80 and 80A boards, can be a source of discontinuity due to cracked solder joints.&lt;br /&gt;
&lt;br /&gt;
It has been observed that some of the earlier System 80B games are more prone to the display randomly being blank upon turning on the machine. Rock and Raven are the most common with this issue, however, the first three 80Bs, Chicago Cubs, Tag Team, and Bounty Hunter, are susceptible too. The best recourse is to repin both A1-J2 and A4-J1 / 1A4-J1.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rejuvenating Tired Displays====&lt;br /&gt;
[[File:System1-80DisplayBrightUp.jpg|300px|thumb|left|Rejuvenating tired System 1/80 displays]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80 displays, especially those that haven&#039;t been turned on for a long time, sometimes fade. These displays can be rejuvenated by applying voltage to the outside pins of the display glass. Note that voltage should be applied to the display glass pins, NOT the card edge pins. This process &amp;quot;burns&amp;quot; the impurities that accumulate on the filaments off.&lt;br /&gt;
&lt;br /&gt;
In the picture at left, general illumination power (7VAC) from the lamp insert panel is being used to rejuvenate a display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. Turn the game off&amp;lt;br&amp;gt;&lt;br /&gt;
2. Remove the connector from the display&amp;lt;br&amp;gt;&lt;br /&gt;
3. Connect jumper clips from a voltage source to each of the outside pins of the display glass. Note that the lower the voltage applied, the longer the display can tolerate this &amp;quot;rejuvenation&amp;quot;.&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;That is why some techs choose to use the lower GI AC voltage for this purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Power the game on for 1 minute.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Disconnect the jumper wires and reconnect the display.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Power on to test the display.&amp;lt;br&amp;gt;&lt;br /&gt;
7. If the display still isn&#039;t bright enough, repeat this process for 1 minute each time, until the display is satisfactorily bright.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that if the display filaments, which run across the display horizontally begin to glow orange (or worse, white), too much voltage is being applied or the display has been connected too long. This risks burning one or more of the display filaments out and ruining the display. A cautious, 1 minute at a time, process is warranted.&lt;br /&gt;
&lt;br /&gt;
Note also that one particular System 80 tech (&amp;quot;System 80, not just a job, it&#039;s an adventure&amp;quot;) suggests that merely leaving the game powered on for 24 hours will accomplish the same rejuvenation.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Does Not Light====&lt;br /&gt;
[[file:gottlieb-display-broken-legs.jpg|right|thumb|300px|Broken legs on display glass]]&lt;br /&gt;
If the glass of a 6 or 7-digit display does not light, but there are no white spots in the corners (white spots indicate bad glass), the outer-most legs on the glass may be broken. A magnifying glass may be necessary to inspect the pins since the gap in the breaks may be extremely small. The outer-most legs are responsible for supplying power to the glass, which is why the glass would not light in this situation.&lt;br /&gt;
&lt;br /&gt;
These legs may be broken especially on displays that have a green or blue plastic filter covering them. These legs can get broken after someone presses down on the plastic cover of the display when pushing the display onto the PCB supports mounted on the light board in the backbox.&lt;br /&gt;
&lt;br /&gt;
To repair, line up the two broken halves of the leg with needle-nose pliers, heat, and solder. If the solder isn&#039;t sticking, lightly sand back some of the black tarnish with fine sandpaper or a fiberglass eraser.&lt;br /&gt;
&lt;br /&gt;
====System 80 Display Test 19 Never Starts====&lt;br /&gt;
System 80 games provide a display test (number 19). The test &amp;quot;walks&amp;quot; all digits, from 0 to 9, through all displays. &lt;br /&gt;
&lt;br /&gt;
A failed 6532 RIOT at U5 can cause the game to appear dead, as if awaiting an input. The display test will never commence.&lt;br /&gt;
&lt;br /&gt;
====Individual 6-digit Display Interferes With Other Displays==== &lt;br /&gt;
&lt;br /&gt;
Sometimes, a particular display can interfere with the operation of other 6-digit/4-digit displays no matter which game or player position it is plugged into. These symptoms can include:&lt;br /&gt;
* Causing digits to go missing on other displays&lt;br /&gt;
* Causing certain digits to dim significantly on other displays&lt;br /&gt;
* Causing certain digits to display garbage or non-numbers&lt;br /&gt;
&lt;br /&gt;
The cause of these symptoms is a bad R1 resistor. When powered off, the resistor will give the correct reading. However, the resistor may fail when power is applied. The R1 resistor (10k ohm, 1/2 Watt, 5% resistor) may need to be replaced if the above symptoms are present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Individual 7-digit Display Causes Other Displays To Go Blank====&lt;br /&gt;
Sometimes, a particular display can interfere with the operation of the other 7-digit/4-digit displays no matter which game or player position it is plugged into. &lt;br /&gt;
&lt;br /&gt;
If a particular display causes all other displays to go blank, the likely cause is a failure of the Z2 6118P chip, which drives the digits of the display. This chip can be replaced with the more commonly found UDN6118A chip. Also keep in mind that it&#039;s possible the 7448 and the other 6118P controlling the segments could be damaged as well, so be prepared for that.&lt;br /&gt;
&lt;br /&gt;
===All Other Display Issues (Not Caused by Displays)===&lt;br /&gt;
There are several issues which appear to be display related, however, they ultimately are not.  In these instances, the displays are used instead as a visual identifier of a particular issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Open Slam Switch==== &lt;br /&gt;
If after turning a System 80 game on, and the scoring displays turn on immediately without a 5 second delay, there is a problem.  However, if the displays are showing all of the outer segments (all segments necessary to display a zero) lit, and &amp;quot;strobing&amp;quot; or &amp;quot;rolling&amp;quot; rapidly as simulated in the image below, this isn&#039;t a display problem. The cause of this problem is an open slam switch on the coin door. To address this issue, see the PinWiki section [[#Slam_Switch_Modification | Slam Switch Modification]].&lt;br /&gt;
[[File:Gtb 6digit slam scaled.gif|500px|thumb|left|Simulation of displays indicating an open slam switch. Note the &amp;quot;rolling&amp;quot; perimeter display segments. &amp;lt;i&amp;gt;Animation by Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====All Displays Dim or at Half Brightness====&lt;br /&gt;
This applies to System 80/80A games with 6 or 7 digit displays. If all the displays appear dim or at about half brightness, check the 60v test point on the power supply. If it reads about 30-35v, then the dim display issue is caused by the power supply.&lt;br /&gt;
&lt;br /&gt;
On the power supply, Q2 regulates the 60v, so if that component has failed, or if there is a problem with the solder joints or pads on the back of the board, this can result in half the voltage for the displays.&lt;br /&gt;
&lt;br /&gt;
Carefully inspect the back of the power supply for cracked solder joints or through-hole pads that have popped off the PCB. Because Q2 has a large/heavy heat sink, the component tends to move around lot, which may cause these issues. If nothing is apparent with a visual inspection, test for continuity between Q2&#039;s legs and the traces on the PCB .&lt;br /&gt;
&lt;br /&gt;
[[file:gottlieb-sys80-psu-q2-pad-problem.jpg|thumb|300px|left|The pad for the center leg of Q2 has separated from the PCB and will need to be repaired]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display Conversion for 6-Digit Games (Converting to 7-Digit Displays)===&lt;br /&gt;
[[Image:Gottlieb6DigitTo7DigitConversion.jpg|300px|thumb|left|Gottlieb® System 80 6-Digit to 7-Digit Signal Mapping. Click to expand. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:GottliebAmazingSpiderman7DigitScoringExample.jpg|300px|thumb|right|Gottlieb® System 80 Amazing Spiderman with player 1 converted to 7-Digit scoring. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The signal mapping diagram shown at left details the wiring changes necessary to replace a 19 pin 6-digit display connector with a 21 pin 7 digit display connector. Note that some signals and power must be picked up from the 4-digit credit/ball in play display.&lt;br /&gt;
&lt;br /&gt;
Once the wiring conversion has been completed, the appropriate game ROM that supports 7-digit scoring must be obtained and installed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
Before doing any kind of work, or blaming the sound board for not putting out sound, review the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting section] first.&lt;br /&gt;
&lt;br /&gt;
[[Image:System80DIPSwitches.jpg ‎|300px|thumb|left|Gottlieb® System 80 Game Feature Selection DIP Switches and 1N4148 Switch Isolation Diodes. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
In particular for System 80 games, ensure that the DIP switches that enable sound are set correctly. And, ensure that the dip switch actually works. Games like Spiderman use one of the 32 MPU dip switches to enable background and scoring sounds. Games like Haunted House, Black Hole, etc use dipswitch 5 on the Sound and Speech board to enable background sound.&lt;br /&gt;
&lt;br /&gt;
Each DIP switch is isolated in the &amp;quot;DIP switch matrix&amp;quot; by a 1N4148 diode located directly below the switch. If one of these diodes fails open, then the switch closure will never be read by the MPU. If one of these diodes fails shorted, this may cause &amp;quot;phantom DIP switch closure(s)&amp;quot; in exactly the same way as a shorted playfield switch diode will cause phantom switch closures. Since System 80/80A diagnostics do not display DIP switch settings, this can be difficult to detect. Simple diode testing of each of the 32 1N4148 diodes is the best course of action.&lt;br /&gt;
&lt;br /&gt;
Failed diodes in the &amp;quot;DIP switch matrix&amp;quot; can cause the switch(es) that enable sound features to be read incorrectly and therefore, sound behavior will be incorrect, such as lack of background sounds.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video of one such failure that caused the background sounds in Black Hole to not work can be found [https://youtu.be/Q80TQ-W6XZ0 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====The Long and Winding Road of the Sound Signals====&lt;br /&gt;
The sound signals follow very roundabout path before reaching their destination on the sound board.  Sounds S1, S2, S4, and S8 are originated on the MPU board by RIOT U6.  These 4 sound signals then pass through a 7404 inverter (Z27), pass through a 7408 2 input AND (Z31), and exit the MPU board via the A1J4 connection (MPU / driver board interconnect harness).  The signals enter the driver board via A3J1, pass through another 7404 inverter (Z13), and exit the driver board via A3J5.  Finally, they enter the sound board via the only connection on the sound board, A6J1.&lt;br /&gt;
&lt;br /&gt;
If any of the sound signals are lost, this potentially happens due to poor edge connections, however, 7404s are known to fail too.  The best way to check for discontinuity is to use a DMM or ohmmeter to check the path from the exiting chip to the chip it enters on the following board.  Another method for checking for signal loss is a logic probe.  This method is not as simple though, because some generations of System 80s do not have a sound test.  Therefore, waiting for a particular signal to trigger can be tricky.  The benefit of using a logic probe is to determine if a particular signal is entering and exiting a specific chip, and if the signal transforms (if it is supposed to) like intended (ie. the 7404 will invert the signal from high to low or low to high).&lt;br /&gt;
&lt;br /&gt;
Some sound boards use a fifth sound signal, known as S16.  S16 is actually driven by an MPS-A13 like any other single lamp drive. S16 can follow a very convoluted path too, depending on the particular game.  For example, Haunted House uses S16.  It originates on the MPU with all of the other lamp signals, and becomes lamp drive Q10 on the driver board.  It exits the driver board via A3J2, passes through a inline connector, A10J4, passes through another inline connector, A12P4, and finally reaches the sound board at A6J1.  That is a lot of mileage for just 1 little sound signal!&lt;br /&gt;
&lt;br /&gt;
System 80B games, starting with Rock, which use the dual 6502 processor sound boards, use Q5 as sound signal S16.  Please be aware that the System 80B documentation does not always notate this information regarding S16!!!  In this case, S16 follows a much simpler path.  It exits the driver board via A3J2 and goes directly to the sound board at A6J1.&lt;br /&gt;
&lt;br /&gt;
So, if appears that certain sound signals are missing or the wrong sounds are triggered, suspect a bad connection first.  Then, suspect a bad 7404 within the sound signal path.  Then, check all other potential problems.&lt;br /&gt;
&lt;br /&gt;
It is noteworthy that the 7404 U7 located on early System 80 sound boards (sound only) do fail also.&lt;br /&gt;
&lt;br /&gt;
====System 80 Sounds Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound.JPG|300px|thumb|left|Gottlieb® System 80 Sound Board (Sounds only)]]&lt;br /&gt;
This board, first used in Panthera, is problematic to fix. The main issue is that the board uses the long since obsolete 6503 processor (think of it as a short 6502) and a &amp;quot;masked ROM/RIOT&amp;quot; 6530. The 6530 was specifically programmed for Gottlieb System 80 sound boards. They are therefore, impossible to replace unless you can scavenge a working one from another sound board. Or, as late as mid-2025, Steve Young&#039;s PBResource still had stock available. Note that the 6530 appearing on late Gottlieb System 1 sound boards is programmed differently and is not interchangeable with the System 80 version.&lt;br /&gt;
&lt;br /&gt;
There are 2 replacement options at this time, other than sourcing a used board. One is Pascal Janin&#039;s reproduction board. This board is a bit pricey but is engineered quite well. The board can be found here: [http://www.flippp.fr/pifx.php?lg=en http://www.flippp.fr/pifx.php?lg=en]. The other option is an FPGA (TDA7267) based replacement board by LISY called the [https://www.lisy.dev/gosof.html GOSOF] which emulates System 1, 80, 80A, and early 80B.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:GottliebSoundsOnlyBoardCorrosion.jpg|300px|thumb|left|A leaky audio filter cap caused significant corrosion to several traces on this board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]][[Image:System80SoundsOnlyLeakyCap.jpg|300px|thumb|right|Audio filter cap removed, corrosion removed, traces tinned. The leaky cap can be seen in the top of the picture. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;This board operates on three different voltages: +5v, +12v, and -12v. The +5 volts comes in on J1 pin 5 from the machine&#039;s power supply board. The +12 volts comes in on J1 pin 1 from the machine&#039;s bottom panel. The -12 volts is generated on the sounds only board and it receives AC power input on J1 pins 3 and 4. You can measure the -12 volts by connecting your volt meter across zener diode CR5 (1N4742A).&lt;br /&gt;
&lt;br /&gt;
The test button on this era sound board will only work if the two dipswitches are set in opposite positions on the sound board.&lt;br /&gt;
&lt;br /&gt;
As noted above, this board is tough to repair. If the 6530 is dead...you&#039;re SOL. A dead 6503 might be replaced. The other ICs on the board, like the LM380 amp (OEM boards were sometimes stuffed with an equivalent chip, a ULN2280B) and the 555 timer are still readily available. The 1408 DAC (U3) can be replaced with its direct replacement: a DAC0808.&lt;br /&gt;
&lt;br /&gt;
A common issue with the board seems to be the leaky large capacitor on the board. Fortunately, this is easy to repair. Remove the old cap. Abate the corrosion as shown in the picture at right. Replace the cap. When this cap leaks, it can completely sever the sound signal path. Sounds might sound scratchy or incomplete too. The cap is easy to remove and replace. It&#039;s worth a shot.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Sound and Speech Board====&lt;br /&gt;
&lt;br /&gt;
=====Different Revisions of the Sound and Speech Boards=====&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=220px perrow=3 caption=&amp;quot;Revisions of the Gottlieb Sound and Speech board&amp;quot;&amp;gt;&lt;br /&gt;
File:SoundAndSpeechBoard-1Modified.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB SS Back B20887-2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB SS B-20887-3 Back.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB SS B-20887-3 Front Added Resistors.JPG|thumb|left|300px|B-20887-3 Sound and Speech Board with Resistors Highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
With the third revision sound and speech board, the resistors which were added to the solder side of the -1 and -2 boards were now incorporated in the board design. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Texas Instruments Sockets=====&lt;br /&gt;
[[File:TexasInstrumentsSockets.jpg ‎|300px|thumb|left|&amp;quot;Craptastic&amp;quot; Texas Instruments Sockets for the 6502 and 6532. Be gone! &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some Sound and Speech boards were manufactured with Texas Instruments sockets that are of the same poor quality as the ScanBe sockets that Williams used during System 3-6 manufacturing. All Texas Instruments sockets should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound and Speech Board Operation=====&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A nice video demonstrating some of the capability of the SC-01 can be found [https://youtu.be/ER0t3IYygDw &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The sound and speech board represents the high point in the System 80 family as far as sound generation is concerned. By combining sound and voice circuitry, the board is flexible enough to be used in several different games, with different voice calls, all generated via the Votrax SC-01 speech synthesizer. &lt;br /&gt;
&lt;br /&gt;
The sound and speech board is itself a single board computer, and should be debugged similar to any non-working MPU.&lt;br /&gt;
&lt;br /&gt;
The board interfaces with the System 80 MPU via a 6 bit (S1, S2, ..., S32) wide &amp;quot;data bus&amp;quot;. The 6 interface bits form a binary code which define specific sounds (or speech) to play. This enables 63 separate sounds to be played. Each communication between the MPU and the Sound and Speech board is &amp;quot;stand alone&amp;quot;. That is, the system does not make use of successive sound commands to mean different things as the Bally Squawk and Talk implementation does. In practice, since S32 is never used, a maximum of 31 unique sounds are commanded.&lt;br /&gt;
&lt;br /&gt;
Four of the bits in the interface are controlled (grounded) by circuitry on the MPU (starting at the U6 RIOT) and a &amp;quot;pass through&amp;quot; 7404 inverter on the driver board (Z13). The remaining two bits are implemented via &amp;quot;lamp drive&amp;quot; transistors (Q10 for S16) on the driver board, and comparator circuitry on the S&amp;amp;S board (U24).&lt;br /&gt;
&lt;br /&gt;
Sound select signals are fielded by the S&amp;amp;S board&#039;s 6532 RIOT which generates an interrupt to the 6502 processor. The 6502 reads the sound number commanded from the 6532 as it services the interrupt.&lt;br /&gt;
&lt;br /&gt;
The S&amp;amp;S board&#039;s 6502&#039;s program code, as well as sound data, is stored in two 2716 EPROMs, PROM 1 and PROM 2.  These EPROMs are typically labeled at the factory with the model number of the game they are for, and the suffixes /S1 &amp;amp; /S2. For example &amp;quot;668/S1&amp;quot; is the label on one of the Black Hole sound ROMs. Although the board can be strapped for two 2732 EPROMs, in practice, this was never done.&lt;br /&gt;
&lt;br /&gt;
The sound and speech board can field and queue sound commands at the same time as it is driving the sound and speech circuitry lanes. The board will never interrupt or prematurely terminate a sound being played. The board will also never reorganize the queue of sounds to be played. Each sound to be played will be played until it&#039;s conclusion. The 6502 knows when &amp;quot;sounds&amp;quot; have completed playing since it is solely in control of the sound lane. The 6502 knows when &amp;quot;speech&amp;quot; calls have completed processing by the SC-01 via a non-maskable interrupt sent via the SC-01&#039;s ~A/R signal to the 6502&#039;s NMI pin. Timing to sequence speech phonemes together rapidly is critical, hence the use of the non-maskable interrupt.&lt;br /&gt;
&lt;br /&gt;
The 6502 creates &amp;quot;sounds&amp;quot; via one circuitry lane. It creates &amp;quot;speech&amp;quot; through a second, separate circuitry lane. At the end of each lane, just prior to input to the main LM379S amplifier, sound and speech is summed. The relative volume of each lane can be tuned via 10K trim pots at the top of the board, R15 and R16.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sound Lane&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Simple sounds (not voice) are created by the 6502 reading data from the sound ROMs and latching it into two 74LS75 data latches. The 74LS75s latch the data when selected via a 74LS02 (NOR gate) at U10 which NORs the R/W signal along with a device select signal from the 74LS138 at U4. the device select signal selects U7 and U8 simultaneously to latch data bus signals DB0 - DB7 all at once.&lt;br /&gt;
&lt;br /&gt;
The two 74LS75s provide the data to a 1408 D-to-A (digital to analog) converter at U20. In this way, 511 different digital codes can be converted to analog levels by the 1408. The analog output of the 1408 can be attenuated via a 10K &amp;quot;variable resistor&amp;quot; at R13. The signal is then amplified and inverted by an LM741 analog inverter (U22). The analog signal is then fed to the LM379S for final amplification. Note that the 1408 DAC is obsolete, but may be replaced by the more available DAC0808.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Speech Lane&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Speech is ultimately created by the Votrax SC-01 voice chip. The SC-01 accepts &amp;quot;phoneme&amp;quot; codes and renders the analog speech output to the LM379S for final amplification. The phoneme codes are placed on the 6502 data bus and pass through a 74LS05 &amp;quot;level shifter&amp;quot; and inverter at U13. The codes are accepted by the SC-01 on pins 9 through 14 when pin 7 is strobed (the phoneme code is latched on the rising edge of the strobe). The &amp;quot;pitch&amp;quot; of the SC-01 voice is controlled by I1/I2 (pins 3 and 2). Frequency and timing control is achieved via MCK and MCR (pins 15 and 16, which are tied together). Frequency and timing are referred to in the schematics as the &amp;quot;Voice Clock&amp;quot; and can be adjusted via a 10K &amp;quot;variable resistor&amp;quot; at R6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reset signal&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The reset circuit is pretty simple. A 47uf/50V cap at C3 charges when power is applied. Once charged, the originating 5VDC power is twice inverted and cleaned up via a Schmitt Trigger at U1, and finally presented to the ~RESET signal (pin 40) of the 6502.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test button&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The test button, located on the upper left side of the S&amp;amp;S board, grounds pin 17 of the 6532 RIOT. After reading the RIOT data, the 6502 process then plays the appropriate test sound, which varies by game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SC-01 pinout&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin Number(s)&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Signal Name&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Signal Purpose&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1 || &amp;lt;center&amp;gt;Vdd&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Input Voltage&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2-3 || &amp;lt;center&amp;gt;I1, I2&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Instantaneous pitch adjustment. Will change pitch of phoneme being spoken.&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7 || &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Strobe to indicate a phoneme code is ready&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8 || &amp;lt;center&amp;gt;~A/R&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Acknowledge receipt of phoneme strobe, indicate completion of phoneme processing&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9-14 || &amp;lt;center&amp;gt;P5-P0&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Phoneme number select (from fixed phoneme table)&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;15-16 || &amp;lt;center&amp;gt;MCK/MCR&amp;lt;/center&amp;gt; || &amp;amp;nbsp;External Clock Signal (probably used to alter phoneme pronunciation via varying the clock)&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;20-22 || &amp;lt;center&amp;gt;CB, AF, AO&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Audio Output&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;18 || &amp;lt;center&amp;gt;Ground&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Ground&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Sounds and Speech board DIP switch settings=====&lt;br /&gt;
The Sound and Speech board has a bank of DIP switches. For at least Black Hole, the function of these switches is as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*DIP-1 - Used in self-test only&lt;br /&gt;
*DIP-2 - Not used&lt;br /&gt;
*DIP-3/4 - Attract mode speech frequency&lt;br /&gt;
** OFF/OFF - disabled&lt;br /&gt;
** ON/OFF - attract mode speech every 10 seconds&lt;br /&gt;
** OFF/ON - attract mode speech every 2 minutes&lt;br /&gt;
** ON/ON - attract mode speech every 4 minutes&lt;br /&gt;
*DIP-5 - ON = background sound enabled, OFF = background sound disabled&lt;br /&gt;
*DIP-6 - ON = all speech enabled, OFF = all speech disabled&lt;br /&gt;
*DIP-7 - Not used&lt;br /&gt;
*DIP-8 - Not used&lt;br /&gt;
&lt;br /&gt;
=====Sound &amp;quot;Locks Up&amp;quot; after certain switch closures=====&lt;br /&gt;
[[File:SC-01.jpg|thumb|300px|left|The long since obsolete, pricey, and hard to find SC-01 speech chip. This one is an SC-01-A, said to be a little beefier.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This problem may be caused by a malfunctioning or missing SC-01 (or SC-01-A) speech chip.&lt;br /&gt;
&lt;br /&gt;
Games such as Black Hole, Mars God of War, and Volcano utilized the SC-01 phoneme speech chip. These games &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;require&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; a working SC-01 to be present, not only for the speech portions of the sound, but for the sound to not &amp;quot;lock up&amp;quot; after the first time that a speech call is made. The CPU relies on an interrupt from the 6532 RIOT to restart sound command processing. That interrupt originates from an &amp;quot;all done&amp;quot; signal from the SC-01 speech chip (shown as ~A/R in the schematics, SC-01 pin 8). If the RIOT never receives an &amp;quot;all done&amp;quot; signal (at PB7) then it will not interrupt the processor and no further speech or sound will be created.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the 2N2222 at Q3 has failed, not allowing the interrupt signal to reach the RIOT. Q3 inverts the ~A/R signal and conveys it to the RIOT as A/~R and also to the MPU as a non-maskable interrupt (U3 6502, pin 6).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Game background sound continues after game over=====&lt;br /&gt;
&lt;br /&gt;
This has been noticed in &amp;quot;Mars, God of War&amp;quot; and &amp;quot;Volcano&amp;quot; predominately, but other System 80 games that use the Speech and Sound board may exhibit similar symptoms.&lt;br /&gt;
&lt;br /&gt;
The cause of the problem is MPU DIP switch 25. The switch MUST be ON, as noted in the manual. Even if the switch appears to be &amp;quot;on&amp;quot;, buzz across the switch solder pads on the back side of the board to ensure that the switch is making. Gottlieb sometimes used &amp;quot;rocker&amp;quot; switches, which seem to have a high failure rate.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;On Target&amp;quot; newsletter from June, 1981 discusses something similar to this problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound is &amp;quot;garbled&amp;quot; or phonemes appear jumbled=====&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating one instance of garbled speech can be found [https://youtube.com/shorts/TU-_vOB2CzY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Board circuitry upstream of the Votrax SC-01 (or SC-01A) as well as the SC-01 itself can be the cause of this issue. Speech isn&#039;t really jumbled, it just seems that way.&lt;br /&gt;
&lt;br /&gt;
First, since the chip is socketed, replace the SC-01 with a known working SC-01. &lt;br /&gt;
&lt;br /&gt;
If the known good SC-01 produces the same behavior, then suspect the 74LS05 &amp;quot;level shifter&amp;quot; at U13, the 7407 at U12, or the 74LS75 at U9.&lt;br /&gt;
&lt;br /&gt;
=====Using the MA-483 Sound Amp Board on a Sound and Speech Board=====&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback.JPG|300px|thumb|left|Gottlieb® MA-483 Piggyback Board]]&lt;br /&gt;
[[File:GTB SS Power Mod.JPG||300px|thumb|right|Gottlieb® Sound and Speech Power Supply with components highlighted. This board is configured to supply 30VDC power]]&lt;br /&gt;
[[File:ModifiedSystem80SoundPS.jpg||300px|thumb|right|Gottlieb® Sound and Speech Power Supply, modified as discussed to supply 18VDC power]]‎&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If using the MA-483 sound amp board on a Sound and Speech board, or if the sounds only System 80A sound board is going to be used, the factory Sound and Speech power supply cannot be used without modification.  The reason is because the original LM379S amp is powered by 30VDC, and the TDA2002 amp on the MA-483 can only withstand 16VDC. If a TDA2002 is powered by 30VDC, it will be destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; a substitute equivalent part, a ULN3701 was sometimes used in lieu of the more standard TDA2002. Also, A TDA2003 is a good substitute for the TDA2002.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The modification is simple, and is accomplished by replacing two components on the sound board power supply, R1 and CR1. R1 is 430 ohm 1/2 watt resistor. CR1 is a 1N4751A 30V 1 watt zener diode. R1 should be replaced with a 1.5Kohm 1/2 watt resistor and CR1 should be replaced with 1N4746A 18V, 1 watt zener diode.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Replacing the Obsolete LM379S Amplifier with a Modern Amplifier=====&lt;br /&gt;
&#039;&#039;This information originally published by J. &amp;quot;kirb&amp;quot; Kirby. Additional pictures and some editing provided by Chris Hibler. Used with permission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Gottlieb System 80 Audio Amp Replacment...why?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Gtb sys80&amp;amp;a s&amp;amp;s.JPG|300px|thumb|left|Gottlieb® System 80 Sound &amp;amp; Speech Board as used on Mars, God of War, Black Hole, Haunted House, Volcano, and some video games]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Gottlieb® Sound and Speech board uses an LM379 or LM379s audio amp in the final amplification section. This amp became hard to find around 1983. Gottlieb® provided an alternative for this amp (see prior section) and discontinued using the Speech and Sound board further.&lt;br /&gt;
&lt;br /&gt;
Their solution was to buy a piggyback board from Gottlieb® that used an LM2002 or a TDA2002 amp. But the LM2002 or TDA2002 amps require 16VDC to operate (instead of the 30VDC used by the LM379). This necessitated a change to the sound board power supply. There were many components to replace or remove, not to mention that you would have to make the piggyback board yourself.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOLUTION? Find a newer amp that required fewer components. A replacment amp can be put together using only the following parts which can be easily sourced. &lt;br /&gt;
&lt;br /&gt;
*LM1875T Audio Amp&lt;br /&gt;
*14 pin DIP socket&lt;br /&gt;
*Heat sink&lt;br /&gt;
*Heat sink compound&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve sourced these parts, a replacement amp is easy to construct and only requires removal of the old LM379 amp and addition of one jumper (to provide 12VDC, covered later).&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start with the basics. System 80 games used 4 different sound boards. This amp replacement applies only to the Sound and Speech board used in Mars: God of War, Black Hole (domestic version), Haunted House, Volcano, Devil&#039;s Dare, Caveman, Rocky, Q*bert&#039;s Quest, Super Orbit, Royal Flush Deluxe (early production), Amazon Hunt (early production), and video games like Q*bert.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;LM379 Audio Amp Testing&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
First of all, is your amp really bad? Basic tests to identify a failed amp...&lt;br /&gt;
&lt;br /&gt;
*With the game on, turn the volume pot up as high as it will go. Do you hear a hum? This is normal and is an indicator that your amp is working.&lt;br /&gt;
*Check the voltages at the sound board. 30VDC is required to power the amp. Verify that this is working correctly or your amp won&#039;t work at all.&lt;br /&gt;
*Make sure the speakers are connected and working right. You can test speakers using a &amp;quot;D&amp;quot; size battery. Briefly connect the battery across the speaker and you should see the speaker&#039;s cone push out. Do this for only a second or two...speakers don&#039;t like DC voltages.&lt;br /&gt;
*Make sure the volume adjustment pot is connected correctly and working properly. A dirty pot will make sounds junky, but they usually don&#039;t completely fail. You can &amp;quot;twizzle&amp;quot; the pot to remove oxidation that may have formed on the internal conductors.&lt;br /&gt;
*Headphones can be used to see if the sounds are getting to the amp. Connect one of the headphone conductors (the one closest to the headphone &amp;quot;handle&amp;quot;) to ground. Connect one of the other two headphone conductors (assuming stereo headphones) to the center leg of R15 or R16. You should be able to hear sounds that the board is making through the headphones. Your amp is probably bad if you can hear sounds at R15 or R16, but not through the speakers, assuming you&#039;ve tested the speaker to be good and you have 30VDC power at the sound board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;LM379 Audio Amp Replacement Procedure&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mark the &amp;quot;top&amp;quot; of the heat sink so you can later determine orientation of the original amp should this be necessary. Pin 1 of the amp can&#039;t be identifed without removing the two screws that secure the finned heat sink to the chips integrated heat sink. &lt;br /&gt;
&lt;br /&gt;
Remove the LM379 amp and heat sink assembly from the board. Desolder all 14 pins and pull the amp off the board. The LM379 heat sink may be soldered to the board so you&#039;ll need to remove that solder too. Be forewarned, the solder pads are delicate and easily damaged. &amp;lt;b&amp;gt;Note how the LM379 is upside-down in relation to other chips on the board.&amp;lt;/b&amp;gt; This will be important later.&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;b&amp;gt;Building the New Amp Assembly&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Solder the new amp to the 14 pin DIP. Use the diagram below as a guide. The pinouts are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Amp Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Socket Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Purpose&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 1 || &amp;amp;nbsp;pin 9 || &amp;amp;nbsp;+ amp input&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 2 || &amp;amp;nbsp;pin 8 || &amp;amp;nbsp;- amp input&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 3 || &amp;amp;nbsp;pin 4 || &amp;amp;nbsp;Ground&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 4 || &amp;amp;nbsp;pin 10 || &amp;amp;nbsp;Audio out&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 5 || &amp;amp;nbsp;pin 1 || &amp;amp;nbsp;Vcc (+30VDC)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It will take some fancy bending to connect all of the amp legs in a way that they do not touch one another, but it can be done. It is important that the amp stands straight up and that the pins don&#039;t touch each other. See the diagram below for  better info. Don&#039;t worry about the 12VDC connection right now. We&#039;ll connect that later.&lt;br /&gt;
&lt;br /&gt;
[[File:LM379ReplacementNewAmpPinout.jpg‎|600px|center|Pinout schematic to attach the LM1875 amp to a 14 pin DIP socket]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px perrow=2 caption=&amp;quot;One Tech&#039;s Implementation (Heat Sink Added Later)&amp;quot;&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpFrontSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpRearSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Rear side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attaching the heat sink&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First, yes, you need a heat sink. Audio amps run hot. Without a heat sink, the amps life will be dramatically shortened.&lt;br /&gt;
&lt;br /&gt;
Mount the heat sink to the amp/socket assembly. You may have to modify your heat sink so that it doesn&#039;t contact anything but the LM1875 amp.&lt;br /&gt;
&lt;br /&gt;
Heat sink compound should be spread on any metal to metal surface that is to conduct heat. This will improve the heat sink&#039;s efficiency and is a must on this device to work right. Without the compound, the amp will overheat and shutdown. It may even be damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=270px heights=270px perrow=2 caption=&amp;quot;Kirb&#039;s original completed assembly&amp;quot;&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpSideViewKirb.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Side view.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpFrontSideKirb.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front view.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;b&amp;gt;The Final Steps&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:CompleteAssemblyInSitu.jpg|300px|thumb|left|The completed assembly, mounted to the Sound and Speech Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Solder the new amp assembly directly to the board. Normally you would use a socket, but that will  lead to audio problems. It is better just to solder it into the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACHTUNG!&amp;lt;/b&amp;gt; Remember that pin 1 of the amp solder pads on the board is upside-down relative to every other IC on the board, and you need to install your new amp assembly with pin 1 &amp;quot;down&amp;quot;. Make sure this is done right. There is a 1 screened to the back of the board that should help you orient the assembly. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM379Replacement12VDCSource.jpg|300px|thumb|left|Connecting 12VDC to the amp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Now that the pins are soldered to the board, we have to connect 12VDC to pin 14 of the socket. This is easily found at the positive (+) side of C39. This 12VDC biases the +IN so that it won&#039;t saturate. Your amp will only work for about 30 seconds without this 12VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check all of your work one more time, then test the amp and see what you get. If you&#039;ve followed these steps correctly, your sound should be loud and clear!&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Sound Mapping =====&lt;br /&gt;
The interface between the driver board/MPU and the sound board is a simple bit map of 5 bits. S1, S2, S4, S8 and S16. S32 is available but never used.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of each sound made by &#039;&#039;&#039;Haunted House&#039;&#039;&#039; can be found [https://youtu.be/_SAv4fS-G1w &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Mars, God of War&#039;&#039;&#039;, see: https://www.pinwiki.com/wiki/index.php/Mars,_God_of_War&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Black Hole&#039;&#039;&#039;, see: https://www.pinwiki.com/wiki/index.php/Black_Hole#Sound_Mapping_for_Black_Hole&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A Sound Only Board====&lt;br /&gt;
=====Sound Cutting Out / No Sound=====&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback Back.JPG|300px|thumb|left|Piggyback Amplifier Board w/ Cracked Header Pins]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® had a tendency of using single-sided boards for their &amp;quot;piggy back&amp;quot; / daughter boards, and these boards are susceptible to cracked header pin solder joints.  The MA-483 amplifier board is no different.  If the sound appears to be cutting out or their are no sounds at all, the header joints on the MA-483 may have developed cracks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before suspecting the daughter board header joints, review the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section located in the &amp;quot;General for all games&amp;quot; section. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A / 80B Sound with Piggyback Board====&lt;br /&gt;
[[File:GottliebSystem80ABSoundsOnlyWithPiggyback.jpg ‎|300px|thumb|left|Gottlieb® System 80A / 80B Sound Board MA-490 w/ MA-488 Piggyback Board (Sounds only). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80A / 80B sound board is nearly the same as the first generation System 80 sound only sound board.  It utilizes a 2716 EPROM versus a masked ROM like the System 80 sound board.  This was potentially due to the Harris 7643 masked ROM being obsolete.  The 80A / 80B board does not use a test button.&lt;br /&gt;
&lt;br /&gt;
Like the System 80 sounds only board, this board has 2 obsolete chips on it, the CPU (6503) and the RRIOT (6530).  On the plus side, these boards did not get destroyed nearly as much as the original System 80 sounds only boards (plugging the System 80 sounds only board into a System 1 game would destroy it in a very short time).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-766)====&lt;br /&gt;
[[Image:GTB Sys80B Sound.JPG|300px|thumb|right|Gottlieb® System 80B MA-766 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This sound board has two independent 6502 CPUs.  One exclusively drives a DAC (digital-to-analog converter).  The other drives the speech chip, Orator, (not used for speech on this generation of sound board, but it is used to generate sounds), and two AY-3-8913 sound chips.  Each is pretty much independent, sharing essentially only the sound select lines, the reset signal, and the output section. The gates of one TTL chip are used by both 6502s to communicate between the subsystems via the NMI signal to each 6502 among other functions. The ROMs, CPUs, and accessory chips, are all localized to the particular subsystem other than the inter-processor communication just mentioned.&lt;br /&gt;
&lt;br /&gt;
Note that the LED and test switch are only relevant for the CPU that operates the speech and synthesizer chips, not the chip connected directly to the DAC. With this in mind, it should be possible to troubleshoot this board using a divide-and-conquer approach.  For instance, if the LED isn&#039;t blinking in/off at about a 50% duty cycle, then the subsystem for the 6502 that controls the LED has to have a fault, but the other subsystem may be fine.&lt;br /&gt;
&lt;br /&gt;
Since this sound board is really just a more complex MPU board, or single board computer, the usual diagnostic steps are in order.&lt;br /&gt;
#Verify the ROM images are valid.&lt;br /&gt;
#Ensure that the reset signal begins low and then transitions to high after about 1/2 second.&lt;br /&gt;
#Ensure that the external clock signal is present at pin 37 of both 6502 processors.&lt;br /&gt;
#Ensure that the data lines on the 6502 (pins 33 through 26) are pulsing.&lt;br /&gt;
#Ensure that the address lines on the 6502 (pins 9 through 20, 22 through 25) are pulsing.&lt;br /&gt;
#Ensure that the external clocks are pulsing at pins 3 and 39 of the 6502 processors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-886)====&lt;br /&gt;
[[File:GottliebMA-886.jpg|300px|right|thumb|A repaired MA-886 sound board. Resistors R15, R16, R14, and R13 (top to bottom) are shown with blue Sharpie marks on their left ends, the end to probe when testing the sound channel. The other two components in the rectangle are high frequency ceramic filter capacitors which rarely fail.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-886 is generally the same board as the MA-766 sound board.  The main differences are that the MA-886 uses .156&amp;quot; header pins instead of edge connections, the Orator chip was no longer used, and SW1 was abandoned.&lt;br /&gt;
&lt;br /&gt;
Troubleshooting this board is nearly identical to the steps noted above for the MA-766 board.&lt;br /&gt;
&lt;br /&gt;
One useful aspect of the board is that 4 channels of sound are summed by the LM324 at B1 before final amplification offboard. &lt;br /&gt;
*Channel 1 is the output from the 7528 DAC at E2. An example of the sounds that this channel makes is the &amp;quot;Destroy Alpha One&amp;quot; and other voices used in Robowar. This channel also contributes the &amp;quot;skittering&amp;quot; sound when the ball pass the rollunder on the ramp wireform and the &amp;quot;energy pulse&amp;quot; sound when the ball rolls over any of the top 4 lane rollovers. This signal passes through &#039;&#039;&#039;R16&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 2 is the output from the AY-3-8913 (if present) at H4. This signal passes through &#039;&#039;&#039;R14&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 3 is the output from the AY-3-8913 (if present) at K4. This signal passes through &#039;&#039;&#039;R13&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 4 is the output from the MF-4 at E5. This signal passes through &#039;&#039;&#039;R15&#039;&#039;&#039; before summing.&lt;br /&gt;
&lt;br /&gt;
Placing an oscilloscope probe on the end of these resistors attached to the sound generating circuitry for that channel should show a purposeful signal (versus noise). If not, it&#039;s a good bet that one of the devices in that sound channel has failed.&lt;br /&gt;
&lt;br /&gt;
Several games (Bone Busters, Hoops, Bell Ringer, Silver Slugger, Car Hop, Deadly Weapon, Title Fight, and Vegas to name a few) use the MA-866 sound board paired with the MA-1294 auxiliary sound board. The two boards are connected via a special ribbon cable with dip &amp;quot;pins&amp;quot; on each end. WARNING: remove these connectors ONLY by sliding a flat blade screwdriver under it. Trying to &amp;quot;pull&amp;quot; the connector off with fingers on each side WILL cause the connector to be damaged. This sound board pair makes a two tone sound at power on. The two tones are different notes, like &amp;quot;LA-TI&amp;quot;. The first tone originates from the YM2151 on the MA-1294 auxiliary sound board. The second tone originates from the 7528 DAC. If either tone is missing, or unclear, suspect the associated sound lane.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-886) Jumpers J7 and J8====&lt;br /&gt;
[[File:GottliebMA886JumperComparison.jpg|300px|left|thumb|The left board is from Silver Slugger (a System 3 game) which has both J7 and J8 installed. The right board is from Night Moves which has only J7 installed.]]&lt;br /&gt;
[[File:GottliebMA886SchematicSnippet.jpg|300px|right|thumb|A snippet of the schematic for the two boards showing that without J8 installed, the sound board will not be &amp;quot;interrupted&amp;quot; to indicate a new sound command is to be processed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-886 sound board was used in both System 80B and System 3 games. Two jumpers allow the board to be configured to accept the signal at connector P1, pin 9, as input. J8 IN enables this. J8 OUT defeats this. It&#039;s important to ensure these jumpers are installed appropriately for a particular game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
[[File:Sys80 Flippers.jpg|400px|left|thumb|Typical System 80 Flippers]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® System 80 flipper assemblies are very well engineered, and very little goes wrong with them.  Due to this, they are considered to be the &amp;quot;Sherman Tanks&amp;quot; of flippers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gottlieb® System 80/80A/80B games other than Bone Busters utilize the traditional &amp;quot;fat&amp;quot; flipper bat design (similar to Bally, Chicago Coin, and Stern), which is a carry over from the last flipper design of Gottlieb® System 1 games. The 3&amp;quot; plastic flipper bat is technically called a &amp;quot;flipper island&amp;quot; (Gottlieb® part number A-13150), and uses a 3/8&amp;quot; wide rubber ring versus the more common 1/2&amp;quot; wide rubber all other manufacturers use.  Another anomaly regarding Gottlieb® flippers from this era is that they are the only flipper design that uses an upper and lower flipper bushing system.  Neither bushing protrudes through the playfield.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
System 80/80A/80B flippers (other than Bone Busters) use an A-17875 (standard), A-24161 (stronger), or A-20095 (strongest) dual wound flipper coil.  The general design is a coil with two windings, the &amp;quot;power stroke&amp;quot; (low resistance) and &amp;quot;hold&amp;quot; (high resistance) windings, just like most other flipper coil designs. However, only a single diode is used with this serial winding design versus others which employ a dual diode, parallel winding design.  Here&#039;s how it all works.  When initially engaged via the flipper cabinet button switches, both the power stroke and hold windings receive power, however, the hold winding is bypassed or shorted by the end of stroke (EOS) switch (electricity follows the path of least resistance).  As the flipper actuates and opens the EOS switch, the power is then transferred to both the power and hold windings (the resistance sum of the two windings), creating a very high resistance.  The high resistance allows the coil to remain turned on without creating stress on the low resistance power winding.  Hence, the coil can stay turned on indefinitely in theory.&lt;br /&gt;
&lt;br /&gt;
Gottlieb® System 80/80A/80B flipper systems do not use a flipper relay per se.  Flipper power flows through switch pairs on Q &amp;amp; T relays located under the playfield, along with other non-computer controlled coils like slingshots.&lt;br /&gt;
&lt;br /&gt;
For problems and resolutions for the flippers used in Bone Busters, please see the [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_3#Flipper_Problems Flipper Problems] section in the Gottlieb System 3 repair guide. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers Won&#039;t Work at All====&lt;br /&gt;
Like any flipper issue, it has be determined whether the problem is electrical or mechanical in nature.  Start with obvious first.  Look for broken wires at the flipper coil, EOS switch, and cabinet switch first.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During visual inspection, make certain that the flipper EOS switch is closed (use an ohmmeter to determine this), and the switch pairs on the tilt and game over relays are properly gapped and closed.  Equally, inspect the switch pairs to see if any of the switch blades are broken or missing their contacts.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since high current passes through all of the switches which enable the flipper, any of the switches may be suspect.  It is somewhat common for games which have been sitting dormant for years that the cabinet switch and / or EOS switch become so fouled, the flipper will not budge at all.  The remedy is to file these switches with an ignition file.  See the [http://www.pinwiki.com/wiki/index.php?title=General#How_to_Properly_File_Switch_Contacts How to Properly File Switch Contacts] section.  A flexstone will not work for this job, as the cabinet and EOS switch contacts are very hard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inspect the cabinet switches for broken female spade connectors where the cabinet wiring attaches to the switch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, look at the flipper plunger / link assembly.  The plunger link is a hefty plastic piece which inserted into at hollowed out end of the flipper plunger.  The link is connected to the plunger with a small roll pin.  The link can break or the roll pin can fall out, due to vibration.  If the link is no longer connected to the plunger, the flipper will not move at all.  Refrain from trying to engage the flipper with the cabinet switches.  Continuing to enable the flipper coil will stress the coil, because the EOS switch will not open, transferring power.  The end result is an overheated flipper or damaged flipper coil.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers are Weak, Sluggish, or Erratic====&lt;br /&gt;
&#039;&#039;&#039;Wrong Flipper Coil Installed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb manuals of this era are a little confusing and misleading when documenting the flipper coils used in each game.  The manual usually has a chart in the front half of the manual that lists all the coils that &amp;quot;could be&amp;quot; used in the game.  This chart is the same for every game and lists multiple flipper coils (i.e., A-17875, A-24161, or A-20095), but not necessarily what is installed in that specific game or where it is used.  To determine that, the schematics in the later half of the manual should be used to identify the coils that are supposed to be installed for each of the flippers in that specific game.  It&#039;s somewhat common to see Gottlieb games with the wrong flipper coils installed; likely either because the operator didn&#039;t have the correct coils on-hand, or because the installer misinterpreted the information in the manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System1-80FlipperLinkDamageAnnotated.jpg|thumb|left|300px|A Gottlieb® System 80/80A/80B Flipper Plunger/Link/Crank Parts. Note the &amp;quot;hogged out&amp;quot; part of the link]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn Flipper Link&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The design of the flipper crank and flipper link / plunger is peculiar to Gottlieb® games.  Gottlieb® games from the System 80/80A/80B era use a very meaty flipper link, which does not have a pivot point between it and the connected plunger.  To achieve the necessary fulcrum, the flipper link has an oval opening at the point where the link and flipper crank connect.  The two pieces are simply connected with a roll pin protruding through the two parts.  Over time, the roll pin can sometimes cut into the opening in the link, and the roll pin will catch as the flipper crank pivots.  The result is a weak flipper or a flipper which does not return to the at rest position.  Using a roll pin punch tool, remove the roll pin, and replace the flipper link / plunger assembly.  Pay close attention when installing the roll pin into the new plunger link.  It is very easy to cut into the link with the roll pin, deeming the new link / plunger worthless.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flipper Crank Installed Incorrectly&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Reassembling a flipper bat / shoe incorrectly can result in a weak flipper.  Before tightening the two set screws which hold the flipper shaft in place, make certain that the flipper crank is centered equidistant between the upper and lower flipper bushings.  If placed too close to the upper bushing, it will &amp;quot;sandwich&amp;quot; the upper bushing between the crank and bat.  If placed too close to the lower bushing, the crank will have friction between it and the lower bushing.  The end result is a weak flipper or a flipper which does not return to the at rest position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fouled / Pitted Switch Contacts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fouled switch contacts can reduce current, which in turn reduces power / strength.  Make certain that the EOS switch, cabinet switch, and switch pairs on the game over (Q) and tilt (T) relays are all clean and not pitted. Filing the contacts with an ignition file will remedy the problem, provided that the contacts are not heavily pitted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bad Connection to Cabinet Switch&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem related to the cabinet switches is the female spade connector used to connect the cabinet wiring to the switch.  These spade connectors can sometimes become sloppy or break.  In most cases, the break is not evident, until the connector is removed and reinstalled on the cabinet switch tab.  The spade connector can be removed and a new one crimped on, or the better solution is to solder the cabinet switch wires to the tabs on the cabinet switch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn Flipper Plunger&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A mushroomed flipper plunger can create excessive drag within the coil sleeve.  When replacing the plunger / link, replace the coil sleeve and coil stop too.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Coil Stop&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The coil stop &amp;quot;slug&amp;quot; is pressed into the coil stop bracket.  It is somewhat common for the slug to become detached from the coil stop bracket.  The coil stop slug will then be &amp;quot;free floating&amp;quot; within the coil sleeve.  This can create some interesting problems, but the most noticeable are reduction in flipper power, decrease in flipper stroke or both.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incorrect Flipper Rubber Installed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® used 3/8&amp;quot; wide rubber on flippers.  It fits perfectly into the groove on the plastic flipper bat.  Everybody else used 1/2&amp;quot; wide rubber, and that tended to get installed on the Gottlieb® games, too.  When a 1/2&amp;quot; wide ring is used, it almost fits, but because of the groove, it will present a funny angle to the ball instead of a flat plane.  The results are either air balls, or the flipper will smack the ball downward into the playfield.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cracked / Broken Plastic Bat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes the flipper bat cracks.  Replacements are available.  The screw that holds the plastic flipper bat on the metal shoe is located on the underside of the flipper.  Loosen the two set screws on the flipper crank, and the shoe and bat will come free.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Hold Winding&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Erratic flipper function is defined as a flipper which will not remain in the up (hold) position when activated.  The flipper will move rapidly up and down as if it is &amp;quot;machine gunning&amp;quot;.  This is typically the result from a break in the hold winding right at the flipper coil lug.  One resolution is to locate the broken coil winding (this will be the thinner of the two windings), and unwind one turn from the coil.  This can be accomplished if the side of the winding is not connected to the common lug of the flipper coil.  Note that the power winding cannot be unwound if it breaks.  This is because the power winding is wound on the coil bobbin first, and is located beneath the hold winding.  Once one turn of the hold winding is unwound from the coil, the excess length must be shortened.  After the correct length is determined, the portion of the winding which will be soldered to the coil lug must have its insulation stripped off.  The red or green hue on the coil winding is actually a thin insulation, which is used to keep the winding from shorting to adjacent windings.  Gently scrape the coating off the winding by using an exacto or utility knife, exposing the copper wire of the winding.  Then wrap the uninsulated winding around the coil lug, and solder it.  If a single winding cannot be removed from the existing coil, complete coil replacement is the solution.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers Will not Return to at Rest Position====&lt;br /&gt;
The EOS switch assembly is actuated by the pointed part of the flipper crank assembly.  This is a metal-on-metal contact point.  Due to the design of the flipper crank, it will eventually wear a hole in the EOS actuating blade.  The fix is to replace the EOS switch assembly.  About halfway through the System 80B games (around TX-Sector or so), the EOS switch was slightly relocated, and a modified flipper crank actuates the switch with a roller.  An MA-988 or MA-989 kit can be purchased to perform this upgrade on any System 80/80A/80B game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, the flipper link can become cut by the roll pin which secures it to the flipper crank.  This can also cause the flipper to not return to the rest position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also mentioned in the previous section, the flipper coil stop slug can detach from the coil stop bracket, causing the flipper not to return completely.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the flipper return spring has become stretched or is no longer connected to the flipper crank or coil stop anymore, the flipper will not return properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pop bumper problems===&lt;br /&gt;
[[File:Gtb pbdb new.JPG|thumb|300px|left|Corrected/Modified Gottlieb® System 80/80A/80B Pop Bumper Driver Board]]&lt;br /&gt;
[[File:PBDBDiagram.jpg|thumb|300px|right|Gottlieb® System 80/80A/80B Pop Bumper Driver Board Parts Locator. Click this link for an interactive parts locator: &amp;lt;br&amp;gt;https://www.pinballschematics.com/pop-bumper-board-a8/]]&lt;br /&gt;
The pop bumpers on all System 80 / 80A / 80B games are controlled by an under playfield mounted board known as the pop bumper driver board (PBDB). Remote pop bumper driver boards are unique to Gottlieb® System 80 games. No other manufacturer made this design decision. The reason Gottlieb® did this is probably to supplement the number of coil drive circuits as well as to solve the common problem of pop bumpers locking on with subsequent damage to the games components.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each pop bumper has its own board.  Each board provides a consistent, strong pop regardless of how long the spoon switch is activated, and ensures (when working properly) only a single pop per actuation of the spoon switch. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These boards are single-sided construction, where the traces are located only the solder side of the board.  Due to this construction, the solder connections crack easily.  Reflowing the solder of the header pins on any suspect boards is recommended to ensure a good mechanical and electrical connection.  The components should be inspected as well, because they can also have cracked solder connections that will need to be touched up.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the pop bumper fires but does not score, examine the secondary switch on each pop bumper to see if it needs cleaning or adjustment.  This switch is part of the switch matrix, and can be tested by manually pulling the pop bumper rod and ring down to activate it.&lt;br /&gt;
&lt;br /&gt;
====Pop Bumper Driver Board Power and Ground Source====&lt;br /&gt;
[[image:PBDBPowerGroundConnection.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
As can be seen in the schematic snippet above, Pop Bumper Driver Boards receive 5V power and a connection to ground via MPU connector A1J6, pins 18 and 9 respectively. A poor connection at these pins will render the pop bumper driver board, and hence the associated pop bumper, inoperative.&lt;br /&gt;
&lt;br /&gt;
Testing to see if the PBDB is receiving 5VDC and ground can be accomplished by measuring between pin 7 (ground) and pin 14 (5VDC) on either of the integrated circuits on the board. &lt;br /&gt;
&lt;br /&gt;
Lack of 5VDC power (or ground) may also be caused by fractured solder joints on the PBDB header.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Pin 2 of each pop bumper driver board connector is the path to ground for solenoid power. This ground is connected to the transformer chassis via one of the many equally dicey methods Gottlieb used. See: [[Gottlieb_System_80#Recommended_Ground_Improvements_for_System_80B|Recommended Ground Improvements for System 80B Games]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Updating the Pop Bumper Driver Board====&lt;br /&gt;
Gottlieb® issued a service bulletin to correct a design error with the PBDB. A great many of these boards were delivered in games prior to correcting the design at the factory. Examine the PBDBs to ensure that they have been updated. See the pictures below, noting the differences. &#039;&#039;&#039;A dead giveaway would be the lack of a jumper to replace CR1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=150px perrow=2 caption=&amp;quot;System 80/80A/80B PBDB Before/After Modification&amp;quot;&amp;gt;&lt;br /&gt;
File:Gottlieb-UnModifiedPBDB.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Unmodifed PBDB&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gottlieb-ModifiedPBDB.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Modifed PBDB&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gottlieb-ModifiedPBDBPartsExplanation.jpg|thumb|300px|right|Gottlieb® System 80/80A/80B PBDB Update]]&lt;br /&gt;
Should your PBDB require update, follow this procedure:&lt;br /&gt;
&lt;br /&gt;
*Acquire the following parts&amp;lt;br&amp;gt;&lt;br /&gt;
**Cut to length .156 Molex male header pins with locking ramp (you&#039;ll need a 6 pin length)&amp;lt;br&amp;gt;&lt;br /&gt;
**47uf/10V electrolytic capacitor (C4)&amp;lt;br&amp;gt;&lt;br /&gt;
**4.7uf/10V capacitor (C3, tantalum or electrolytic, may be axial or radial)&amp;lt;br&amp;gt;&lt;br /&gt;
**Jumper material (use the remaining leg cut from C4 when you install it)&amp;lt;br&amp;gt;&lt;br /&gt;
*Remove CR1, C3, and C4&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the Molex connector or reflow the solder on each header pin&amp;lt;br&amp;gt;&lt;br /&gt;
*Install C4 (47uf/10V) with the negative side facing the male header pins&amp;lt;br&amp;gt;&lt;br /&gt;
*Use the remaining part of the capacitor leg from C4 as a jumper to replace CR1. Any jumper wire will work...the cap leg is convenient, available, and looks professional when installed nice and straight.&amp;lt;br&amp;gt;&lt;br /&gt;
*Install C3 (4.7uf/10V), reversing the original polarity so that the positive side faces the jumper just installed and the negative side faces the nearest board edge. Note that C3 may be axial (leads from both ends along the components &amp;quot;axis&amp;quot;) or radial (leads on one end of the component). The board is designed to accept either style.&amp;lt;br&amp;gt;&lt;br /&gt;
*Ensure that the large can transistor (2N6057, 2N6059, PMD10K40 or PMD10K60) solder joints are solid and that the bolted end is making good contact with the PCB trace.&amp;lt;br&amp;gt;&lt;br /&gt;
*Test the large can transistor...&amp;lt;br&amp;gt;&lt;br /&gt;
**DMM set to &amp;quot;diode test&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
**Black lead on the nut that secures the transistor&amp;lt;br&amp;gt;&lt;br /&gt;
**Red lead on each leg of the transistor&amp;lt;br&amp;gt;&lt;br /&gt;
**A measurement between .5 and .7 should be seen. Readings significantly outside of these ranges indicate a failed transistor which should be replaced.&amp;lt;br&amp;gt;&lt;br /&gt;
*Examine the remaining solder joints on the board to ensure good solid joints and no lifted traces. Note that the trace between the jumper that replaces CR1 and R2 is particularly susceptible to damage and if broken, will cause the associated pop bumper to lock on.&lt;br /&gt;
*Reinstall the PBDB and test.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an update for the PBDB that gives the board a bit more &amp;quot;pop&amp;quot;. Simply replace R1 (1.5Kohms) with a 10Kohm 1/4W resistor and replace C1 (0.01mfd) with a 1 mfd 100 volt (non polarized) capacitor.&lt;br /&gt;
&lt;br /&gt;
Also, to avoid random, uncommanded pops caused by &amp;quot;noise&amp;quot; on the switch line, you can add an electrolytic capacitor to the solder side of the board. Use a 4.7 mfd 16 volt radial capacitor (both leads on one end). Solder the negative lead of the capacitor to pin 4. Solder the positive lead of the capacitor to pin 5.&lt;br /&gt;
&lt;br /&gt;
=====Replacing the 2N6057 with a TIP-102=====&lt;br /&gt;
&lt;br /&gt;
[[File:popdrivertip102.jpg|300px|thumb|left|A TIP-102 installed on a Pop Bumper Driver Board (PBDB)]]&lt;br /&gt;
[[File:PBDTIP102.JPG|300px|thumb|right|Closer view of a TIP-102 installed on a PBDB]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 2N6057 used on Gottlieb games is obsolete, so it is hard-to-find and expensive.  A cheap and effective substitute for the 2N6057 as used on the PBDB is a TIP102 transistor.  It&#039;s not the most elegant &amp;quot;hack&amp;quot;, but it works well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====using Pop Bumper Driver Board for a Kicker solenoid====&lt;br /&gt;
With some games, Gottlieb® used pop bumper boards to control kicker solenoids (for example Victory, uses a PBDB for the top kicker). However, on these boards the pulse time for the solenoid is different! Standard pop bumper boards have a pulse time of 40 milliseconds, while the boards for controlling a kicker have a pulse time around 110 milliseconds.&lt;br /&gt;
&lt;br /&gt;
The pulse timing is controlled by the components at R2 &amp;amp; C3. The standard pop bumper board uses 12KOhm resistor at R2 and a 4.7uF capacitor at C3. On the pop bumper boards intended for the kickers, R2 has a 33KOhm resistor. &lt;br /&gt;
&lt;br /&gt;
pulse time (t) = 0.7 x R x C&lt;br /&gt;
&lt;br /&gt;
So if the kicker is too weak, check the R2 resistor&#039;s value on the kicker&#039;s pop bumper board.&lt;br /&gt;
&lt;br /&gt;
===Drop Target Problems===&lt;br /&gt;
&lt;br /&gt;
====Early System 80 / 80A Drop Target Removal====&lt;br /&gt;
For now, please review the drop target removal guide available at [http://www.papinball.com/tips/gottlieb_drop_target_guide2.html PAPinball.com].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later System 80B Drop Target Removal==== &lt;br /&gt;
This is a stub&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vari-Target Problems===&lt;br /&gt;
The single largest problem with vari-targets is adjusting the spring tension, which returns the vari-target to the at rest position.  The spring can be adjusted by hooking it to one of two screws which hold the spring in place.  In most cases, there is only one screw, but two screw holes are placed 180 degreees from one another within the vari-target frame.  Spring adjustment should be made so that the vari-target barely returns to the home position, when the playfield is upright (resting against the backbox).  Once the playfield is placed in its proper position, gravity will help with the extra &amp;quot;bump&amp;quot; that the vari-target needs to return home.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, the switch leaves of the vari-target, which &amp;quot;ride&amp;quot; along the rivet board need enough tension to make good solid contact with the rivets. Since it&#039;s impossible to bend the switch leaves closer to the rivet board with the rivet board in place, removal of the vari-target rivet board must be done to make this adjustment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vari-targets seldom require adjustment as they were correctly adjusted at the factory. It is possible to move parts of the mechanism so that the switch no longer comes to rest on a rivet when the vari-target &amp;quot;gear&amp;quot; is stopped by the reset relay armature.&lt;br /&gt;
&lt;br /&gt;
Vari-targets are a rare example of where lubrication helps the operation of the mechanism. A thin film of lithium grease on the rivets helps the switch blade &amp;quot;wipe&amp;quot; cleanly across them. Like [http://en.wikipedia.org/wiki/Brylcreem Brylcreem], &amp;quot;a little dab&#039;ll do ya&amp;quot;. Note: That&#039;s humor son...Brylcreem is not a suitable lubricant...for pinball machines. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Roto Target Problems===&lt;br /&gt;
By the time System 80 games first came out, the roto target was a dying assembly.  The believed reason is due to the amount of playfield &amp;quot;real estate&amp;quot; in which it used underneath a playfield.  Circus is the only System 80 game which used the roto target.	 	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===Cabinet===&lt;br /&gt;
* Power cable strain relief bushing, 80A games: Heyco 7k-2&lt;br /&gt;
&lt;br /&gt;
==Game Specific Problems and Fixes==&lt;br /&gt;
&lt;br /&gt;
Black Hole issues have been moved to the dedicated [http://www.pinwiki.com/wiki/index.php?title=Black_Hole Black Hole] page.&lt;br /&gt;
&lt;br /&gt;
===Alien Star Game Start Failure===&lt;br /&gt;
Alien Star has a major fault when running the original 689 code.  For the game to properly start, one ball must be in the trough and one ball in the outhole.  If both balls are located in the trough, only the single trough switch will be closed, and not the outhole switch.  When only the trough switch is closed, the game *thinks* that only one ball is installed, (2 balls total are needed), and will do absolutely nothing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has not been verified, but running 689A code may resolve this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Haunted House - Upkicker Plastic Tube Mounting Bracket===&lt;br /&gt;
&lt;br /&gt;
[[File:Cornell_VR4_cap_bracket.jpg|300px|thumb|left|Mounting bracket for the plastic tube.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The metal mounting bracket that secures the longer plastic upkicker tube to the main playfield breaks its tabs (ears) off allowing the tube to flop around loose. This bracket is actually an electrolytic capacitor mounting bracket for computer grade capacitors. If broken, Mouser Electronics sells this item as part number [http://www.mouser.com/ProductDetail/Cornell-Dubilier/VR4/?qs=0r35cIPu56HWvTGFwxXK2g%3d%3d 539-VR4]. The OEM part is a VR4, which is manufactured by Cornell-Dublier (Mallory).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spring Break - Shooter Lane Switch Required to work or ball will drain and game will &amp;quot;brick&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
[[File:SpringBreakBallLaunchGateCropped.jpg ‎|300px|thumb|left|Ball gate at exit to Spring Break shooter lane. The spring actuates a switch below the playfield. &amp;lt;i&amp;gt;Image courtesy of Russell McIntyre&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spring Break is configured to start a multiball at the start of every ball. The game uses a &amp;quot;shooter lane exit&amp;quot; switch or any scoring switch, to know that a ball has been put into play, enabling subsequent balls to launch. If this switch is malfunctioning, and a ball is launched that scores no points before draining, the game will be &amp;quot;bricked&amp;quot; requiring a power cycle. The key is scoring points and the shooter lane exit switch scores 300 points. This seems like a &amp;quot;hack&amp;quot; created by Gottlieb once this &amp;quot;feature&amp;quot; was discovered.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Devil&#039;s Dare - All Displays out except status display===&lt;br /&gt;
[[File:DD Resistor Before.jpg|thumb|left|300px|Burnt 200 Ohm resistor on +60VDC display power line]]&lt;br /&gt;
[[File:DD Resistor After.jpg|thumb|right|300px|Replacement 200 Ohm 2 watt resistor on +60VDC display power line]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the game in question is a Devil&#039;s Dare, and all of the displays are out except for the status display, and the +60VDC is present at the power supply, but not at the displays, the following may apply.  Some Devil&#039;s Dare games, (it is unknown exactly which ones at this point), have a 200 ohm resistor installed in series with the +60VDC power line for the displays.  The resistor is located on the lamp insert board, just behind the lower right 6 digit display.  The resistor is soldered to two solder eyelets, so replacement is relatively easy.  It is unknown what the purpose of this resistor is, but it is fairly common for the resistor to overheat and potentially fail.  The recommended replacement for this is a 200 ohm 2 watt resistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no information regarding the value or placement of this resistor in the Devil&#039;s Dare manual / schematics.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Volcano Kick Back Ends Prematurely ===&lt;br /&gt;
[[File:VolcanoKickBack.jpg|300px|thumb|left|The Volcano kickback mechanism.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The kickback mechanism in Volcano, once enabled by a playfield feature, remains available until the player uses the feature by pressing the green cabinet button in front of the flipper switch. The game knows that the feature has been used by sensing the switch at the rear of the mechanism. As the plunger pulls in, the normally closed switch is opened by the ring on the rear of the plunger. If this normally closed switch isn&#039;t &amp;quot;making&amp;quot; solidly, the game will think that the plunger has pulled in. The kickback feature will be considered used and hence disabled.&lt;br /&gt;
&lt;br /&gt;
The behavior looks like the feature has timed out prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Games with Playfield Windows: Black Hole, Haunted House, Genesis, Monte Carlo, etc. ===&lt;br /&gt;
Playfield windows use foam washers that provide &amp;quot;counter force&amp;quot; to help keep the window flush with the playfield. If the window isn&#039;t flush with the playfield, the &amp;quot;lip&amp;quot; of the sunken window in its mount will cause airballs and/or the edge of the playfield will wear excessively.&lt;br /&gt;
&lt;br /&gt;
After a couple decades, springy foam washers turn into hard, crumbly foam washers. Weatherstripping (&amp;quot;beer seal&amp;quot;), cut really small, works in a pinch, but the Pinball Resource stocks the proper foam washers (GTB # 21219). Strips of tool box drawer liner work as well, but there is only one chance to crank them down before they compress.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Repair Logs==&lt;br /&gt;
Did you do a repair? Log it here as a possible solution for others.&lt;br /&gt;
====Volcano and Devil&#039;s Dare Left Outlane KickBack Not Working====&lt;br /&gt;
[[File:GottliebBallSaveKickBack2.jpg ‎|300px|thumb|left|With the plunger not pulled in, the normally closed switch &amp;quot;makes&amp;quot;. &amp;lt;i&amp;gt;Image courtesy of PinSider NeedaVirus&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GottliebBallSaveKickBack1.jpg ‎|300px|thumb|right|With the plunger pulled in, the normally closed switch is opened. &amp;lt;i&amp;gt;Image courtesy of PinSider NeedaVirus&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The &amp;quot;kickback ball save&amp;quot; implementation on games like Volcano and Devil&#039;s Dare is enabled via game play achievement(s) but is not &amp;quot;automatically&amp;quot; driven. The player must use a dedicated button adjacent to the cabinet flipper button to fire the plunger at just the right time. Once the plunger is fired, the feature is considered &amp;quot;used&amp;quot; and disabled until the same game play achievement(s) have been accomplished again.&lt;br /&gt;
&lt;br /&gt;
A particular issue with the mechanism is &amp;quot;premature cancellation&amp;quot; of the feature. The feature is enabled via game play, but then immediately disabled. This is caused by the normally closed switch under the apron being maladjusted and not &amp;quot;making&amp;quot;. A simple adjustment of this switch, to ensure it is normally closed, but opens when the plunger is pulled in, will correct the issue. &lt;br /&gt;
&lt;br /&gt;
These pictures...are better than 1,000 more words.&lt;br /&gt;
[[File:BallSaverSchematic.png ‎|600px|thumb|center|The applicable schematic snippet showing the &amp;quot;Ball Saver Switch&amp;quot; and the ball saver relay, a crude but effective implementation. &amp;lt;i&amp;gt;Image property of Gottlieb LLC&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Game Displays 000000 On Power Up and It&#039;s Not The Slam Switch ====&lt;br /&gt;
If you power the game on and all of the displays immediately display all zeros without strobing the problem is usually with the slam switch. However, if the slam switch modification has been done or the slam switch is working properly there is a problem with the switch matrix.&lt;br /&gt;
&lt;br /&gt;
I had this problem on my Haunted House machine. I finally found that chip Z15 (7432) was bad.&lt;br /&gt;
&lt;br /&gt;
I was fixing a kicker solenoid on the playfield, the playfield was still in the machine and fully in the upright position. While I was soldering the wire to the new solenoid I did not adequately protect the components below from a solder drip. Well, I did have a solder drip that landed right on a pop bumper driver board connector and shorted the connector. The short caused more than just this problem but for this narrative we will restrict to the slam/switch matrix problem.&lt;br /&gt;
&lt;br /&gt;
Reading in other materials I recognized the problem as the slam switch issue. I used a logic probe to test other components and found the CPU board working, mostly as it should except for acting like the machine was slam tilted. There was little written about the problem outside of the slam switch. I decided to check the matrix by doing a diode check on all of the diodes in the switch matrix. When I did this, I found that many of the diodes were testing bad. These were being tested with the board removed from the machine.&lt;br /&gt;
&lt;br /&gt;
Having replacement diodes in my parts drawer I decided that these must have gone bad during the short. I began unsoldering a few of the diodes. Once disconnected from the circuit board I remeasured the removed diodes and found the correct values on my meter, they were not bad. I then noticed that the bad diodes were all in the same row on the switch matrix. They all traced back to the Z15 chip. I replaced the Z15 7432 and the problem was resolved.&lt;br /&gt;
&lt;br /&gt;
====Game Displays a single 0 or 1 on Displays====&lt;br /&gt;
If an 80A game does not boot and displays just a single zero, just a single 1, or alternates between a single zero and single 1, this may indicate one or more bad IC(s) on the MPU:&lt;br /&gt;
* CPU&lt;br /&gt;
* Z7&lt;br /&gt;
* Z8&lt;br /&gt;
&lt;br /&gt;
The CPU itself may still output data that can be picked up with a logic probe, but still might be bad.&lt;br /&gt;
&lt;br /&gt;
[[File:Gottlieb-sys80a-bad-cpu-display-symptom.gif|thumb|300px|left|Animation of symptom of alternating 0 and 1]]&lt;br /&gt;
[[File:Gottlieb-sys80a-bad-cpu-display-symptom-zeros.jpg|thumb|300px|left|Symptom of the displays showing a single zero]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Testing the Q relay ====&lt;br /&gt;
Had a problem with my Black Hole - Q relay didn&#039;t activate. Played a bit with wires, did ground mods, .. &lt;br /&gt;
After a while I noticed it did work but didn&#039;t stay enabled - at the start of a game it closed, 1 coil (ball drain) kicked and the Q relay deactivated again. Noticed this with the playfield in up position, no pinballs installed.&lt;br /&gt;
Finally tested with playfield down - and pinballs installed - suddenly the behaviour was different: ball drain coil kicked and then the next coil also that put a coil in the shooter lane. Seems the Q relay did work all this time, but will only stay enabled when pinballs are installed in the game ?!&lt;br /&gt;
&lt;br /&gt;
==== Results of a locked on coil ====&lt;br /&gt;
[[File:BurntCoil1.jpg|300px|thumb|left|Melted coil sleeve.]]&lt;br /&gt;
[[File:BurntCoil2.jpg|300px|thumb|right|Burned coil wrapper.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a coil locks on (due for example to a bad driver board transistor), the coil will burn. Here is a coil which had locked on. Note the burn marks on the paper wrapping and the melted coil sleeve, which prevented the coil plunger from moving through the coil. The resistance of this coil was 0.9 ohms (the specified resistance for this particular coil should be 3.35 ohms), also indicating it&#039;s bad due to an internal short (adjacent windings shorted together due to overheating the coil wire insulation).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Black Hole top rollover switches ====&lt;br /&gt;
When Black Hole serves a ball, it must go through the top rollovers before hitting any other switch.  The playfield design ensures this.  But if it doesn&#039;t (I had the glass off and started testing some other feature), things get very weird: suddenly, I seemed to be in a 3-ball, 4-player game with some of the score displays blank.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t usually a problem in practice but it is worth making sure that the three top rollovers have clean switches.&lt;br /&gt;
&lt;br /&gt;
==== Replacing the 80B 5V pot ====&lt;br /&gt;
I got a Monte Carlo and replaced the 5V adjustment pot on the regulator.  It was working fine.  After the old one had been chopped off, I discovered it was the same as the new one.  It had already been replaced!  A bunch of rework on the regulator, and ground mods on the transformer frame, should have been my clue.&lt;br /&gt;
&lt;br /&gt;
==== 80B sound doesn&#039;t work ====&lt;br /&gt;
I got a Spring Break and the sound didn&#039;t work.  The LED didn&#039;t light in any predictable way, and the game put out a lot of white noise.  At one point I thought I heard some sounds underneath.&lt;br /&gt;
&lt;br /&gt;
Fortunately, I had a Monte Carlo sitting next to it where the sound did work.  I spent some time trying to understand the problem, and finally just swapped all the socketed chips (three EPROMs and the &amp;quot;Orator&amp;quot; speech synthesizer).  The problem followed the EPROMs, not the board.  Ultimately I replaced all three ROMs, although it seems likely that only one was likely bad.&lt;br /&gt;
&lt;br /&gt;
Note that the sound board has two separate CPUs, and only one controls the LED, so it is likely one of the two EPROMs associated with that CPU that is actually bad.&lt;br /&gt;
&lt;br /&gt;
==== Two flash lamp problems ====&lt;br /&gt;
Monte Carlo has four pairs of flashers controlled by &amp;quot;lamp&amp;quot; drive transistors, stepped up by under-playfield transistors.  On my game, I had two unrelated problems with different flash banks.  &lt;br /&gt;
&lt;br /&gt;
The two sockets by the roulette wheel were missing their lamps, and the under playfield was a little burned near where the lamps had been.  Apparently they were locked on, and someone had pulled the bulbs rather than fix the problem.  I replaced Q17, which was out of spec according to the measurements on this page.  I didn&#039;t replace the under-playfield MJ2955 because it seemed to measure correctly.  One down, one to go.&lt;br /&gt;
&lt;br /&gt;
The other flasher, the two on the left side, just didn&#039;t work.  Lamp bulbs were fine, and all transistors seemed OK by the tests given above.  I checked for continuity in the wiring and even tried grounding the transistor side of the circuit, but no lamps lit.  Finally, I pulled the plastic off to take the bulb out (to measure at the socket) and I found that the two lugs of the socket were bent and touching!  So the lamp was a short, but because of the resistor, not short enough to blow the fuse or fry the transistor.  A little bending back seems to have fixed it. -- [[User:Ts4z|ts4z]] ([[User talk:Ts4z|talk]]) 16:29, 7 February 2014 (CST)&lt;br /&gt;
&lt;br /&gt;
==== 80B Display has garbage on one display glass ====&lt;br /&gt;
Chicago Cubs had garbage/nonsensical characters on just the lower score display. I found chip U2 (type 10939) which controls the lower display to be bad. Replacing the chip cured the problem. I also installed a 40 pin IC socket for the replacement chip. If by chance you encounter the same symptom except that it is on the upper display, then chip U1 (type 10939) is bad. U1 controls the upper score display.&lt;br /&gt;
&lt;br /&gt;
====Rebuilt 80/80A Power supply, solenoid fuse blows on power up====&lt;br /&gt;
If a System 80/80A power supply has been rebuilt and the solenoid fuse blows as soon as the game is turned on, take a look at the power supply capacitor at C1. It might have been installed in the wrong direction. Make sure the (-)side on the capacitor matches the (-) side notated on the PCB.&lt;br /&gt;
&lt;br /&gt;
==== Haunted House ten thousand digit out on several displays ====&lt;br /&gt;
Encountered the ten thousand digits missing on three displays: player 1, player 3, and bonus display. Tried several known good cpu boards and problem remained. Tried swapping displays and problem remained. I traced the problem to the wiring harness on the main playfield. At the playfield mounted transistor Q2, the transistor mounting bracket had cut into the wiring harness. I repaired the harness with electrical tape and routed the harness farther away from that bracket with a couple of wire ties. Problem fixed and all displays are now working correctly.&lt;br /&gt;
&lt;br /&gt;
==== Multiple Pop Bumpers dead (maybe) ====&lt;br /&gt;
&lt;br /&gt;
I have a Counterforce, an early 80 game with two pop bumpers. I shopped it and took it to a show. It got put back in my garage and left idle for over a year. I went to play it, and the lower pop bumper didn&#039;t work. I looked into it, and after some poking around, including pulling a connector off of a PBDB. Now, neither pop bumper worked. I checked fuses and voltages but they looked OK. After I got over my frustration at making the problem worse, I realized it was likely something related to having moved the game. I checked both PBDBs and both had cracked header pins. Both boards had the same problem independently. Fixing both boards fixed the pop bumpers.  [[User:Ts4z|ts4z]] ([[User talk:Ts4z|talk]]) 02:49, 18 October 2022 (CDT)&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80&amp;diff=26022</id>
		<title>Gottlieb System 80</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80&amp;diff=26022"/>
		<updated>2026-09-30T21:23:17Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* Ground Improvements for System 80B at the Transformer Panel - &amp;quot;Tag Team Pinball&amp;quot; to &amp;quot;Spring Break&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Gottlieb_Repair_Guides | Gottlieb® solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 1st gen boardset.jpg‎|300px|thumb|left|Gottlieb® System 80 Board Set - 1st Generation ]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
			&lt;br /&gt;
Gottlieb&#039;s® second generation of solid state pinballs is System 80.  Capabilities were increased in terms of controllable lamps, solenoids, gameplay, and sound.  No longer tied to an EM-esque platform, Gottlieb® started to introduce games with more unconventional asymmetric playfields.  System 80 marked a foray into double and triple level playfields, speech, and multiball. Unfortunately, it also represented a lateral step in reliability, with battery corrosion, connectors, and bad grounding plaguing the design.  Nearly all the same issues as were present with the System 1 platform.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
			&lt;br /&gt;
[[File:System80cabinet.jpg|300px|thumb|left|Gottlieb® System 80 Board Set - 2nd Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Just like the System 1 games, the System 80 / 80A / 80B design relied solely on connectors and daisy-chained wiring to transport the ground lines from board to board. The exception is that the large ground plane used with System 1 games was no longer used behind the boards with the System 80 games. Gottlieb® still opted to use plastic standoffs to elevate and secure the boards to the backbox or the back side of the lamp box insert. Thus, if a single ground connector failed in the chain, the logic ground could fail for one or several of the circuit boards. This could potentially lead to locked on coils, relays, and / or controlled lamps. In turn, transistors and chips would fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:Later gtb sys80a boardset.jpg|300px|thumb|left|Gottlieb® System 80A Board Set]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 platform was used for a total of nine years from 1980-1989.  During this period, there were three main versions of the boardset.  These three versions are referred to as: System 80, System 80A, and System 80B.  System 80 was used from 1980-1982, System 80A was used from 1982-1985, and System 80B was used from 1985-1989.  The easiest way to differentiate between the three versions is by looking at the style of displays which were used.  System 80 used 6-digit displays for scoring, and in some instances, for bonus values or timers.  System 80A used 7-digit displays for scoring, and 6-digit displays for bonus values or timers too.  Both the 6-digit and 7-digit displays were limited to displaying numeric values.  System 80B differed the most by using two 20-digit alpha-numeric displays, which were stacked on top of each other.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
[[File:Early gtb sys80b boardset.jpg|300px|thumb|left|Gottlieb® System 80B Board Set - Early]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Shortly after the onset of using the System 80B boardset, it was evident that the complexity of playfield designs had quickly outgrown the boardset.  Remote satellite boards, and transistors littered the underside of the playfield and inside the cabinet, because the driver board was too undersized to handle these extra duties.  A new boardset, known as the System 3 platform, was under development, but was not released until nearly 4 years later in 1990.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
	 &lt;br /&gt;
[[File:Typical gtb sys80b boardset.jpg|300px|thumb|left|Gottlieb® System 80B Board Set - Typical]]&lt;br /&gt;
[[File:GTB Later 80B Backbox.JPG|300px|thumb|right|Gottlieb® System 80B Board Set - Later Games (Hot Shots, Bad Girls, and Big House]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once a System 80 / 80A / 80B game has been methodically gone through with board design grounding flaws and connectors corrected, they are just as reliable as any of their contemporaries.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Games==&lt;br /&gt;
===System 80 Prototype===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|The Incredible Hulk || 1979 || Unknown (10 presumed, 4 confirmed) || 500 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit || A small number of games were used as a testing platform, which featured the system 80 boardset instead of the system 1 boardset. Confirmed games include serials 01440, 01442, 01443, 01447.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80 1st Generation===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|The Amazing Spiderman|| 05-1980 || 7625 || 653 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Panthera|| 06-1980 || 5220 || 652 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||   6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Circus|| 06-1980 || 1700 || 654 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit || Ultra Widebody &lt;br /&gt;
|-&lt;br /&gt;
|Counterforce|| 06-1980 || 3870 || 656 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||   6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Star Race|| 08-1980 || 870 || 657 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit || Ultra Widebody  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80 2nd Generation===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;Sound&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|James Bond|| 10-1980 || 3625 || 658 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Time Line|| 12-1980 || 3167 || 659 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Force II|| 02-1981 || 2000 || 661 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Pink Panther|| 03-1981 || 2840 || 664 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Mars, God of War]]|| 03-1981 || 5240 || 666 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || First Gottlieb® with speech, lane change, and multi-ball&lt;br /&gt;
|-&lt;br /&gt;
|Volcano|| 09-1981 || 3655 || 667 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || Export games used [[Media:Gtb_sys80_sound.JPG | sound only]] board&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Hole]]|| 10-1981 || 8774 || 668 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || First Gottlieb® with 2-Level playing area, Export games used [[Media:Gtb_sys80_sound.JPG | sound only]] board and a simple single backglass with no spinning disc.&lt;br /&gt;
|-&lt;br /&gt;
|[[Haunted House]]|| 06-1982|| 6835 || 669 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 6-digit || First game with 3-Level playing area, Sound only, but used sound &amp;amp; speech board w/o the speech chip installed.&lt;br /&gt;
|-&lt;br /&gt;
|Eclipse|| 1982 || 193 || 671 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit || Production game and available as a kit for James Bond 007 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80A===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Devil&#039;s Dare|| 08-1982 || 3832 || 670 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || Export games used the [[Media:Gtb_sys80_sound.JPG | sound only]] board&lt;br /&gt;
|-&lt;br /&gt;
|[[Caveman]]|| 09-1982 || 1800 || PV810 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || Pinball / Video game hybrid &lt;br /&gt;
|-&lt;br /&gt;
|Rocky|| 09-1982 || 1504 || 672 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|[[Spirit]]|| 11-1982 || 1230 || 673 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Punk!|| 12-1982 || 959 || 674 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board  &lt;br /&gt;
|-&lt;br /&gt;
|Striker|| 11-1982 || 910 || 675 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Krull|| 02-1983 || 10 || 676 || [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Goin&#039; Nuts|| 02-1983|| 10 || 682 || [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Q*bert&#039;s Quest|| 03-1983 || 884 || 677 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Super Orbit|| 05-1983 || 2100 || 680 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]]  || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board &lt;br /&gt;
|-&lt;br /&gt;
|Royal Flush Deluxe|| 06-1983 || 2000 || 681 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]]  || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board  &lt;br /&gt;
|-&lt;br /&gt;
|[[Amazon Hunt]]|| 09-1983 || 1515 || 684 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]] or [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board. Later production games used the [[Media:Gtb_sys80a%26b_sound.JPG|sound only]] piggyback sound board &lt;br /&gt;
|-&lt;br /&gt;
|Rack &#039;Em Up!|| 11-1983 || 1762 || 685 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Ready... Aim... Fire!|| 11-1983 || 390 || 686 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Jacks to Open|| 05-1984 || 2350 || 687 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Star]]|| 06-1984 || 1065 || 689 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || 689A Denotes a revision in the ROM code&lt;br /&gt;
|-&lt;br /&gt;
|The Games|| 08-1984|| 1768 || 691 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Touchdown|| 10-1984 || 711 || 688 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|El Dorado City of Gold|| 09-1984 || 905 || 692 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Ice Fever|| 02-1985 || 1585 || 695 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80B===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Chicago Cubs Triple Play|| 05-1985 || ~1365 || 696 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Bounty Hunter|| 07-1985 || 1220 || 694 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Tag Team Pinball|| 09-1985 || 1220 || 698 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] ||  Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Rock|| 10-1985 || 1875 || 697 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 || DIP switches 7 and 8, while listed as &amp;quot;spares&amp;quot;, 7 is actually used to turn attract sounds on / off.  There is an addendum added to the first page of the manual stating as such.&lt;br /&gt;
|-&lt;br /&gt;
|Raven|| 03-1986 || 3550 || 702 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Rock Encore|| 04-1986 || 245 || 704 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||Production game using same playfield art as Rock, but mainly available as a conversion kit for Rock&lt;br /&gt;
|-&lt;br /&gt;
|Hollywood Heat|| 06-1986 || 3400 || 703 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Genesis|| 09-1986 || 3500 || 705 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings|| 10-1986 || 3260 || 707 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break|| 04-1987 || 3550 || 706 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo|| 02-1987 || 4315 || 708 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]||  Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Arena|| 06-1987 || 3099 || 709 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]||Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Victory|| 10-1987 || 3315 || 710 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Lady|| 02-1988 || 2700 || 711 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|TX Sector|| 03-1988 || 2336 || 712 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War|| 04-1988 || 2130 || 714 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Excalibur|| 11-1988 || 1710 || 715 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||Start of the MA-1133 CPU Board. No actual speech callouts are present in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls|| 11-1988 || 2500 || 717 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||  &lt;br /&gt;
|-&lt;br /&gt;
|[[Big House]]|| 04-1989 || 1977 || 713 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 || &lt;br /&gt;
|-&lt;br /&gt;
|Hot Shots|| 04-1989 || 2342 || 718 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||  &lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters Inc.|| 08-1989 || 2000 || 719 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 || Uses 3 sound boards - uses 50v to power flippers &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game date of release, production numbers, and model number provided by the Internet Pinball Database - http://www.ipdb.org&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
===Recommended Documentation===&lt;br /&gt;
====Manuals====&lt;br /&gt;
* A game manual.  Pinball Resource has many factory originals still left, and reprints of everything else.&lt;br /&gt;
&lt;br /&gt;
====Theory of Operation &amp;amp; Repair Guides====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Gottlieb Star Series 80 Service Manual&lt;br /&gt;
|[[file:Gottlieb-star-series-80-service-manual-cover.jpg|thumb|left|140px]][[file:Gottlieb-star-series-80-service-manual-cover-alt.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Information on how system 80 operates, with troubleshooting information outlined.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1983 Technical Seminar Workbook&lt;br /&gt;
|[[file:Gottlieb-technical-seminar-workbook-1983-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Information on how system 80 operates, with troubleshooting information outlined.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parts Catalogs====&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; schematics, and diagrams for controlled lamp, solenoid, and rubber locations. Gottlieb tended to publish a lot of game-specific information in parts catalogs. These have exploded diagrams of assemblies, particularly in earlier games that had the thinner, much less helpful manuals. Playfield parts, lamps, and switches are all diagrammed out. These also have collected service bulletins. Reprints are available from Pinball Resource.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1982 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1982-parts-catalog-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Counter Force, Star Race, James Bond, Time Line, Force II, Pink Panther, Mars God Of War, Volcano, Black Hole, Haunted House, Devil&#039;s Dare, Caveman, Rocky. This catalog also features system 1 games.&lt;br /&gt;
|Includes parts assemblies, plus switch matrix and controlled lamp locations, board layouts, schematics, and board parts lists, coin door parts, and some cabinet parts. Includes System 1 and 80 parts and boards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1987 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1987-parts-manual-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Volcano, Black Hole, Haunted House, Devil&#039;s Dare, Rocky, Spirit, Rock, Striker, Q*bert&#039;s Quest, Super Orbit, Royal Flush, Amazon Hunt, Rack &#039;Em Up, The Games, Chicago Cubs Triple Play, Rock Encore, Ready Aim Fire, Touchdown, Bounty Hunter, Raven, Jacks To Open, El Dorado City Of Gold, Tag Team, Hollywood Heat, Alien Star, Ice Fever, Rock, Genesis&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1992 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1992-parts-manual-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Covers 80B games starting from Gold Wings and the first 9 System 3 titles (games #706-#730).&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One interesting note about the part numbers is that the single letter that preceded the number indicated the size of the paper that was used for the original drawing/blueprint of the part. Paper sizes A up through F were used.&lt;br /&gt;
&lt;br /&gt;
===Connector Designations===&lt;br /&gt;
All Gottlieb® machines have a common naming convention for all of the connectors in the game.  A specific connection uses two parts - a prefix and a suffix.  The prefix is the board number or an inline wire junction, and the suffix is the connection on the board or a sequential wire junction number.  When referencing a specific connector pin within a housing, a dash follows the connection number.  For example, the connector pin for the slam switch signal on the CPU board is A1J5-10.  The coin door connection used on Devil&#039;s Dare is A15P1 and A15J1 - the connector pin for switch return 7 on the coin door is A15J1-8.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following boards are assigned the same numbers throughout the System 80 / 80A / 80B platforms.&lt;br /&gt;
*CPU Board - A1&lt;br /&gt;
*Power Supply - A2&lt;br /&gt;
*Driver Board - A3&lt;br /&gt;
*Sound Board - A6&lt;br /&gt;
*Pop Bumper Driver Boards - A8&lt;br /&gt;
*Reset Board - A24&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There are several other board designations used, however, they change from game to game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Wiring Color Code===&lt;br /&gt;
&lt;br /&gt;
Unlike every other pinball manufacturer, which adopted a two-color wiring code system, Gottlieb® used three colors.  Most wiring in a Gottlieb® game used a white base color, which is the wire&#039;s insulation color, and three &amp;quot;striped&amp;quot; traces on each wire.  I state most cases, because there are some wires which only used two colors - the green insulated ground lines which have a single yellow trace, or only one color - the white ground wires used in System 80B games with no trace at all.  Below is the Gottlieb® color chart.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
|-&lt;br /&gt;
| Color || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#000000&amp;quot;&amp;gt;Black&amp;lt;/span&amp;gt;  &lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#A52A2A&amp;quot;&amp;gt; Brown &amp;lt;/span&amp;gt; &lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#800080&amp;quot;&amp;gt; Purple &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#808080&amp;quot;&amp;gt; Gray &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#000000; background:#FFFFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Does the color chart look familiar?  Well, if you have an electronics background, it should.  The Gottlieb® wire code system is the same as the resistor color coding system.&lt;br /&gt;
&lt;br /&gt;
Here are some examples of the color coding system.  The color wire code for switch strobe line 0 is 400.  400 would be a white insulated wire with a yellow trace and two black traces, or commonly referred to as a yellow-black-black wire.  The ground lines in early System 80 games are code 54.  54 would be a green insulated wire with one yellow trace.&lt;br /&gt;
&lt;br /&gt;
There is one word of caution, which should be pointed out.  If the connections on A1J2 and A1J3 are being replaced, there are wire colors on these connections which are very similar.  Although each wire is located on a different housing, please proceed with caution, as it can be difficult to see all three traces without spinning the wire around.  The wires which come to mind are 344 and 677 on A1J2, and 433 and 766 on A1J3.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Matrix===&lt;br /&gt;
====Switch Matrix Wire Coloring====&lt;br /&gt;
[[File:GottliebSystem80A1J6SwitchMatrixWireColors.png|right|thumb|500px|Gottlieb® System 80 Switch Matrix Wire Coloring at Connector A1J6. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Wire colors used for the switch matrix, as connected to A1J6 on the MPU, were identical across all Gottlieb System 80/80A/80B games. They are, from pin 1 to 19, and right-to-left &amp;lt;b&amp;gt;(backwards)&amp;lt;/b&amp;gt; as you view the front of the connector as installed on the MPU...&lt;br /&gt;
#yellow-black-black&lt;br /&gt;
#yellow-brown-brown&lt;br /&gt;
#yellow-red-red&lt;br /&gt;
#yellow-orange-orange&lt;br /&gt;
#yellow-yellow-yellow&lt;br /&gt;
#yellow-green-green&lt;br /&gt;
#yellow-blue-blue&lt;br /&gt;
#yellow-purple-purple&lt;br /&gt;
#white (ground)&lt;br /&gt;
#blue-black-black&lt;br /&gt;
#blue-brown-brown&lt;br /&gt;
#blue-red-red&lt;br /&gt;
#blue-orange-orange&lt;br /&gt;
#blue-yellow-yellow&lt;br /&gt;
#blue-green-green&lt;br /&gt;
#blue-blue-blue&lt;br /&gt;
#blue-purple-purple&lt;br /&gt;
#blue-slate-slate (+5VDC)&lt;br /&gt;
#empty&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; that not all games use all rows and/or all columns of the switch matrix. Unused switch matrix circuits are not wired.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Switch Numbering====&lt;br /&gt;
[[File:Sys80 switch matrix.png|left|thumb|600px|Gottlieb® System 80 Switch Matrix]]&lt;br /&gt;
The Gottlieb® System 80 / 80A / 80B switch matrix consists of a maximum of 64 switches.  There are a total of 8 switch strobes and 8 switch returns. However, not every switch in the matrix is used on every System 80 game.&lt;br /&gt;
&lt;br /&gt;
Just like the System 1 switch numbering system, the System 80 switch numbers have a similar naming convention.  Except, the System 80 switch numbering system is the opposite of System 1.  If you are accustomed to working on System 1 games, pay close attention.  With Gottlieb® System 80 switches the first number of the switch is its strobe number, while the second number is switch&#039;s return number.  An example would be switch 54.  Switch 54 is located on strobe 5 and return 4 of the switch matrix.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Strobe 0&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-1 / A1J5-2)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 1&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-2 / A1J5-3)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 2&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-3 / A1J5-4)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 3&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-4 / A1J5-5)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 4&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-5 / A1J5-6)&lt;br /&gt;
! Strobe 5&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-6 / A1J5-7)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 6&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-7)&lt;br /&gt;
!Strobe 7&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-8 / A1J5-9)&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 0 (A1J6-10)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 00&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 10&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 20&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 30&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 40&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 50&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 60&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 70&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 1 (A1J6-11)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 01&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 11&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 21&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 31&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 41&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 51&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 61&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 71&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 2 (A1J6-12)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 02&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 12&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 22&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 32&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 42&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 52&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 62&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 72&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 3 (A1J6-13)&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 03&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 13&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 26&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 33&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 43&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 53&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 63&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 73&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 4 (A1J6-14)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 04&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 14&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 24&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 34&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 44&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 54&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 64&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 74&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 5 (A1J6-15)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 05&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 15&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 25&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 35&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 45&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 55&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 65&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 75&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 6&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-16 / A1J5-8)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 06&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 16&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 26&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 36&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 46&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 56&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 66&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 76&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 7&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-17 / A1J5-1)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 07&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 17&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 27&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 37&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 47&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 57&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 67&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 77&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
====The &amp;quot;Missing&amp;quot; Gottlieb® System 80 Switches====&lt;br /&gt;
&lt;br /&gt;
With the Gottlieb® System 80 series of games, there are some switch assignments that are designated the same throughout the System 80, 80A, and 80B platforms.  These switches are typically not listed in the switch matrix portion of the manual.  You have to review the cabinet schematics, and decipher what switches use what return and strobe.  However, it appears that Gottlieb® / Premier® changed this section of the schematic starting with Excalibur or Bad Girls by no longer listing the strobes for these switches.  So, below are the &amp;quot;missing&amp;quot; switch assignments for any Sys80B.  All the info applies for Sys80 and Sys80A, except the two advance buttons, which weren&#039;t used prior to Sys80B.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;06&#039;&#039;&#039; - left advance button, also pause both lamp and relay/ solenoid tests (Sys80B only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;07&#039;&#039;&#039; - play / test switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;16&#039;&#039;&#039; - right advance button (Sys80B only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;17&#039;&#039;&#039; - left coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;27&#039;&#039;&#039; - right coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;37&#039;&#039;&#039; - center coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;47&#039;&#039;&#039; - replay button&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;57&#039;&#039;&#039; - plumb bob and ball roll tilts (these have the same switch assignment as the playfield tilt switch)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Black Hole is an exception.  The switch assigned for the tilt on Black Hole is 26.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The coin door slam switch is not part of the switch matrix.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Language Selection ===&lt;br /&gt;
&lt;br /&gt;
The only way to change the language displayed is to install the correct language ROMs. Gottlieb didn’t incorporate a “soft” method of changing language selection. &lt;br /&gt;
&lt;br /&gt;
===Enabling Free Play===&lt;br /&gt;
Free play options were unavailable in the original System 80/80A/80B game code. However, there are some hardware modifications that can be done, stacked switches can be added to the start/credit button, or  EPROMs with free play code can replace original PROMs.&lt;br /&gt;
&lt;br /&gt;
====Free Play EPROMs====&lt;br /&gt;
For system 80/80A, the U2/U3 PROMs can be replaced with an [http://www.flipprojets.fr/Freeplay_EN.php EPROM with free play code]. Replacing U2/U3 will require an adapter, such as the [https://www.greatplainselectronics.com/proddetail.asp?prod=140-101 module from GreatPlainsElectronics (no longer available)], [https://lisy.dev/u2u3-_adapter.html LISY], [https://www.flippp.fr/u2u3pcb.php?lg=en flippp], or a [http://www.actionpinball.com/tech/sys80mod.php#system custom adapter board]&lt;br /&gt;
&lt;br /&gt;
For System 80B, the game PROM can be replaced with an [http://www.flipprojets.fr/Proms80B_EN.php EPROM with free play code].&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80 Games====&lt;br /&gt;
Early Gottlieb® solid state pinball machines, prior to 1990, did not have a free play option available within the game settings.  With this simple modification, a game can be set up for free play.  First, identify the diode strip in the bottom of the cabinet.  Once the diode strip is found, locate the credit button and coin switch strobe line wires.  The wires will be located on the left of the diode strip - the non-banded side of the diodes.  Below is a list of the wires.&lt;br /&gt;
&lt;br /&gt;
* Credit button wire - Green-Yellow-Yellow&lt;br /&gt;
* Left coin switch wire - Green-Brown-Brown&lt;br /&gt;
* Center coin switch wire - Green-Orange-Orange&lt;br /&gt;
* Right coin switch wire - Green-Red-Red&lt;br /&gt;
&lt;br /&gt;
[[File:Gtbsys80board.jpg|300px|thumb|left|Typical location of System 80 diode board in cabinet]]&lt;br /&gt;
[[File:System80FreePlayJumper.jpg‎|300px|thumb|right|Gottlieb® System 80 Black Hole diode board with jumper (yellow wire) to implement free play]]&lt;br /&gt;
&lt;br /&gt;
Solder a small lead wire from the credit button wire to any of the coin switch wires. The wires will change to different colors on the other side of the diode. You want to solder to the side of the diode (non-banded) with the color wire specified above. &lt;br /&gt;
&lt;br /&gt;
Make sure that the diode, credit button wire, and coin switch wire are still soldered securely to the diode strip terminal when finished.  If soldering is not an option, use a small alligator clip test lead. Now, when the credit button is pressed, a credit will be incremented and decremented. A game can be easily started without the need to open the coin door to trip the coin switches anymore.&lt;br /&gt;
&lt;br /&gt;
For this &amp;quot;hack&amp;quot; to work properly (adding a credit and then decrementing a credit), the MPU DIP switches for the associated coin chute must be configured so that one coin drop adds one credit. In other words, if the DIP switches are set to require more than one coin drop through the associated chute, the free play &amp;quot;hack&amp;quot; will not work correctly because the &amp;quot;hack&amp;quot; mimics a single coin drop.&lt;br /&gt;
&lt;br /&gt;
Please note that this modification does not apply to Gottlieb® System 80A and System 80B machines. System 80A and 80B machines use diode boards with edge connections, which are typically located on the cabinet wall near the left flipper cabinet switch. Jumpering the diodes on System 80A and 80B games do not give the intended free play results of jumpered System 80 diodes. This is attributed to how the diode boards are physically placed differently in circuit with respect to the switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TimeLineFreePlay.jpg‎|300px|thumb|left|Gottlieb® System 80 Time Line diode board with jumper (the red wire...I mean...it&#039;s a red flippin&#039; wire. You HAVE to be able to see it!) to implement free play]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left ties the center coin chute wire (Green-Orange-Orange) to the credit button wire (Green-Yellow-Yellow).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80A Games====&lt;br /&gt;
[[File:ExampleSwitchStack.jpg ‎‎|300px|thumb|left|A &amp;quot;donor&amp;quot; switch pair.]]&lt;br /&gt;
[[File:System80AStackedSwitch.jpg ‎ ‎‎|300px|thumb|right|Donor switch pair atop original credit button switch pair.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There is no method to implement free play for System 80A games at this time, other than &amp;quot;stacking&amp;quot; the credit button switch with one of the coin drop switches.&lt;br /&gt;
&lt;br /&gt;
The image at left shows a &amp;quot;donor&amp;quot; switch pair. A diode is not required on the switch as switch isolation diodes for coin door switches are located elsewhere in the game. This switch pair is from an early Williams solid-state game and is a bit too long. As implemented, the switch tabs were clipped, an additional 3/16&amp;quot; hole was drilled forward of the existing two holes, so that the switch pair length approximated the original credit button length. The insulating fish paper is necessary and will be reused.&lt;br /&gt;
&lt;br /&gt;
The image at right shows both the original credit button switch pair (inside) and the new switch pair with the coin drop wires from one of the coin chutes soldered tightly. The two switch pairs are insulated from each other with fish paper from the donor switch. Two new 5x40 by 1 inch screws have been used to secure the switch stack tightly. The original screws are too short for two switches. The additional switch has been adjusted to close just after the credit button switch closes.&lt;br /&gt;
&lt;br /&gt;
This implementation attempts to start a game, then adds a credit, making it normal to have to press the credit button twice if the game has no credits. One might think that swapping the switches would work better by adding a credit and then starting a game. However, at least for this game (Spirit), doing this didn&#039;t work. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80B Games====&lt;br /&gt;
A System 80B game does not have a built-in free play option available, so the fallback option to add credits is usually to open the coin door and trip the coin switches. However, there are a couple of methods that can be used to avoid doing that.&lt;br /&gt;
&lt;br /&gt;
=====Free Play (80B) Diode Board Modification=====&lt;br /&gt;
Locate the diode board used for all of the coin door switches (normally inside the cabinet to the left of where the coin box would be placed). Remove the diode board. Add a jumper between pin 4 and pin 10 of the diode board on the solder side of the board, (this can be done on the component side instead). Make certain that the jumper is soldered onto the banded side of the diodes. This jumper essentially ties the right advance button on the front of the cabinet to the center coin switch.&lt;br /&gt;
&lt;br /&gt;
Now, when the right advance button is pressed, credits will be added to the game. There have not been any unwanted side effects observed when the right advance button is pressed while scrolling through characters used to enter high score initials.&lt;br /&gt;
&lt;br /&gt;
An alternative method that achieves the same result is to use a jumper wire with minigrabber ends and clip them on to the bottom of the 4th and 9th diodes (from the right) on the front of the board. This requires no soldering and the diode board doesn&#039;t even need to be removed.&lt;br /&gt;
&lt;br /&gt;
The jumper modification should work on games from Chicago Cubs Triple Play to Excalibur. Hot Shots, Bad Girls, Big House, and Bone Busters, Inc. do not have a diode board for the coin door, so this specific modification cannot be done on those titles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=400 class=center&amp;gt;&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board.JPG|Typical location of System 80B diode board on cabinet wall&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Added.JPG|Added jumper to back of diode board&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Location_Front.JPG|Location to add jumper to front of diode board&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Added_To_Front.JPG|Added minigrabber jumper to front of diode board&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Free Play ROM (80B) =====&lt;br /&gt;
Another option is a free play ROM, produced by a group of kindly fellows in France. By burning the revised image into a 2764, and installing the new ROM on the daughter card, the game will now be on free play. Their implementation notices when zero credits are on the game and the credit button has been pressed. The new code then adds 20 credits to the game, and starts a game. The System 80B free play ROMs can be found [http://www.flipprojets.fr/Proms80B_EN.php here].&lt;br /&gt;
&lt;br /&gt;
[[image:PinSideLogo.png]] PinSider &amp;quot;McZonk&amp;quot; has hacked the 80B ROM set to include a very nice free play option. This code modification displays the letters &amp;quot;FP&amp;quot; on the display in lieu of the credit count when enabled. More information regarding this modification can be found on [https://pinside.com/pinball/forum/topic/free-play-mod-for-raven the Pinside discussion thread here].&lt;br /&gt;
&lt;br /&gt;
=== Bookkeeping &amp;amp; Diagnostics ===&lt;br /&gt;
[[File:GTB sys80 test button.jpg|300px|thumb|left|Gottlieb® System 80 Coin Door Test Button Highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
To enter the bookkeeping / diagnostic mode, open the coin door and press the red momentary switch. (Note this switch has no credit function)  Depending on the particular game, the self test button may be mounted on a bracket located on the coin door or just inside the cabinet near the coin door hinge.  Upon pressing this button, the 4-digit status display used with System 80 and System 80A games will display &amp;quot;&#039;&#039;&#039;00&#039;&#039;&#039;&amp;quot; in the credit window. Pressing the self test button again will advance to the next step in the bookkeeping.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an option to bypass all of the bookkeeping functions, entering diagnostic mode directly.  To achieve this, the self test button must first be pressed.  &amp;quot;&#039;&#039;&#039;00&#039;&#039;&#039;&amp;quot; will shown on the status display.  Then, the credit / start button should be pressed once.  The status display should now show &amp;quot;&#039;&#039;&#039;16&#039;&#039;&#039;&amp;quot;. &amp;quot;&#039;&#039;&#039;16&#039;&#039;&#039;&amp;quot; is the first test in diagnostic mode.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bookkeeping (System 80/80A)&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1 - Coins thru left chute&amp;lt;br&amp;gt;&lt;br /&gt;
2 - Coins thru right chute&amp;lt;br&amp;gt;&lt;br /&gt;
3 - Coins thru center chute&amp;lt;br&amp;gt;&lt;br /&gt;
4 - Total plays&amp;lt;br&amp;gt;&lt;br /&gt;
5 - Total replays&amp;lt;br&amp;gt;&lt;br /&gt;
6 - Game percentage&amp;lt;br&amp;gt;&lt;br /&gt;
7 - Extra ball&amp;lt;br&amp;gt;&lt;br /&gt;
8 - Total tilts&amp;lt;br&amp;gt;&lt;br /&gt;
9 - Total slam tilts&amp;lt;br&amp;gt;&lt;br /&gt;
10 - Number of times the HSTD has been beaten&amp;lt;br&amp;gt;&lt;br /&gt;
11 - First high score level&amp;lt;br&amp;gt;&lt;br /&gt;
12 - Second high score level&amp;lt;br&amp;gt;&lt;br /&gt;
13 - Third high score level&amp;lt;br&amp;gt;&lt;br /&gt;
14 - High score to date score&amp;lt;br&amp;gt;&lt;br /&gt;
15 - Average game time &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Diagnostics&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
16 - Lamp test&amp;lt;br&amp;gt;&lt;br /&gt;
17 - Coil test (will cycle and display coil number of coils used in the game. Coin counter coils, if installed, are excluded)&amp;lt;br&amp;gt;&lt;br /&gt;
18 - Switch test. (99 = no switches closed)  You can check switch numbers by pressing them on the playfield during this step.&amp;lt;br&amp;gt;&lt;br /&gt;
19 - Display test. The displays will cycle through each digit&amp;lt;br&amp;gt;&lt;br /&gt;
20 - Memory test. (99 = no fault)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80-7641-2Error.jpg|300px|thumb|left|Gottlieb® System 80 &amp;quot;7641&amp;quot; Error]]&amp;lt;br&amp;gt;&lt;br /&gt;
An example of a ROM image checksum error (or perhaps a ROM memory access error) displayed during test 20 is pictured at left. During test 20, if a checksum error is detected, the ROM code in U2/U3 will indicate &amp;quot;7641-X&amp;quot; in the player 1 display window, with &amp;quot;X&amp;quot; being &amp;quot;1&amp;quot; to indicate PROM 1 or &amp;quot;2&amp;quot; to indicate PROM 2. If you have followed the procedure to combine the original game ROMs into a single 2716, this error message is an indicator that the checksum of either the 1st half or the 2nd half of that ROM failed. Replace the ROM.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80A5101.jpg ‎|300px|thumb|left|Gottlieb® System 80A &amp;quot;5101&amp;quot; Error]]&amp;lt;br&amp;gt;&lt;br /&gt;
An example of a probable 5101 CMOS RAM error (or perhaps a CMOS RAM memory access error) displayed during test 20 of a System 80A &amp;quot;Spirit&amp;quot; game is pictured at left. During test 20, if a RAM error is detected, &amp;quot;5101&amp;quot; will be displayed in the player 1 display window.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
System 80B uses the same process as System 80/80A to enter bookkeeping / diagnostics.  The only difference is upon pushing the self test button the first time, the top alphanumeric display will display &amp;quot;&#039;&#039;&#039;TEST MODE&#039;&#039;&#039;&amp;quot;.  Pressing the self test button again will enter bookkeeping mode, while pressing the credit / start button will enter diagnostics mode.  After entering either mode, pressing the self test button will advance through each step in the appropriate mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80BZ5Error.jpg ‎|300px|thumb|left|Gottlieb® System 80B &amp;quot;ERROR- Z5&amp;quot;]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80B memory test will throw a memory error, &amp;quot;ERROR- Z5&amp;quot; as shown at left. This could indicate a failed 5101 (most likely) or it could mean that the processor can not access the 5101 due to chip select, address signal line, or data line signal line issues.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following notes apply to all System 80/A/B games.&lt;br /&gt;
*Any diagnostic test can be repeated by pressing the credit / start button.&lt;br /&gt;
*Waiting 60 seconds will reset the CPU and return the game to attract mode. &lt;br /&gt;
*The slam switch or tilt switch can be triggered to exit diagnostics. This is probably the only benefit of keeping the slam switch functional. However, considering the sometimes strange side effects which can arise from a maladjusted or malfunctioning slam switch, [[Gottlieb_System_80#Slam_Switch_Modification | disabling the slam switch]] is generally a better idea.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Default High Score To Date (HSTD)====&lt;br /&gt;
If a high score to date is not explicitly set (setting 14), then some (most) games use a default HSTD of either 770,000 or 790,000. Some games (such as Volcano or Black Hole) also have an auto-reset back to the default HSTD value after a player&#039;s score exceeds 980,000.&lt;br /&gt;
&lt;br /&gt;
====Pausing the Lamp and Solenoid Test (System 80B Only)====&lt;br /&gt;
[[File:Gtb sys80B left advance.jpg|left|thumb|300px|The left advance button on a System 80B Game]]&amp;lt;br&amp;gt;&lt;br /&gt;
The following only applies to System 80B lamp and solenoid tests.  A little known fact is that the lamp and solenoid tests can be &amp;quot;paused&amp;quot; on a single lamp or single solenoid.  To stop whichever item is being tested during lamp or solenoid test, and repeat the test on the particular item, simply push and hold in the left advance button located on the front of the cabinet, as shown in the picture to the left.  The left advance button can then be released, pressed, and held in again to step to the next item in the test.  This is a particularly nice feature, because the lamps and solenoids or relays tend to be pulsed rather quickly in test, and cannot be observed very well, until the test repeats itself.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rubber Ring Chart===&lt;br /&gt;
Although the Gottlieb® System 80 game manuals do list the location and part numbers for rubber rings used, some fail to list the actual rubber ring size.  Below is a handy chart, which lists the Gottlieb® rubber OEM number and its size.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gottlieb® #&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|A-14793 ||23/64&amp;quot; White Mini-Post&lt;br /&gt;
|-&lt;br /&gt;
|A-15705 ||27/64&amp;quot; White Mini-Post&lt;br /&gt;
|-&lt;br /&gt;
|A-10217 ||5/16&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-17493 || 7/16&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10218 || 3/4&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10219 || 1&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10220 || 1-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10221 || 2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10222 || 2-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10223 || 3&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10224 || 3-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10225 || 4&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10226 || 5&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-13151 || 3/8 x 1-1/2&amp;quot; Standard Red Flipper&lt;br /&gt;
|-&lt;br /&gt;
|A-13149 || 3/8 x 1&amp;quot; - Small Beaded Red Flipper&lt;br /&gt;
|-&lt;br /&gt;
|A-1344 || Rebound Rubber&lt;br /&gt;
|-&lt;br /&gt;
|1872 || Shooter Tip&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
&lt;br /&gt;
===[[System 80 / 80A / 80B Board Set]]===&lt;br /&gt;
Clicking the link above will direct you to a new page showing all of the System 80/80A/80B boards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 boards 3.png‎|800px|center|Gottlieb® System 80 Board Diagram]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following functional block diagram depicts the main PCBs and the input/output signals between them (#n = wire count).&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:sys80b_IO_lines.png|800px|center|Gottlieb® System 80/B functional blocks and I/O lines]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[System 80 / 80A / 80B Satellite Boards]]===&lt;br /&gt;
Clicking the link above will direct you to a new page showing all of the System 80/80A/80B satellite boards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Supplies===&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Power Supply====&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 psu.JPG‎|300px|thumb|left|System 80 / 80A Power Supply]]&lt;br /&gt;
[[File:Gtb sys80 psu back.JPG|300px|thumb|right|System 80 / 80A Power Supply - Showing the Large Heat Sink]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 / 80A power supply is very similar to the System 1 power supply, where as the circuit board is secured to a large &amp;quot;hot plate&amp;quot; heat sink. This style power supply is used for all System 80 and 80A games from Spiderman to Ice Fever, and is the source of the following:&lt;br /&gt;
* +5 VDC logic power&lt;br /&gt;
*+8 VDC offset voltage needed for the displays&lt;br /&gt;
*+60 VDC for the 6 or 7 digit displays&lt;br /&gt;
*+42 VDC for the status display&lt;br /&gt;
*Ground from earth ground located on the transformer panel&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the System 1 power supply, the +5 VDC logic power is no longer rectified and filtered on the power supply itself.  This process is now handled by a bridge rectifier and a large filtering capacitor located on the transformer panel.  The System 80 power still employs a [http://en.wikipedia.org/wiki/Crowbar_%28circuit%29 crowbar circuit] for the logic power, which protects from over-voltage situations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although these power supplies are fairly reliable, there are some drawbacks to the design.  By incorporating a large heat sink for the PMD10K40 / 2N6059 TO-3 transistor on the board, a lot of heat is dissipated throughout the whole board.  This in turn will limit the life expectancy of the other electronic components on the board.  Equally, the heat sink must be removed in order to perform component level repairs to the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Sound &amp;amp; Speech Power Supply==== &lt;br /&gt;
&lt;br /&gt;
A sound &amp;amp; speech board (S&amp;amp;S) is used starting with Mars God of War (MGOW).  Because of the voltages needed to drive some of the components on the S&amp;amp;S board, this secondary power supply is added to the power train.  The voltages generated from this board are:&lt;br /&gt;
*+12 VDC used for the analog inverters and voice synthesizer chip&lt;br /&gt;
*-12 VDC used for the analog inverters&lt;br /&gt;
*+30 VDC used by the sound amplifier (LM379)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 sands power1.JPG|300px|thumb|left|System 80 Sound &amp;amp; Speech Power Supply (1st Generation)]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There are two different variations of this power supply.  The first style is used only with MGOW and Volcano, and is not a printed circuit board (PCB).  The electronic components were screwed to a block of wood, which is located on the left wall of the lower cabinet.  Conducting tests and repairs to this style power supply can be awkward and difficult.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys80 s&amp;amp;s psu.JPG|300px|thumb|left|System 80/80A Sound &amp;amp; Speech Power Supply (2nd Generation)]]&lt;br /&gt;
[[File:System80SpeechAndSoundPS.jpg|300px|thumb|right|System 80/80A Sound &amp;amp; Speech Power Supply (2nd Generation), with test points added. Unstuffed component locations facilitate easy addition of voltage test points The ground test point requires a hole to be drilled in the PCB. Negative 12V is measured at the non-banded end of the 1N4742 zener diode.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Black Hole, the S&amp;amp;S power supply is now on a circuit board (MA-188), which is located in the head of the game with the other circuit boards.  Even though each style of S&amp;amp;S power supply uses different components for the generation of +12 VDC, the end result is the same.  The S&amp;amp;S power supply was no longer used when Gottlieb® went a step backwards, and installed the System 80A sounds only board with the piggyback board.  This change occurred during the run of Amazon Hunt.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The generation 1 and generation 2 sound board power supplies are not pin compatible. One could be exchanged for the other by rearranging connections of a 9-pin molex connector. However, this is not recommended.&lt;br /&gt;
&lt;br /&gt;
====System 80B Power Supplies====&lt;br /&gt;
&lt;br /&gt;
Starting with Chicago Cubs, the Gottlieb® power train went through a bit of a face lift. The System 80B platform uses two separate boards to supply power.  This design change is mainly due to the single display board, which rectifies the high voltage on the board itself.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80b psu.JPG|300px|thumb|left|System 80B +5 VDC Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
The small power supply with the finned heat sink is only used to generate +5 VDC for logic power.  Although, removing the heat sink is not necessary to work on the board, this power supply has its own set of issues.  First, it does not have a crow bar circuit.  If the LM338K voltage regulator fails, and fails whereas the voltage increases drastically, it can destroy electronic components on the other circuit boards.  Secondly, it&#039;s not as bad, but heat is still dissipated throughout the board.  Third, the adjustable potentiometer (pot) on the power supply is prone to failure, due to dirt, dust, and contaminants.  Finally, it is typical for the header pins on the input and output of the board to develop cracked solder joints.  The two latter problems can easily be overcome, and will be addressed in the [http://pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Recommended_Repairs_for_the_System_80B_Power_Supply_Board Recommended Repairs for the System 80B Power Supply Board] section below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80b aux psu.JPG|300px|thumb|left|System 80B Auxiliary Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Rock, the second power supply is added, and is referred to as the auxiliary power supply. The primary functions of this board is used to power the sound board, and amplify the audio output. This sound amplifier board is used in concert with MA-766 and MA-886 sound boards. A breakdown of the voltages supplied by the auxiliary power supply are as follows:&lt;br /&gt;
*-12 VDC&lt;br /&gt;
*+12 VDC&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80B-MA1017AuxPowerSupply.jpg |300px|thumb|left|System 80B Auxiliary Power Supply with .156 headers versus edge connector]]&lt;br /&gt;
[[File:BoneBustersSpecificAmpBoard.jpg |300px|thumb|right|A BoneBusters Inc specific Auxiliary Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
This Auxiliary Power Supply board changed with the release of Bad Girls. Edge connections were no longer used. Instead, .156&amp;quot; header pins were added to the board as shown at left. Note that the System 80B Auxiliary Power Supply board is slightly different from the System 3 Auxiliary Power Supply board. The System 80B board uses a 1K ohm, 2 watt resistor at R8. The System 3 board uses a 330 ohm 1/2 watt resistor at that location.&lt;br /&gt;
&lt;br /&gt;
[http://www.ipdb.org/machine.cgi?id=347 Bone Busters Inc.] uniquely used a modified Auxiliary Power Supply board as pictured at right. A connection was made between pin 12 and the intersection of R1 and R2 to connect the audio output of the second, less populated sound board to the amplifier circuitry. A 1.8K ohm 1/4 watt resistor makes the connection while balancing the audio level from this input. No other game used pin 12 or this configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===CPU Board===&lt;br /&gt;
[[File:Gtb sys80 cpu divided.png‎|300px|left|thumb|Gottlieb® System 80 CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 CPU board is a 6502 based microprocessor system. The 6502 microprocessor (the very same one used in the first Apple computer and the Atari 2600) executes the basic operating system contained in the masked ROMs at U2/U3.  The masked ROMs at U2 and U3 have the same code for all of the different generations of the System 80 platform.  U2 and U3 code changed with the System 80A platform.  The game code &amp;quot;personality&amp;quot; augments the basic operating system PROM(s).  Early System 80 games which used two ROMs at PROM1 and PROM2 positions were masked ROMs.  Later, when the game code could be held in a single 2716, an EPROM was used instead. Battery-backed memory for audits and adjustable game parameters is added via a 5101 256x4 bit CMOS memory at Z5. &amp;quot;Scratchpad&amp;quot; memory is contained in the three 6532 RIOTs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Control of peripheral devices (in this case lamps, displays, solenoids, switches and sound) is accomplished via three 6532 RIOTs (RAM-I/O-Timer) at U4, U5, and U6. Each RIOT in turn controls it&#039;s own &amp;quot;subsystem&amp;quot; to drive these devices.&lt;br /&gt;
&lt;br /&gt;
*Switch matrix (U4)&lt;br /&gt;
*Displays (U5)&lt;br /&gt;
*Solenoids (U6)&lt;br /&gt;
*Lamps (U6)&lt;br /&gt;
*Sound (U6)&lt;br /&gt;
&lt;br /&gt;
There are four generations of the System 80 board.  All of the CPU boards can be easily identified by their revision numbers notated just below the operator adjustable dip switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====1st Generation CPU Board====&lt;br /&gt;
[[File:GTB sys80 CPU 1st ver.JPG|300px|thumb|left|System 80 CPU Board - 1st Generation]]&amp;lt;br&amp;gt;&lt;br /&gt;
The first generation CPU is used in the first 5 System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-001&lt;br /&gt;
*DET PB03-D102-001&lt;br /&gt;
*REV B&lt;br /&gt;
This board uses two masked PROM chips for the game code.  The chips are typically labeled with the three digit game model number followed by /1 or /2, designating the game PROM position.  An example of this naming convention is shown in the pic to the left.  652/1X and 652/2X are game PROM 1 and PROM 2 for Panthera.  The &amp;quot;X&amp;quot; in this case designates a code revision.  The masked ROMs at position U2 and U3 are not socketed on this board.&amp;lt;br&amp;gt;&lt;br /&gt;
With some simple modifications, this board is upward compatible to use a single 2716 EPROM placed in the PROM 1 socket of the board.  With the change of U2 and U3, this board can be used in System 80A games.  The board could potentially be used in a System 80B game with many modifications, and the addition of a daughter board, however, it is not recommended.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:EarlySystem80MPUFactoryCutJumper.jpg|300px|thumb|left|The corrected trace layout error in the 1St generation System 80 MPU]]&amp;lt;br&amp;gt;&lt;br /&gt;
This generation of board has a trace layout error that was corrected by a cut and jumper which moves the trace that terminates at Z5 (5101) pin 20 from Z36 pin 10 to pin 9.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB sys80 cpu front scale.png|300px|thumb|left|System 80 CPU Board - 1st Generation (Front)]]&lt;br /&gt;
[[File:GTB sys80 cpu back scale.png|300px|thumb|right|System 80 CPU Board - 1st Generation (Back)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;skeletal&amp;quot;, semi-populated board scans can be very useful when having to replace or follow traces on a CPU board.  Although the scans are of the 1st generation CPU board, most areas can be used for other generation CPU boards too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====2nd Generation CPU Board====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Placeholder for System 80 CPU Board - 2nd Generation]]&lt;br /&gt;
The second generation CPU is used in some System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-??? (check boards for the suffix)&lt;br /&gt;
*DETAIL PB03-D107-001&lt;br /&gt;
This board uses a single 2716 EPROM chip for the game code located at the PROM 1 socket position.  The chips are typically labeled with the three digit game model number.  Occasionally, the chip&#039;s game number label will be followed by /1, /2, /3, or even /4. In this case, the number following the slash is the code revision number.  An example of this naming convention is 658 /2, which is a game PROM for James Bond - code revision 2.  The masked ROMs at position U2 and U3 are not socketed on this board either.&amp;lt;br&amp;gt;&lt;br /&gt;
With the change of U2 and U3, this board can be used in System 80A games.  The board could potentially be used in a System 80B game with many modifications, and the addition of a daughter board, however, it again is not recommended.  The second generation CPU is backward compatible, provided a doubled up, single game PROM is used at the PROM 1 position.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====3rd Generation CPU Board====&lt;br /&gt;
[[File:GTB sys80 CPU 2nd gen.JPG|300px|thumb|left|System 80 CPU Board - 3rd Generation]]&lt;br /&gt;
The third generation CPU is used in some System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-011&lt;br /&gt;
*DETAIL PB03-D107-003&lt;br /&gt;
This board is essentially the same as the second generation board, except an eyelet ground trace was placed just above Z33 on the board.  This ground trace was never used.  All information which applies to the second generation CPU board, applies to this board.  The third generation CPU is backward compatible, provided the same is done to it as the 2nd generation board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====4th Generation CPU Board (System 80A)====&lt;br /&gt;
[[File:GTB sys80A CPU.JPG|300px|thumb|left|System 80A CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fourth generation CPU is used in all System 80A games, and is marked with the following:&lt;br /&gt;
*D 20869&lt;br /&gt;
This board is the same as the third generation board, except the U2 and U3 masked ROM chips have different code, and are now socketed.  The PROM 2 socket is no longer populated on the board.  The fourth generation CPU is backward compatible, provided the System 80 ROM code is installed at U2 and U3.  If used on a game with the 1st generation CPU, the game code must be doubled up on a 2716 EPROM, and installed at the PROM 1 position.  This board is forward compatible with System 80B, provided all of the above outlined modifications are performed.  Out of all the System 80 CPU boards, this is the most compatible with System 80B, due to using the same base circuit board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5th Generation CPU Board (System 80B)====&lt;br /&gt;
[[File: GottliebSystem80BMPUChris.jpg|300px|thumb|left|System 80B CPU Board (Refurbished; battery removed, NVRAM module installed)]]&lt;br /&gt;
The fifth generation CPU is used in all System 80B games, and is marked with the following:&lt;br /&gt;
*D 20869&lt;br /&gt;
Even though the base circuit board is identical to the fourth generation CPU board, it&#039;s being named the fifth generation board, due to all of the major changes.  The U2 and U3 masked ROM and sockets have been replaced with a piggyback daughter board soldered via header pins mounted in the U3 position.  The daughter board uses a 2764 EPROM.  Most of the related display segment and digit chips are no longer populated.  This is due to the single display board handling these functions on its own board.  The missing chips once used for the displays are Z19, Z21, Z22, Z23, Z24, and Z25. Equally, jumpers have been placed where Z19 and Z21 once resided. The fifth generation CPU is backward compatible, after the daughter board has been removed, and the missing display chips populated.  Note that there technically are two different 80B CPU boards - MA-774 and MA-1133.  The only difference between these two boards is a cut trace on the component side and a long trace wire added on the solder side from the E3 jumper to pin 35 of TC1. This modification is done to increase the ROM size of PROM 2 from a 2716 to a 2732.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Any of the Gottlieb® System 80 / 80A / 80B CPU boards are compatible cross platform.  It&#039;s just matter of how much work must be done to modify each board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80B CPU Jumper Settings=====&lt;br /&gt;
[[File:GTB Sys80B Jumpers.jpg|300px|thumb|left|The location of jumpers discussed...]]&lt;br /&gt;
All System 80B games have the E1 and E2 jumpers installed.  Jumpers E8, E9, E10, E11, E12 are unused in all games.&lt;br /&gt;
&lt;br /&gt;
The first five System 80B games, Chicago Cubs, Bounty Hunter, Tag Team Pinball, Rock, and Rock Encore, use a single ROM at the daughterboard chip socket. Therefore, jumpers associated with PROM 2 connections may not be installed. If jumpers are installed, it doesn&#039;t matter what position(s) they are placed in.&lt;br /&gt;
&lt;br /&gt;
For all games after the first five System 80B games and prior to the last five, jumpers E4, E5, and E7 should be installed.&lt;br /&gt;
&lt;br /&gt;
For the last five System 80B games, Excalibur, Bad Girls, Big House, Hot Shots, and Bone Busters, jumpers E3, E5, and E7 should be installed.&amp;lt;br&amp;gt;&lt;br /&gt;
For Night Moves (made by International Concepts using the 80B board set), these same jumpers should be installed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;The last five System 80B games, along with Night Moves, used a 2732 PROM at the &amp;quot;PROM 1&amp;quot; position.  The socket is marked PROM 1&amp;quot;, but PROM 2 is inserted into this chip socket . Additional modifications to the PCB may be necessary. See [[Gottlieb_System_80#...using_an_MA-1133_or_MA-774_MPU_in_games_that_REQUIRE_a_2732 | &amp;quot;...using an MA-1133 or MA-774 MPU in games that require a 2732&amp;quot;]], for more information.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====U2/U3 ROM Part Numbers====&lt;br /&gt;
[[File:GottliebSystem80ROMs.jpg|300px|thumb|left|System 80 ROMs]]&amp;lt;br&amp;gt;&lt;br /&gt;
All Gottlieb System 80 U2/U3 ROMs will be labeled as pictured at left.&amp;lt;br&amp;gt;&lt;br /&gt;
U2 is labeled &amp;quot;R3273-12&amp;quot; on the center line. The top line is the part number, a 2332 ROM. The bottom line is the date code, in this case, the 15th week of 1981.&amp;lt;br&amp;gt;&lt;br /&gt;
U3 is labeled &amp;quot;R3272-12&amp;quot; on the center line. The top line is the part number, a 2332 ROM. The bottom line is the date code, in this case, the 12th week of 1981.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80AROMs.jpg|300px|thumb|left|System 80A ROMs]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb System 80A ROMs may be labeled in a few different ways since Gottlieb used several manufacturers to provide the ROMs. A clear indication that the ROMs are for System 80A games is that somewhere in the labeling, &amp;quot;XO-326 U2&amp;quot; or &amp;quot;XO-327 U3&amp;quot; will be shown as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MPU to Driver Board Wire Harness===&lt;br /&gt;
[[File:A1J4-to-A3J1Mapping.png|300px|thumb|left|The System 80/A/B MPU to Driver Board Wire Harness]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left indicates the wiring connections from the MPU to the Driver board via the beefy wire harness with two sided connectors. The pins used in both connectors are bifurcated pins, Molex part number: 08-03-0304.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Driver Board===&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 drvr pw.png|300px|thumb|left|The System 80A / 80B Driver Board]]&lt;br /&gt;
The System 80 Driver board is responsible for all controlled lamps, relays, and all solenoids in the game. The CPU controls the driver board operation via a simple interface between A1J4 on the CPU and A3J1 on the driver board.  Although the driver board went through some minor changes over the years, the same board can be adapted for all of the System 80 platforms.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
To control the games&#039; total of 52 &#039;&#039;&#039;lamp circuits&#039;&#039;&#039;, the interface provides &amp;quot;device select&amp;quot; signals for each of the 74175s (Quad-D Flip-Flops) on the driver board, and 4 &amp;quot;bits&amp;quot; of data that is loaded (or &amp;quot;clocked&amp;quot;) into a particular 74175 via the aforementioned device selects. Each lamp is driven discretely by a particular output of a particular 74175, which in turn drives an MPS-A13 or MPS-U45 transistor, (NDS-U45 transistors were used in place of MPS-U45s in some cases). Gottlieb® did not implement a &amp;quot;lamp matrix&amp;quot; as some other manufacturers did.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80DriverBoardFront.jpg|600px|thumb|left|The System 80A / 80B Driver Board Component Side]]&lt;br /&gt;
[[File:GottliebSystem80DriverBoardBack.jpg|600px|thumb|right|The System 80A / 80B Driver Board Solder Side]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is noteworthy that there are some dedicated lamp transistors, which control specific game relays across the System 80 / 80A platforms.  Relays such as the game over, tilt, and coin lockout relays are controlled by Q1, Q2, and Q3 respectively.  The tilt and game over relays use the same designation for the System 80B platform, however, the use of a coin lockout relay was abandoned by this time. One neat feature of the driver board circuitry is that lamp &amp;quot;n&amp;quot; is driven by transistor Q&amp;quot;n+1&amp;quot;. i.e. L12 is driven by Q13.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_drvr_board_coin_ctrs.JPG|400px|thumb|left|Driver Board with Coin Counter Transistors Highlighted ]]&amp;lt;br&amp;gt;&lt;br /&gt;
To control the games&#039; &#039;&#039;&#039;solenoids circuits&#039;&#039;&#039;, the driver board uses signals directly from the CPU to enable transistors on the driver board which turn on up to 9 solenoids.  For solenoid control, the driver board uses MPS-U45, 2N3055, and 2N6043 transistors.  Starting and ending with the System 80 platform, (games from Spiderman to Haunted House), three transistors were reserved to drive optional mechanical coin counters. These mechanical coin counter solenoids and associated transistors are: solenoid 3 (Q54), 4 (Q55), and 7 (Q56). Starting with the System 80A platform, (Devil&#039;s Dare), these transistors were no longer reserved for coin counters, and were used for other functions. Equally, the 3 diodes associated with these 3 transistors were changed to 3 zero ohm jumpers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The games&#039; &#039;&#039;&#039;sound&#039;&#039;&#039; signals (S1, S2, S4, S8) also pass through the driver board at Z13, a 7404 Hex Inverter. See below for S16 and S32.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Repurposed Driver Board Circuits====&lt;br /&gt;
[[File:Gtb under pf transistor.JPG‎|400px|thumb|left| A Typical Remote Transistor Mounted Under the Playfield]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since quite a few System 80 games employ more than 9 solenoids, and since the original driver board design will drive a maximum of 9 solenoids, Gottlieb® repurposed some lamp outputs to drive &amp;quot;under-playfield transistors&amp;quot; which drive additional solenoids.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb ma1011 trans board.JPG‎|400px|thumb|left| A Typical Transistor Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once playfields became littered with numerous &amp;quot;under-playfield transistors&amp;quot;, Gottlieb® opted to merge some of these transistors into a transistor driver board.  The transistor driver board started to appear on Gottlieb® games nearly midway through the System 80B platform, with the game Victory.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sound S16 and S32 signals are also repurposed lamp outputs. For instance, Haunted House and Black Hole both repurpose L9 to S16. Robo-War repurposes lamp 4 to S16. Note that S16 is not consistently implemented across the System 80 family. Note also that references to the usage of S32 are difficult to find.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Auxiliary Lamp Driver Boards===&lt;br /&gt;
[[File:Gtb aux lamp 5.JPG|300px|thumb|left| An MA-138 Auxiliary Lamp Driver Board Using MPS-U45 Transistors]]&lt;br /&gt;
[[File:Gtb aux lamp MA866 2N6043.JPG|300px|thumb|right| An MA-866 Auxiliary Lamp Driver Board Using 2N6043 Transistors]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Time Line, several System 80/80A/80B platform games use auxiliary lamp driver boards. These boards are commonly referred to as &amp;quot;chaser boards&amp;quot; or &amp;quot;lamp chaser boards&amp;quot;. The reason for either of these nicknames is because these boards are used to control lamps for effect. They are either placed in the backbox or under the playfield. With later System 80B games, they were located in the lower cabinet. Location is typically dependent upon what lamps are being controlled. The auxiliary lamp driver boards are not directly controlled by the CPU. The only signals needed for an auxiliary lamp driver board to function is +5V and ground.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several different variants of auxiliary lamp driver boards used. The earliest versions use MPS-U45 transistors to control up to 10 lamp circuits, with no more than 3 lamps per circuit. Both 5 and 10 transistor versions of this board exist. Some later boards use NDS-U45 transistors instead of MPS-U45 transistors. It is assumed this is due to a the cost or lack of MPS-U45 transistors during production. Either of these versions of boards are interchangeable with one another. Finally, there are some boards used in later games which use 2N6043 transistors. These are designed to control #67 flash lamps, but sometimes circuits with 3 or more #44/45/555 lamps. These boards are compatible with previous board versions, and can be used as a drop-in replacement. &lt;br /&gt;
&lt;br /&gt;
The main differences between the auxiliary lamp boards are number of transistors used to drive lamps, the electrical load of the lamps that can be supported, and the resistor (R13) used to control the rate at which the lamps flash or &amp;quot;chase&amp;quot;. Boards using 2N6043 transistors have different resistor values for resistors R2-R11 than boards which use MPS-U45s or NDS-U45s.&lt;br /&gt;
&lt;br /&gt;
MPS-U45, NDS-U45, and CEN-U45 transistors are not substitutes for 2N6043 transistors because of differences in amperage (U45 series transistors are rated for 2A, while 2N6043 is rated for 8A). A viable replacement transistor for the 2N6043 is the TIP102.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In summary: an auxiliary lamp driver board with 2N6043 transistors is backwards compatible with any game (Arena&#039;s board with no transistors may be an exception); just change the R13 timing resistor to suit the game. Because of power requirements, a board with U45-series transistors should only be used in games that only have &#039;&#039;&#039;at most&#039;&#039;&#039; three #44/47/555 lamps on each controlled circuit, and &#039;&#039;&#039;do not&#039;&#039;&#039; control #67 flasher bulbs; and then just change the R13 timing resistor to suit the game.&lt;br /&gt;
&lt;br /&gt;
List of auxiliary lamp driver boards variations:&lt;br /&gt;
&lt;br /&gt;
* MA-121: 10 MPS-U45 transistors, R13 820K Ohm&lt;br /&gt;
* MA-138: 5 MPS-U45 transistors, R13 330K Ohm&lt;br /&gt;
* MA-210: 10 MPS-U45 transistors, R13 330K Ohm &lt;br /&gt;
* MA-234: 10 MPS-U45 transistors, R13 270K Ohm&lt;br /&gt;
* MA-339: 10 MPS-U45 transistors, R13 560K Ohm (Specs assumed assigned to MA-339, but the MA-339 part number was not explicitly documented in game schematics) &lt;br /&gt;
* MA-789: 10 NDS-U45 transistors, R13 680K Ohm&lt;br /&gt;
* MA-866: 10 2N6043 transistors, R13 680K Ohm&lt;br /&gt;
* MA-936: No transistors, R13 516K Ohm&lt;br /&gt;
* MA-1169: 10 NDS-U45 transistors, R13 10M Ohm &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Game&lt;br /&gt;
!style=&amp;quot;white-space: nowrap;&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;Part #&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Total Transistors&lt;br /&gt;
!Total Lamp Circuits Controlled&lt;br /&gt;
!Total Lamps Controlled&lt;br /&gt;
!R13 Resistor Value&lt;br /&gt;
!Controls&lt;br /&gt;
!Location&lt;br /&gt;
!Notes&lt;br /&gt;
|- &lt;br /&gt;
|Time Line||MA-121||10||10||10||820K Ohm||Chaser lamps behind nuclear symbol on backglass||In backbox||&lt;br /&gt;
|- &lt;br /&gt;
|Mars:God of War||MA-210||10|| ||28||330K Ohm||Backglass perimeter chaser lamps||In backbox||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Mars:God of War||MA-138||5|| ||10 (LEDs)||330K Ohm||LEDs behind tube||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Volcano||MA-339||10|| ||20||560K Ohm||Upper backglass perimeter chaser lamps and volcano effect behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Black Hole||MA-234||10||10||28||270K Ohm||Backglass perimeter chaser lamps||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Haunted House||MA-234||10||7||21||270K Ohm||Behind backglass lightning effect lamps||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Rocky||MA-339||10||10||19||560K Ohm||Behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Spirit||MA-339||10||10||20||560K Ohm||Behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Tag Team Pinball||MA-121||10|| ||20||820K Ohm||Multiball insert illumination||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Rock||MA-789||10||10||18||680K Ohm||Extra ball insert path||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Rock Encore||MA-789||10||10||18||680K Ohm||Extra ball insert path||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Raven||MA-789||10||10||20||680K Ohm||Inserts leading to ramp||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Hollywood Heat||MA-789||10||10||20||680K Ohm||Ramp insert illumination||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Genesis||MA-866||10||10||10 (#67 Flashers)||680K Ohm||In top of backbox ||Under PF||Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Genesis||MA-866||10||10||10 (#67 Flashers)||680K Ohm||Around playfield window ||Under PF||Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings||MA-866||10||7||14 (#67 Flashers)||680K Ohm||Flashers in topper ||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings||MA-789||10||10||10||680K Ohm||Inserts leading to ramp ||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo||MA-789||10||5||5||680K Ohm||Behind $10,000,000 sign||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo||MA-866||10||10||30||680K Ohm||Lamps around perimeter of topper||Under PF||2 of 2 Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break||MA-789||10||10 ||30||680K Ohm||In topper||Under PF||1 of 2...installed only if topper is present&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break||MA-789||10||10 ||20||680K Ohm||Special shot and shooter loop||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Arena||MA-936||None|| ||10 (LEDs)||560K Ohm||LED strip under shooter lane wireform ||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Victory||MA-789||10||10||10 (#86 bulbs)||680K Ohm||Next to left ramp||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Victory||MA-789||10||10||10 (#86 bulbs)||680K Ohm||Next to right ramp||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Lady||MA-789||10|| ||5||680K Ohm||Loop right of the ramp||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War||MA-866||10||10||20||680K Ohm||Inserts in lower portion of playfield ||Lower cabinet||(1 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War||MA-866||10||10||10 ||680K Ohm||Under playfield glass stop||Lower cabinet||(2 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls||MA-789||10||5||5||680K Ohm||Drop target illumination ||Lower cabinet||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls||MA-1169||10||10||10 ||10M Ohm||Under playfield glass stop||Lower cabinet||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters||MA-789||10|| ||12||680K Ohm||Playfield inserts ||Under PF||(1 of 2) Uses NSD-U45&lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters||MA-866||10|| ||20 (#67 flashers)||680K Ohm||Backbox lamp insert||In backbox||(2 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound Boards===&lt;br /&gt;
&lt;br /&gt;
Gottlieb® uses different sound boards throughout the course of all System 80 platforms.  Several of the sound boards cross platforms too.  Out of all of the sound boards used, there is really only about three base units total with variations made to each one.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sounds Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound.JPG|300px|thumb|left|Gottlieb® System 80 Sound Board MA-55 (Sounds only)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The first System 80 sound board is capable of sound only.  Based on the 6503 CPU architecture, this sound board is very similar to the System 1 Multi-Mode sound board.  However, there are a couple of differences between the two boards.  First, the +12VDC is no longer rectifed on the sound board.  The +12VDC power comes from the power supply.  Secondly, the +5VDC is no longer regulated on the sound board. The System 80 sound receives +5VDC from the power supply also.  Finally, the pin outs for the System 1 sound board and the System 80 sound board are completely different.  Even though either board will plug into either platform,  &#039;&#039;&#039;DO NOT PLUG A SYSTEM 1 SOUND BOARD INTO A SYSTEM 80 GAME AND VICE VERSA!!!&#039;&#039;&#039;  If this is done, bad stuff will happen.  &lt;br /&gt;
&lt;br /&gt;
Unfortunately, there are two chips on this style of board which are very difficult to source. This sound board uses a 6503 CPU and 6530 RIOT chip with special embedded code. 6530 chips marked with R3016-11 are for this System 80 sound board. 6530 chips marked with a R3014-12 or R3014-13 are for the earlier System 1 sound board. The two chips are not cross-compatible since they each have different code embedded in them for each game system.&lt;br /&gt;
&lt;br /&gt;
In addition to being used in early System 80 games, this sounds-only board was also used in the export versions of Black Hole, Volcano, and Devil&#039;s Dare.&lt;br /&gt;
&lt;br /&gt;
If the sound board is missing or cannot be repaired, there are daughter boards and aftermarket boards available.  A daughter board called the &amp;quot;[https://coinop.mally.eu/produkt.php?bestellnr=101647&amp;amp;details=1 MIOT adapter]&amp;quot; ([[media:Coinop.mally.eu_MOIT_adapter_manual_german.pdf|German manual here]]) is a replacement for the 6530 chip for both System 1 and System 80 sounds boards, produced in Germany however the webstore has been closed since at least [https://web.archive.org/web/20201218021701/http://coinop.mally.eu/ December 2020]. Pascal Janin in France has made a replacement sound board for both the original 2nd generation sound boards, and combination System 1 2nd gen boards / System 80/80A sound boards. These boards can purchased directly from Pascal - [http://www.flippp.fr/pifx1.php 2nd gen sound] &amp;amp; [http://www.flippp.fr/pifx.php combination Sys1 / Sys80/80A sound] . Although Pascal does not have US distributors, [http://www.bigdaddy-enterprises.com/ProductPages/flippp.html Big Daddy Enterprises], sometimes has these sound boards available too. There is an FPGA (TDA7267) based replacement board by LISY called the [https://www.lisy.dev/gosof.html GOSOF] which emulates System 1, 80, 80A, and early 80B.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Prototype Sounds Only Board as found in System 80 Hulk&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Images below capture a factory original Sounds only board prototype, complete with cuts (on component side) and jumpers (on solder side). Note the sound ROM marking of &amp;quot;500&amp;quot;, the game number assigned to the System 80 Hulk prototype (10 units built). Also note the &amp;quot;extra&amp;quot; 24 pin IC labeled 7681-5 in the center of the board. This IC is not present on production versions of this board. Just a guess, but since this board has a 6532 installed vs the production 6530 (40 pin IC), the 7681 appears to be ROM space to drive the sound program.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=450px heights=250px perrow=2 caption=&amp;quot;System 80 Hulk Prototype Sound Only Board&amp;quot;&amp;gt;&lt;br /&gt;
File:System80HulkSoundsOnlyBoardFront.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Component side. Note &amp;quot;cut&amp;quot; at pin 21 of the center 24 pin IC.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80HulkSoundsOnlyBoardBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Solder side. Note factory green jumpers.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound &amp;amp; Speech Board====&lt;br /&gt;
[[Image:Gtb sys80&amp;amp;a s&amp;amp;s.JPG|300px|thumb|left|Gottlieb® System 80 / 80A B-20887-2 Sound &amp;amp; Speech Board]]&lt;br /&gt;
[[File:GTB SS B-20887-3 Front.JPG|300px|thumb|right|Gottlieb® System 80 / 80A B-20887-3 Sound &amp;amp; Speech Board]]&lt;br /&gt;
Starting with Mars God of War, the second System 80 sound board has the capability of speech.  Ironically, this board is commonly referred to as the &amp;quot;sound and speech board&amp;quot;, and was brought over from the Gottlieb® video game division at the time.  Fortunately, Gottlieb® chose the 6502 CPU architecture just like the CPU board.  There is a 6532 RIOT used also.  The downside to this board is the now rare LM379S amp and SC-01 phoneme speech chip are both difficult to acquire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are approximately three renditions of this board.  Each will be marked with [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Different_Revisions_of_the_Sound_and_Speech_Boards B-20887-X].  The &amp;quot;X&amp;quot; denotes a suffix of 1, 2, or 3.  If the board has [http://en.wikipedia.org/wiki/Wire_wrap wire wrap] or resistors added to the solder side of the board, do not assume that it is some sort of diabolical, weird hack.  These were recommended upgrades either done by the factory or out in the field.  With each higher revision number, less wire wrap and resistors are present on the solder side of the board.  However, each board revision typically has some degree of wire wrap added to it.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Schematics corresponding to the -1 revision of the board can be found in the Mars, God of War and Volcano manuals. Schematics corresponding to the -3 revision of the board can be found in the Black Hole and Haunted House manuals.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound MA483 pig.JPG|300px|thumb|left|Gottlieb® System 80 / 80A Sound Board w/ MA-483 Piggyback Board (replaces LM379S amp)]]&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback.JPG|300px|thumb|right|Gottlieb® MA-483 Piggyback Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
To reduce costs, Gottlieb® abandoned the speech option, and went a step backwards with a board generating sounds only.  In doing so, they used the same B-20887-3 base board as the most current sound and speech board.  The SC-01 speech chip socket in addition to the 74xx TTL chips, one of the LM741 op amps, and discrete components associated with the speech circuit were not installed on the board.  By the time this board was first used, the LM379S amp was too costly and difficult to source.  The solution was to add a single-side, piggyback board (as shown in the picture) with a TDA2002 amplifier and other necessary components.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this board is used as a replacement in a game which uses a sound &amp;amp; speech power supply, (Haunted House for example), modifications to the sound and speech board power supply must be made.  This is due to the higher voltages necessary to operate the LM379S amp versus the TDA2002. If this board is installed in a game where the sound and speech board power supply has not been modified, destruction of the TDA2002 amp is inevitable.&lt;br /&gt;
&lt;br /&gt;
The procedure to modify the speech board power supply can be found [[#Using_the_MA-483_Sound_Amp_Board_on_a_Sound_and_Speech_Board|here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:GottliebSystem80SoundMA483WithPigAndDip.jpg ‎|300px|thumb|left|Gottlieb® System 80 / 80A Sound Board w/ MA-483 Piggyback Board and DIP switch bank]]&amp;lt;br&amp;gt;&lt;br /&gt;
A slightly different variant of this board was used in Royal Flush Deluxe. This revision of the board included the 8 position DIP switch bank.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Only Board with Piggyback====&lt;br /&gt;
[[File:GottliebSystem80ABSoundsOnlyWithPiggyback.jpg ‎|300px|thumb|left|Gottlieb® System 80A/80B Sound Board MA-490 w/MA-488 Piggyback Board (Sounds only)]]&lt;br /&gt;
[[File:Gtb piggyback sound factory trace wire.JPG|300px|thumb|right|Gottlieb® System 80A/80B Sound Board w/Factory Trace Wire]]&lt;br /&gt;
[[File:GottliebSoundsOnlyCut.jpg ‎|300px|thumb|left|Gottlieb® System 80A/80B Sound Board w/Factory &amp;quot;cut&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
To reduce costs even more, Gottlieb® started using a modified sound only board originally released with Spiderman in 1980. This &amp;quot;new&amp;quot; sound board was used during the production of Amazon Hunt, and continued until Tag Team Pinball. The main modification of the board was the addition of a piggyback board. The piggyback board was used to increase the size of the sound ROM by using a 2716 EPROM. The original game ROM location was neither socketed or stuffed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two other noteworthy modifications are an added factory trace wire on the solder side of the board, and a cut trace between pin 8 of U7 (7404) and a header pin on the component side of the board. The added trace wire runs from pin 3 of U1 (6503 CPU) to pin 18 of U2 (piggyback header pins). Both of these modifications should remain intact for the board to function properly.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is also worth mentioning that this is one of the few instances where Gottlieb® used a double-sided piggyback board.  The benefit of using a double-sided board is the decreased chance of cracked header pins, where the header pins attach to the underside of the piggyback board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (two button)====&lt;br /&gt;
[[Image:GTB Sys80B Sound.JPG|300px|thumb|left|Gottlieb® System 80B MA-766 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
And now for something completely different.  Well, not really.  The MA-766 sound board hit the scene with Rock, but a similar design was already used prior by the Gottlieb® video game division (Mylstar) when it existed.  It is based on the 6502 CPU architecture, but uses two 6502s instead of one.&lt;br /&gt;
&lt;br /&gt;
Two momentary push button switches are present on the board - SW1 and SW2.  Upon pushing SW1, the sound board should output a single blip (tone).  SW2 is used to manually reset the CPU on the sound board.  A bank of 4 dipswitches is located adjacent to SW1.  Dipswitches 1-3 should always be off, while dipswitch 4 should remain on for proper function.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (one button)====&lt;br /&gt;
[[Image:Gtb sys80b MA886 sound.JPG|300px|thumb|left|Gottlieb® System 80B MA-886 Sound Board]]&lt;br /&gt;
[[Image:GTBMA886SoundDepop.jpg|300px|thumb|right|Gottlieb® System 80B MA-886 Sound Board, only partially populated (found in Big House, Bad Girls, etc.]]&lt;br /&gt;
The MA-886 board is essentially the same as the previous sound board, except it uses 2 separate .156&amp;quot; header pin connections instead of edge connectors for inputs / outputs. Some other obvious changes are the omission of momentary test button SW1, the omission of the 4-bank dipswitch, the omission of YROM2 socket. In addition, a socket is sometimes populated at position S4 and neither AY-3-8913 orator chip is populated.  Momentary test button SW2 is still preset, and is still used to manually reset the board&#039;s processor.  The lack of YROM2 is because the MA-886 board allows for the use of larger EPROMs.  The S4 socket has been added on some boards, and is used to transfer data via a ribbon cable to an auxiliary sound board (MA-1033 or MA-1294). These boards also stuff R58 with a 10K 1/4W resistor and may have JP8 cut or not stuffed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Bone Busters Sound Board=====&lt;br /&gt;
[[Image:MA766-719A.jpg ‎|300px|thumb|left|Gottlieb® System 80B MA-886-719A Sound Board]]&lt;br /&gt;
The MA-886-719A sound board (also noted as MA-1299-719 in the manual) is an additional sound board found only in Bone Busters. It is based on the MA-886 sound board, but it is a stripped down version with much fewer populated components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Amazon Hunt II Sound Board=====&lt;br /&gt;
[[Image:placeholder.jpg|300px|thumb|left|Gottlieb® System 80B MA-982 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-982 sound board is used only in the conversion game: Amazon II. It is based on the MA-886 sound board, but it is a stripped down version with much fewer populated components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Auxiliary Sound Board====&lt;br /&gt;
There are two versions of the auxiliary sound board.&lt;br /&gt;
&lt;br /&gt;
[[Image:MA1033AuxSound.jpg|300px|thumb|left|Gottlieb® System 80B MA-1033 Auxiliary Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-1033 auxiliary sound board was used in System 80B games including: Bad Girls, Big House, and Hot Shots, as well as one System 3 game: Lights, Camera, Action.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys3 sound MA-1294.JPG|300px|thumb|left|Gottlieb® System 80B MA-1294 Auxiliary Sound Board]]&lt;br /&gt;
The MA-1294 auxiliary sound board was only used in one System 80B game, Bone Busters, as well as System 3 games including: Hoops, Bell Ringer, Silver Slugger, Car Hop, Deadly Weapon, Title Fight, and Vegas.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Speakers===&lt;br /&gt;
[[File:Panthera Head Speaker.jpg|thumb|left|300px|Typical speaker located in the head of a System 80 game (Panthera)]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80 games use a dual speaker system.  In most cases, (where there is a grill above the backglass), there is a 6-1/2&amp;quot;, 8 ohm, low wattage speaker in the lower cabinet, and a second one in the head, behind the grill in the backbox.  Some games, like Haunted House, have two speakers in the lower cabinet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB-80a-the-games-speaker.jpg|thumb|left|300px|Single speaker from an 80A game (The Games)]]&amp;lt;br&amp;gt;System 80A games may have two speakers or just one. Again, these are 6-1/2&amp;quot;, 4 ohm, low wattage speakers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Tag Team Speaker.jpg|thumb|left|300px|Single speaker from an early 80B game (Tag Team)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Early System 80B games, Chicago Cubs, Tag Team, and Bounty Hunter, all use a single 6-1/2&amp;quot; 4 ohm speaker in the lower cabinet.&lt;br /&gt;
&lt;br /&gt;
Starting with Rock, 80Bs use a 6-1/4&amp;quot; in the cabinet and a small speaker on the left of the display panel.  The last few 80B games, where the speaker panel is located above the translite, use three speakers total (2 above the translite and 1 in the lower cabinet).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Displays===&lt;br /&gt;
====System 80====&lt;br /&gt;
[[Image:GottliebSixDigitDisplay.jpg|300px|thumb|left|Gottlieb® 6 Digit Display]]&lt;br /&gt;
[[Image:GTB 6 digit display back.JPG|300px|thumb|right|Gottlieb® 6 Digit Display (Back)]]&lt;br /&gt;
&lt;br /&gt;
[[Image:GTB status display.JPG|300px|thumb|left|Gottlieb® 4 Digit Display]]&lt;br /&gt;
[[Image:GTB status display back.JPG|300px|thumb|right|Gottlieb® 4 Digit Display (Back)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80=====&lt;br /&gt;
Display test is step number 19 System 80 games. Each display, including the credit/match display participates in &amp;quot;walking&amp;quot; each digit (0 through 9 beginning with 0) across each display. The &amp;quot;walking&amp;quot; begins at the match side of the credit/match display, then moves to players 1 and 3, then to players 2 and 4. After a &amp;quot;9&amp;quot; is walked through all displays, the cycle starts again with &amp;quot;0&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A====&lt;br /&gt;
[[Image:GTB 7 digit display.JPG|300px|thumb|left|Gottlieb® System 80A 7 Digit Display]]&lt;br /&gt;
[[Image:GTB 7 digit display back.JPG|300px|thumb|right|Gottlieb® System 80A 7 Digit Display (Back)]]&lt;br /&gt;
[[Image:GTB status display.JPG|300px|thumb|left|Gottlieb® 4 Digit Display]]&lt;br /&gt;
[[Image:GTB status display back.JPG|300px|thumb|right|Gottlieb® 4 Digit Display (Back)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80A=====&lt;br /&gt;
Display test is step number 19 System 80A games. Each display lights every position, and advances through all of the numbers starting with &amp;quot;0&amp;quot; and ending with &amp;quot;9&amp;quot;.  Once &amp;quot;9&amp;quot; is reached, the process starts over at &amp;quot;0&amp;quot; again.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B====&lt;br /&gt;
[[File:System80BDisplayFront.jpg‎|300px|thumb|left|Gottlieb® System 80B MA-644 Display Component Side]]&lt;br /&gt;
[[File:System80BDisplayBack.jpg‎|300px|thumb|right|Gottlieb® System 80B MA-644 Display Solder Side]]&lt;br /&gt;
System 80B games introduced the 20 alphanumeric character dual line display module. These displays evolved over time. The one pictured here was used in games Chicago Cubs Triple Play until Excalibur. The two large ICs found on this board (Rockwell 10941 segment driver and Rockwell 10939 digit driver) are long obsolete and very hard to obtain. Other components on the board are readily available.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board rectifies 32VAC via diodes CR1-CR4 to produce -45VDC and -15VDC for use by the segment and digit drivers. Should one or more of these diodes fail, the foil trace on the board sometimes acts like a fuse, and burns itself up. The picture at right shows a board that experienced this failure, along with a jumper to repair the damaged trace.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If an MA-644 or MA-999 display exhibits ghosting or partially-dimmed characters, one possible cause is failure of the VR1 zener diode. VR1 is used as a regulator to provide a DC offset to the AC filament voltage via the center tap (VCO) of the filament transformer output. In normal operation, the AC filament voltage oscillates entirely above the reference voltage such that the trough of the wave is approximately at the reference. If VR1 fails as a short, the DC offset drops and causes the AC filament voltage to center itself around the reference voltage rather than completely above it. Replacing VR1 should correct the issue without damaging the display. VR1 on an MA-644 is a 1N4737A (7.5V, 1W) zener; it normally passes about 10-12mA of current and dissipates approximately 50mW of power. The MA-999 variant of the display uses a 1N4739A (9.1V, 1W) zener.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[FILE:GTB_80B_Large_AlphN_Display.JPG|300px|thumb|left|Gottlieb System 80B MA-999 Alpha-Numeric Display Board with header pin connections. (Bad Girls)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The last System 80B games (Hot Shots, Big House, Bad Girls, and Bone Busters) all used a larger alphanumeric vacuum fluorescent display assembly.  This type of display used two sets of .156&amp;quot; header pins instead of the more familiar edge connection.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80B=====&lt;br /&gt;
[[File:Gtb alphanum display test.gif|thumb|left|300px|Simulation of System 80B display test]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Display test is test number 20 for System 80B.  All 40 of the alpha-numeric &amp;quot;digits&amp;quot; (both the top and bottom displays) will light starting with a &amp;quot;0&amp;quot;, next a &amp;quot;+&amp;quot;, then an &amp;quot;X&amp;quot;, and finally a &amp;quot;,&amp;quot;.  In doing this, all possible segments of all the display digits are lit at one point during display test.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Reset Board===&lt;br /&gt;
[[File:Gtb sys80 reset.JPG|thumb|left|300px|Gottlieb® System 80 / 80B MA-980 Reset Board]]&lt;br /&gt;
[[File:GTB Sys80B Newer Reset Board.jpg|thumb|right|300px|Gottlieb® System 80B MA-1143 Reset/Anti-Static Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Devil&#039;s Dare, the first System 80A game, the reset board became a staple of the Gottlieb® design to automatically reset the CPU board should the CPU lock up.  Apparently games locking up on location was an issue with System 80 games.  The reset board was created to resolve this issue, should the game lock up, and no one is present to manually reset the game by shutting it off and turning it back on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The MA-980 reset board is a small footprint PCB with the board designation of A24, and is located adjacent to the TC1 connector of the CPU board.  The connection on the reset board is A24P1, while the connection for TC1 of the CPU board is A24P2.  As long as someone can turn the game off, should it lock up, there is no need to keep the reset board connected.  In most cases, the aged reset boards are more troublesome if allowed to remain connected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTBResetBoardConnector.jpg|thumb|left|300px|Connection at TC1 to the reset board.]]&lt;br /&gt;
[[File:GTB_RW_3K_Pullup.JPG|thumb|right|300px|A 3.0Kohm resistor, added between pins 7 and 11 of TC1.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Along with adding the reset board, Gottlieb® added a 3.0Kohm resistor across pins 7 and 11 of the reset board connection at MPU connector TC1. If not using the reset board, it&#039;s advised to add this resistor to the back of the board, as shown at right. This resistor pulls the R/W (read/write) line high when not pulled down by the 6502.&lt;br /&gt;
&lt;br /&gt;
If using connector A24-P2, do not add the 3.0Kohm resistor.  Doing so will change the effective resistance to 1.5Kohms (value of resistors in parallel).&lt;br /&gt;
&lt;br /&gt;
The reset board connector also has a 1N270 diode soldered to it. There is no need to add this diode to the MPU since it&#039;s part of the reset board function.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;More Regarding the 3Kohm Pullup Resistor&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most MPU boards will work without the reset board but some MPU boards do refuse to work without the Read/Write pullup resistor.&lt;br /&gt;
&lt;br /&gt;
The 3K resistor was added for two reasons:&lt;br /&gt;
&lt;br /&gt;
#It provides a stable Read/Write signal at power-up. There is a tiny fraction of time at power up where data can be written into Z5 but due to gate Z36A, this data write is prevented. The resistor does provide a proper biasing to the Read/Write line at time of powerup.&lt;br /&gt;
#More importantly - A Rockwell 6502 has a minimum VOH of 2.4volts, a 4069 requires a minimum VIH of 4 volts.&lt;br /&gt;
&lt;br /&gt;
In other words:&amp;lt;br&amp;gt;&lt;br /&gt;
*The Read/Write output from U1 (pin 34) guarantees the output will be 2.4 volts or higher for a logic 1.&amp;lt;br&amp;gt;&lt;br /&gt;
*The 4069 located at Z36D (pin 9 input of Z36) requires the input to be 4 volts or higher for a logic 1.&amp;lt;br&amp;gt;&lt;br /&gt;
*The 3K pullup resistor pulls the Z36D input closer to the required voltage range.&lt;br /&gt;
&lt;br /&gt;
Do realize that even though this problem exists on all System 80/80A/80B boards but only a very small fraction of these Gottlieb boards exhibit any symptoms. The chances that you have one if these that exhibit symptoms is quite slim.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game ROMs===&lt;br /&gt;
====ROM Checksums====&lt;br /&gt;
A partial listing of ROM checksums can be found [https://flippers.com/catalog_oc/gottlieb-game-or-sound-prom-eprom-gals-gott-prom &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]. Thanks to &amp;lt;i&amp;gt;John Robertson&amp;lt;/i&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B ROM Text Message Modifications====&lt;br /&gt;
&lt;br /&gt;
[[File:Rambo.jpg|300px|thumb|left|&amp;quot;RAMBO&amp;quot; replacement text (shown on a LISY 80B display panel). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Text messages on the dual 20 alphanumeric displays of System 80B games can be modified in the ROM image. One popular mod is to change &amp;quot;RAVEN&amp;quot; to &amp;quot;RAMBO&amp;quot;, which is displayed at the start of a game on Raven.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video describing how to do this can be found [https://www.youtube.com/shorts/SvHguKodqhs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aftermarket Boards===&lt;br /&gt;
====Power Supply Boards====&lt;br /&gt;
=====Rottendog GPS081=====&lt;br /&gt;
[[File:GPS081-1.png|thumb|left|300px|Rottendog GPS081 Power Supply Board]]&lt;br /&gt;
[[File:RottendogGPS081schematic.png|thumb|right|300px|Rottendog GPS081 Power Supply Board Schematic Diagram]]&amp;lt;br&amp;gt;&lt;br /&gt;
This is a direct replacement for the original MA831. It uses a switching voltage regulator to derive the 5V DC supply from 12V DC, &lt;br /&gt;
instead of a linear voltage regulator, as in the original board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
===Initial Troubleshooting===&lt;br /&gt;
When attempting to troubleshoot a malfunctioning or non-booting game, there are a few initial steps to perform before diving into more serious troubleshooting.&lt;br /&gt;
&lt;br /&gt;
# If the MPU has damage from a leaky battery, the corrosion will need to be addressed.&lt;br /&gt;
# Clean all the edge connector contacts using a pink rubber eraser. This will remove any tarnish or grime that has built up over the years. Sandpaper or fiberglass scratchers can be used but do so sparingly. Avoid removing the actual copper traces. &lt;br /&gt;
# Check all fuses using a multimeter set to continuity test. Do not rely on a visual inspection. Sometimes a fuse will appear to be intact but actually may be blown. Fuses are located near the transformer and on the underside of the playfield.&lt;br /&gt;
# Check voltages on the fuses near the transformer to make sure they are as expected.&lt;br /&gt;
# Check the power supply voltages and make sure that they are as expected. The 5V trim POT can be adjusted to 5.10v to overcome voltage loss across connectors if necessary. As you &amp;lt;b&amp;gt;slowly&amp;lt;/b&amp;gt; adjust the voltage trim POT, continuously measure DC voltage across the filter cap adjacent to J1 on the MPU board. This 100uf capacitor filters the incoming 5VDC. Adjust the voltage slowly, cautiously. Do not adjust the voltage above 5.1VDC&lt;br /&gt;
# It is sometimes helpful to [[#Adding_Ground_and_5V_Connections_to_Interconnect_Harness|install the two jumper wires in the interconnect harness]] between the driver board and MPU. This overcomes interboard connector loss of 5VDC and Ground.&lt;br /&gt;
&lt;br /&gt;
These steps may help address a number of common issues before proceeding to some of the more specific problems that can occur with system 80 games.&lt;br /&gt;
&lt;br /&gt;
===Connectors, Connectors, Connectors===&lt;br /&gt;
Connectors, connectors, connectors!!!  Since the Gottlieb® System 80/80A/80B boardset primarily relies on Molex connectors to pass data and voltages from board to board, the connectors should be addressed first.  Before even attempting to turn a Gottlieb® System 80/80A/80B game on for the first time, worn or corroded edge connector contacts must be replaced.  Cleaning or burnishing connector contacts is not a viable option to ensure a game&#039;s reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Poor connector contacts are the number one reason why System 80/80A/80B games do not function properly.  Poor or missing connector contacts have a cascading effect too.  The end results of bad connector contacts can be, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
*voltages which mysteriously disappear and reappear&lt;br /&gt;
*increased resistance &lt;br /&gt;
*specific switches not functioning&lt;br /&gt;
*lamps locking on&lt;br /&gt;
*lamps not turning on&lt;br /&gt;
*displays not properly functioning&lt;br /&gt;
*coils not turning on&lt;br /&gt;
*coils locking on&lt;br /&gt;
*CPU boards not booting, booting sporadically, or randomly resetting&lt;br /&gt;
*driver boards not functioning or functioning sporadically&lt;br /&gt;
&lt;br /&gt;
So, it is very important that the connector contacts are shiny, have proper spring tension, and are properly crimped for the over all reliability of the game.  Random, flaky issues which happen either sporadically or all the time are attributed to poor connector contacts in nearly every case.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=450px heights=100px perrow=2 caption=&amp;quot;System 80 Connector (J6), The Good, The Bad, and The Ugly&amp;quot;&amp;gt;&lt;br /&gt;
File:System80ConnectorBadPins.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;An example of pins in desperate need of rehab.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80ConnectorGoodPins.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Ahhh...Much nicer after repinning.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SandedGottliebEdgeConnector.jpg|300px|thumb|left|Sanded (or possibly bare from the factory) card edge contacts will corrode and degrade the electrical connection.]]&lt;br /&gt;
[[File: GottliebEdgeConnectorRehab.jpg|300px|thumb|right|The two connector pads on the left have been lightly scratched with the fiberglass pencil. Even the small bit of oxidation or corrosion shown on the remaining pins is enough to prevent a connection.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A common (poor) practice is to sand the card edge contacts to the bare copper as shown at left. While this may alleviate issues in the short term, longer term the copper will oxidize and cause more problems. All copper oxidizes. Copper is beautiful on building rooftops when first installed but oxidizes to a light green patina over time. Card edge contacts will do the same thing. &lt;br /&gt;
&lt;br /&gt;
If the card edge contacts aren&#039;t bright and shiny, they can be cleaned off with a pink rubber eraser or lightly scratched with a fiberglass pencil. This will remove oxidation and grime without harming or thinning the finger contacts. If the contacts are corroded (due to battery damage) or have divots in them, lightly sand them, then re-tin them with a thin coat of solder. Either suck the excess solder off with a solder sucker or when heated, wipe the solder off with a rag. Avoid heating the card edge contacts too much as they will detach from the PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Replacing (Repinning) System 80 Connectors====&lt;br /&gt;
Replacing connectors in a pinball machine somehow adopted the term repinning. Repinning a System 80 connector housing isn&#039;t too bad overall.  On a difficulty scale of 1 to 10 (1 being the easiest to do) compared to all other makes and platforms made, System 80 connector replacement is about a 3.  One benefit regarding the System 80 IDC housings is that they are reusable.  Below are the steps to remove the connector from its housing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*First, grasp the housing in one hand. .&lt;br /&gt;
*Next, use the Molex tool pictured below by sliding it behind the pin to release the &amp;quot;barb&amp;quot; holding the pin in.&lt;br /&gt;
*Finally, pull gently but firmly on the wire.&lt;br /&gt;
&lt;br /&gt;
Conversely, a small &amp;quot;pocket&amp;quot; flat blade screwdriver can be used to remove the Molex connector.  After pushing the connector tab down, pull the wire out and downward a bit.&lt;br /&gt;
&lt;br /&gt;
Sometimes the connector comes out, and sometimes the wire pops out of the connector.  If the latter, use a small jeweler&#039;s screwdriver to gently pry the very end of the connector against the rectangular opening in the connector housing. You&#039;re trying to get the IDC &amp;quot;ears&amp;quot; of the connector to clear the housing. Sometimes the connector will easily come right out. If it doesn&#039;t, use small needle nose pliers with serrated jaws, to grab the &amp;quot;ear&amp;quot; of the connector, and pull it out.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Molex11-03-0016.jpg|300px|thumb|left|A Molex Contact Extraction Tool, Molex part number 11-03-0016]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some system 80 connector housings are &amp;quot;double sided&amp;quot; edge connectors. All of the connector housings that are double sided are black from the factory (blue colored housings are typically Jamma connectors used as replacements, and do not apply to this section of this guide).  To remove pins from these connector housings, you need a pricey yet effective tool called a Molex contact extraction tool, (commonly referred to as a Molex extractor). The Molex part number for the extractor is 11-03-0016, and can be purchased from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=11-03-0016&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= Great Plains Electronics] or other electronics vendors.  Slide the extractor behind the pin to release the &amp;quot;tang&amp;quot; that holds the pin in. Firmly grip the wire and pull the pin out of the connector.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of the repinning process can be found [https://www.youtube.com/watch?v=hErTlsFOMw4&amp;amp;t=5s here].&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] Another YouTube video of the repinning process, along with a &amp;quot;home made&amp;quot; tool, can be found [https://youtu.be/T_uj5F1fBgU here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Alternate Method of Replacing (Repinning) System 80 Connectors====&lt;br /&gt;
[[File:AlternateRepin1.jpg|300px|thumb|left|The repinning on a single sided connector]]&lt;br /&gt;
[[File:AlternateRepin2.jpg|300px|thumb|right|The repinning on a double sided connector]]&lt;br /&gt;
Some System 80 (and most System 1) connectors do not have the slot for depressing the pin ear. Most guides (as in the previous section) recommend purchasing a somewhat pricey tool to insert into the connector and depress the ear. This procedure is tedious and takes a bit of practice. If you have a decently equipped shop which includes a drill press, repinning these connectors using the following steps might be easier for you. Using this procedure, you can expect to replace each pin in less then a minute. I repinned an entire A1-J4 / A3-J1 harness in about 40 mins.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The procedure is to drill out the depression ear and pull out the pin:&lt;br /&gt;
&lt;br /&gt;
* Install a 1/16&amp;quot; bit in your drill.&lt;br /&gt;
* Set up a jig by clamping a straight edge to your drill press table. Set the jig so the hole will be 1/4&amp;quot; from the edge of the connector.&lt;br /&gt;
* Drill through the plastic housing on the back/bottom side.&lt;br /&gt;
* When you feel resistance from the metal pin, gently continue to drill until you feel and hear it destroy the pin ear.&lt;br /&gt;
* Repeat for the remaining pins.&lt;br /&gt;
* Gently pull wire by hand and it will come out very easily. Pliers shouldn&#039;t be required.&lt;br /&gt;
&lt;br /&gt;
The newly installed pins ears will correctly lock in place regardless of the holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The CPU / Driver Board Interconnect Harness===&lt;br /&gt;
[[File:Gtb sys80 harn2.JPG|300px|thumb|left|The A1-J4 / A3-J1 Interconnect Harness]]&lt;br /&gt;
[[File:Gtb sys80 harn1.JPG|300px|thumb|right|The A1-J4 / A3-J1 Interconnect Harness]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are 33 discrete signals which pass from the CPU board to the driver board via this connection.  Two of the connectors pass ground and +5v logic to the driver board [http://pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Adding_Ground_and_5V_Connections_to_Interconnect_Harness (two more can be added)].  The remaining signals are for lamp, solenoid, relay and sound control.  It is &#039;&#039;&#039;extremely important&#039;&#039;&#039; to have solid connectors installed in the CPU / driver board interconnect harness.  Without decent connections, lamps, coils, relays, and sound can either lock on or not turn on at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Adding Ground and 5V Connections to Interconnect Harness====&lt;br /&gt;
Yet one more power/ground update to make is to &amp;quot;double up&amp;quot; the 5VDC and ground connections between the MPU and the driver board. The OEM harness contains only one connection between the MPU and driver board for 5VDC and one connection for logic ground. This is an easy upgrade since spare connection positions are available in the connectors that lead to the correct edge contacts on each board.  Approximately 8 inches of wire and four bifurcated crimp on pins (bifurcated style, Molex 4366 series, Product Family KK, product ID: 08-03-0304 at [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=4366&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= Great Plains Electronics]) are needed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Crimp a pin to each end of each wire. The connectors at each end should face opposite directions. Doing this will avoid twisting the wire as you insert the pins into the connector housing. In the picture below, the red wire carries 5VDC, blue wire carries logic ground. These colors were chosen for illustrative purposes only. Any color wire will do, of course.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=3 caption=&amp;quot;MPU-to-Driver Board Harness Upgrade&amp;quot;&amp;gt;&lt;br /&gt;
File:S80HarnessUpgradeWires.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pins crimped to extra wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80HarnessSlots.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Spare pin positions in harness.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80HarnessUpgraded.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5VDC and ground upgraded.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ground updates===&lt;br /&gt;
&lt;br /&gt;
==== Recommended Ground Improvements for System 80/80A/80B Boards ====&lt;br /&gt;
&lt;br /&gt;
When the Gottlieb® System 80 board set was designed, for whatever reason, the designers did not physically attach each board to a common ground plane via a conductive back panel, standoffs and screws as Bally and Williams did. Instead, Gottlieb® relied on connectors and wires between each board to create a common ground. A poor connection due to dirty/damaged/fatigued connector pins will sever or introduce resistance into the ground between system components resulting in all sorts of odd behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To address this problem, it is important to examine each connector to ensure each pin is clean, and making solid contact (zero electrical resistance, 0 ohms) with the card edge conductor. The ultimate (and recommended) insurance is to add an additional wire from each board&#039;s ground to a common ground point. Historically, the recommended location to join separate board grounds is at the power supply. That ground is then connected to the ground strip (System 80/80A) or transformer assembly (System 80B) in the cabinet bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These ground upgrades were initially recommended and published on the Internet by [http://flippers.com/gottlieb_ground_cures.html#System80 John Robertson of John&#039;s Jukes].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=4 caption=&amp;quot;Recommended Board Ground Wire Locations&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB_Sys80_PSU_Ground.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80/80A Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80bPowerSupplyGroundMod.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B 5V Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80BAuxiliaryPowerSupplyCardEdge.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Auxiliary Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80a cpu brd grd.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;MPU Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80ab drvr brd grd.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Driver Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80 sound added ground.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80 Sound Only Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sound Speech ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Sound and Speech Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sound Speech power sup ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Sound and Speech Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb piggyback sound ground add.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80A/80B Sound Only Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GottliebSoundBoardGroundMod.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Sound Board (edge connector)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80SoundBoardHeaderGrounds.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Sound Board (header connector)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Aux Board Ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Chaser Lamp Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another design decision was to provide separate ground wires for groups of lamps and coils on the driver board. There are several variations used to tie the driver board lamp and solenoid discrete ground wires to the ground plane.  The most common method Gottlieb® used was passing the ground wires through a large, inline Molex connector. If a group of lamps and/or coils are not working, there is a significant probability that a ground is missing.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80GroundsTiedTogether.jpg|left|thumb|300px|Tying all board ground together at a single point, on a System 80 or 80A game.]]&lt;br /&gt;
[[File:Sys80B_BoardGrounds_Added.jpg|right|thumb|300px|Using the 5VDC power supply heatsink as a tie point to add ground mods to a &amp;quot;non-foil&amp;quot; back panel game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Once all of the board grounds have been installed, tie them all together to a single point, as shown at left on a Gottlieb System 80 or 80A game. Here, one of the screws on the power supply is a handy attach point. Note that the coating on the cold plate at that screw point should be sanded bare, as discussed in step 9 of this [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Recommended_Updates_and_Repairs_for_the_System_80.2F80A_Power_Supply_Board procedure].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For 80B games with &amp;quot;non-foil&amp;quot; back panels, one method is to use the +5V power supply heatsink as a tie point. Run a lead from the heatsink to the lower right bolt in the backbox. This bolt will have the factory ground straps secured to it. Make sure to sand or use a Dremel to remove the anodized coating from the heatsink where the grounds will be connected. This implementation eases subsequent board removal as fewer &amp;quot;eyelets&amp;quot; are involved to remove a specific board.&lt;br /&gt;
&lt;br /&gt;
The other method, and a good alternative for 80B games with the &amp;quot;foil&amp;quot; back panel where the heat sink is isolated from the back panel with nylon dual sided washers, is to use wires long enough to tie each board to the lower right bolt in the backbox.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80GroundTiedToCabinetGround.jpg|left|thumb|300px|Connecting all the grounds to cabinet ground (green/yellow wire).]]&amp;lt;br&amp;gt;&lt;br /&gt;
With the grounds all tied together at the power supply, tie that ground to the ground strip in the cabinet bottom. In the picture at left, the wire joined to all other grounds at the power supply is tied to a cabinet ground point (in this case the speaker housing). Cabinet ground points generally have a green wire with yellow tracer attached.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80GroundStrap.jpg|left|thumb|300px|System 80 Cabinet Bottom Ground Strip]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bottom board ground strap is where all grounds should come together for System 80 games.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Grounds Improvements for System 80A at Transformer Panel=====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|System 80A Grounds Cabinet Bottom Ground Strip]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Grounds Alien Star After.jpg|300px|thumb|left|Grounds at Transformer Panel (Alien Star)]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® did secure the grounds correctly on one particular game.  As seen in the adjacent pic, the grounds on Alien Star were attached discretely on the transformer panel.  These ground lines did not pass through a Molex connector like games before or games after.  Why Gottlieb® did not continue this practice is unknown.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Recommended Ground Improvements for System 80B====&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80A / 80B at the Transformer Panel - &amp;quot;The Games&amp;quot; to &amp;quot;Bounty Hunter&amp;quot;=====&lt;br /&gt;
After Alien Star, Gottlieb® either soldered wire leads directly to the male spade connector board on the transformer panel (games like Chicago Cubs), or used female spade connectors (games like The Games, Touchdown, and Ice Fever), and used square, inline 9-pin Molex connectors to connect to the wiring harness. These connections, if the pins in the connectors are in good shape, are solid and do not require upgrade or modification.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px&amp;gt;&lt;br /&gt;
File:Gottlieb-touchdown-transformer-panel.jpg|Grounds at Transformer Panel (Touchdown)&lt;br /&gt;
File:GTB Grounds Cubs.jpg|Grounds at Transformer Panel (Chicago Cubs Triple Play)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80B at the Transformer Panel - &amp;quot;Tag Team Pinball&amp;quot; to &amp;quot;Spring Break&amp;quot;=====&lt;br /&gt;
&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*Tag-Team Pinball&lt;br /&gt;
*Rock&lt;br /&gt;
*Raven&lt;br /&gt;
*Rock Encore&lt;br /&gt;
*Hollywood Heat&lt;br /&gt;
*Genesis&lt;br /&gt;
*Gold Wings&lt;br /&gt;
*Monte Carlo&lt;br /&gt;
*Spring Break&lt;br /&gt;
&lt;br /&gt;
Ground connections used on System 80B games from Rock to Spring Break are the most unreliable style of ground connections Gottlieb® ever used.  These connections consist of two (sometimes three) small boards each with two gangs of 9-pin male connections. The boards are fastened to the left side of the transformer panel&#039;s metal chassis.  One problem with this is that the 9-pin female connection becomes loose, and in turn, ground connections become intermittent.  Another problem is the male pins on the boards suffer from cracked solder connections.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One common symptom of poor ground connections is multiple solenoids not functioning.  If removing the 9-pin Molex plug from the ground board, rotating it 90 degrees, and reconnecting it causes non-working solenoids to function, the ground connections are bad. Whether or not this test proves that the ground connections are bad, it is highly recommended to improve the ground connections for future reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The purpose of these changes is to remove one potentially failed connection out of the equation.  The grounds will then be secured directly to the transformer chassis via solderless eyelet crimp connectors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These ground upgrades were initially recommended and published on the Internet by [http://www.flippers.com/gottlieb_ground_cures.html#System3 John Robertson of John&#039;s Jukes].  Below are the steps to properly upgrade the grounds.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=100px perrow=3 caption=&amp;quot;Gottlieb® System 80B Ground Upgrades (Tag Team Pinball to Spring Break)&amp;quot;&amp;gt;&lt;br /&gt;
File:Gtb_sys80b_trans_ground_01.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The stock ground connections plugged into the ground connection boards on the left side of the transformer panel.  This pic is a view from the left side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 02.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Remove all connections from the transformer panel.  Then, unscrew the four 5/16&amp;quot; hex head screws which secure the transformer panel from the bottom of the cabinet.  Turn the transformer panel on its side.  This will allow better access to secure the ring terminals to the side of the chassis.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 03.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut all of the ground wires as close as possible to the 9-pin connection.  Remove the two boards with the 9-pin male wafer connections.  As can be seen in the pic, Gottlieb® did actually secure the discrete transformer panel grounds to the panel&#039;s chassis with a single, soldered eyelet connector.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 04.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All the ground wires are to have their insulation stripped back longer than usual - approximately 3/4&amp;quot;.  Solderless ring terminals are crimped onto the ground wires.  The connections used in this particular application are Motormite #85443.  Motormite brand does not have to be used.  This particular brand and part number are mentioned due to the difficulty in finding the correct connectors to use. Most common ring terminals have a #10 or larger screw eyelet, which will not work effectively, if the eyelets are fastened to the side of the transformer panel chassis.  The ring terminals shown here are made for #12-#10 gauge wire with an eyelet for a #8 screw.  &amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 02.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The ground Molex plugs and connection boards which were formerly fastened to the transformer panel&#039;s metal chassis. The four ground connector plugs (some games only use three total) were cut off from the incoming ground wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 06.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Keep wires which were common to one connector together (driver board ground wires, playfield ground wires, and backbox ground wires).  In doing this, future disassembly will be possible, should any of the individual wiring harnesses need attention or the playfield removed from the game.  The ground wires are then twisted together and crimped.  From experience, a maximum of 4 larger gauge wires can be crimped in one connection.  Lighter gauge wires can be paired with or without heavier gauge wires.  When doing this, the maximum effective grouping of wires increases slightly.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 01.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The screws which were removed from the ground bus board should be reused to secure the eyelets to the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 03.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The transformer is fastened to the bottom of the cabinet with the ground upgrades in place.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground last.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pay close attention when securing the transformer panel to the cabinet.  All four mounting screws typically have flat ground straps with an eyelet.  These eyelet connections *must* be secured to the transformer panel.  Otherwise, the earth grounds will not all be tied together anymore.  Two of these ground connections are circled in the pic.  There are two more located on the backside of the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although somewhat equally difficult to locate, an alternate to the Motormite # 85443 connectors are Tyco / AMP 408-2049-4 connectors. Again, any brand can be used, but make certain the eyelet hole is for a #8 screw (not a #10 or larger), and the crimp connector can accommodate #10 / #12 gauge wires (typically yellow insulation on crimp).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80B at the Transformer Panel - &amp;quot;Arena&amp;quot; to &amp;quot;Amazon Hunt III&amp;quot; =====&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*Arena&lt;br /&gt;
*Victory&lt;br /&gt;
*Diamond Lady&lt;br /&gt;
*TX-Sector&lt;br /&gt;
*Robo-War&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Excalibur&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bone Busters Inc.&lt;br /&gt;
*Night Moves&lt;br /&gt;
*Amazon Hunt III&lt;br /&gt;
&lt;br /&gt;
Ground connections used on System 80B games from Arena to Amazon Hunt III are the not as bad as the previous design, however, they are still unreliable at times.  These connections consist of two small boards with three 10-pin .156&amp;quot; inline male header connections. The boards are fastened to the left side (or back side on newer games like Hot Shots) of the transformer panel&#039;s metal chassis.  One problem with this is that the header pins get cracked solder joints, and in turn, ground connections become intermittent. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One common symptom of poor ground connections is multiple solenoids not functioning.  If removing the 10-pin Molex plug from the ground board, and reconnecting it at a different header causes non-working solenoids to function, the ground connections are bad. Whether or not this test proves that the ground connections are bad, it is highly recommended to improve the ground connections for future reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The purpose of these changes is to remove one potentially failed connection out of the equation.  The grounds will then be secured directly to the transformer chassis via solderless eyelet crimp connectors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like the previous section, these ground upgrades were initially recommended and published on the Internet by [http://www.flippers.com/gottlieb_ground_cures.html#System3 John Robertson of John&#039;s Jukes].  Below are the steps to properly upgrade the grounds.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=100px perrow=3 caption=&amp;quot;Gottlieb® System 80B Ground Upgrades (Arena to Bone Busters)&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB 80B Victory Grounds 01.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The stock ground connections plugged into the ground connection boards on the left side of the transformer panel.  This pic is a view from the left side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 02.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Remove all connections from the transformer panel.  Then, unscrew the four 5/16&amp;quot; hex head screws which secure the transformer panel from the bottom of the cabinet.  Turn the transformer panel on its side.  This will allow better access to secure the ring terminals to the side of the chassis.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 03.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut all of the ground wires as close as possible to the 10-pin housing.  Remove the two boards with the three .156&amp;quot; 10-pin male header connections.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 04.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All of the ground wires are to have their insulation stripped back longer than usual - approximately 3/4&amp;quot;.  Solderless ring terminals are crimped onto the ground wires.  The connections used in this particular application are Motormite #85443.  Motormite brand does not have to be used.  This particular brand and part number are mentioned due to the difficulty in finding the correct connectors to use. Most common ring terminals have a #10 or larger screw eyelet, which will not work effectively, if the eyelets are fastened to the side of the transformer panel chassis.  The ring terminals shown here are made for #12-#10 gauge wire with an eyelet for a #8 screw.  &amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 05.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The ground Molex plugs and connection boards which were formerly fastened to the transformer panel&#039;s metal chassis. The five ground connector plugs were cut off from the incoming ground wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 06.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Keep wires which were common to one connector together (driver board ground wires, playfield ground wires, and backbox ground wires).  In doing this, future disassembly will be possible, should any of the individual wiring harnesses need attention or the playfield removed from the game.  The ground wires are then twisted together and crimped.  From experience, a maximum of 4 larger gauge wires can be crimped in one connection.  Lighter gauge wires can be paired with or without heavier gauge wires.  When doing this, the maximum effective grouping of wires increases slightly.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 07.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The screws which were removed from the ground bus board should be reused to secure the eyelets to the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 08.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The transformer is fastened to the bottom of the cabinet with the ground upgrades in place.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 09.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pay close attention when securing the transformer panel to the cabinet.  The four mounting screws may have flat ground straps with an eyelet.  These eyelet connections *must* be secured to the transformer panel.  Otherwise, the earth grounds will not all be tied together anymore.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although somewhat equally difficult to locate, an alternate to the Motormite # 85443 connectors are Tyco / AMP 408-2049-4 connectors. Again, any brand can be used, but make certain the eyelet hole is for a #8 screw (not a #10 or larger), and the crimp connector can accommodate #10 / #12 gauge wires (typically yellow insulation on crimp).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Problems===&lt;br /&gt;
====Replacing the Orange Filtering Capacitor====&lt;br /&gt;
[[File:AgedOrangeCap.jpg|300px|thumb|left|A worn out original 6800uf/25V Gottlieb® filter capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
If your System 80 or early System 80A game still has the original, orange 12VDC filtering capacitor in the cabinet bottom, it should be replaced. It&#039;s 30+ years old, has served the game well for a long time, and deserves a rest. Replace it with a new capacitor, valued from 6800uf to 12,000uf and at least 25V. Don&#039;t forget to acquire the right sized bracket to secure the cap to the bottom board.&lt;br /&gt;
&lt;br /&gt;
A very nice replacement for this capacitor, specified at 12,000uf, can be found [https://www.bigdaddy-enterprises.com/repairkits/gottlieb_kits.htm#g-80filters here] or [https://www.marcospecialties.com/pinball-parts/C12KM40VR here].&lt;br /&gt;
&lt;br /&gt;
This capacitor filters the rectified 12VDC which is supplied to the power supply board for regulation down to 5VDC which is used by every board in the game, including the MPU. Solid 5VDC power is critical for the game to operate properly, hence the need for a properly working cap.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sporadic / Inconsistent / Missing Voltages====&lt;br /&gt;
[[File:GTB Sys80 PS Cold Joints.jpg|300px|thumb|left|This header pin was removed from the board by wiggling it loose!]]&amp;lt;br&amp;gt;&lt;br /&gt;
One problem with the System 80 power supply sporadic, inconsistent, or missing voltages.  The game may be fine one minute, while the next minute, it loses voltage(s) completely.  One of the main culprits for this is cracked header joints.  Between vibration and the heat dissipated by the heat sink, header joints have a fairly high failure rate on System 80 power supplies.  The fix is to disassemble the power supply (as seen in the next section), and replace the stock round header pins with square headers. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Low 60v and All Displays Dim or at Half Brightness===&lt;br /&gt;
See the display section: [[#All Displays Dim or at Half Brightness|All Displays Dim or at Half Brightness]]&lt;br /&gt;
&lt;br /&gt;
====Recommended Updates and Repairs for the System 80/80A Power Supply Board====&lt;br /&gt;
[[File:GottliebSystem80PSBurnedCR7.jpg|300px|thumb|right|If CR7 on the Gottlieb power supply looks like this, the board should be rehabbed immediately.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 Power Supply board is a pretty tough bugger. Still, after years of steady operation, they do fail, and they require refurbishment / rebuild.&amp;lt;br&amp;gt;&lt;br /&gt;
The test point values are silk screened on the System 80 power supply board. They are +5VDC, +8VDC, +42VDC, and +60VDC. Ground, or &amp;quot;common&amp;quot; is also labeled.&amp;lt;br&amp;gt;&lt;br /&gt;
Given that the parts to refurbish the power supply are cheap and readily available, and that taking the power supply apart is a bit of a pain, a good strategy is to replace all failure prone parts, whether the parts have failed or not, to avoid disassembling the power supply more than once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mandatory parts list:&amp;lt;/b&amp;gt;&lt;br /&gt;
#.156 male header pins without friction lock, 9-pin, 7-pin, 6-pin, or break to size.&lt;br /&gt;
#500 ohm resistor cermet trimmer potentiometer. A quality sealed one like the one pictured is advised.&lt;br /&gt;
#3 inches of 18 gauge wire&lt;br /&gt;
#680 ohm 1/2 watt resistor (470, 510, 560, or 620 works also) replacement for R10, originally a 30 ohm 2W resistor and &amp;lt;b&amp;gt;must be replaced&amp;lt;/b&amp;gt; if CR7 is replaced with a 1N4738 (below)&lt;br /&gt;
#1N4738 8.2V 1 watt zener diode (CR7, originally a 1N3445 8.2V 2W zener)&lt;br /&gt;
#12K ohm, 1/2 watt resistor (R3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Optional parts list:&amp;lt;/b&amp;gt;&lt;br /&gt;
#1N4746 18V 1 watt zener diode (CR6, optional)&lt;br /&gt;
#47uf, 100V axial capacitor (C2, optional)&lt;br /&gt;
#LM723 voltage regulator and 14-pin socket (IC1, optional if the 5V section is operational)&lt;br /&gt;
#2N6057, 2N6059, or 2N6284 Darlington transistor (Q3, optional if the 5V section is operational)&lt;br /&gt;
#heat sink compound (optional as required)&lt;br /&gt;
#TO-3 mica insulator or heat sink gasket (optional as required)&lt;br /&gt;
#TO-3 transistor spacer (optional as required) Keystone 4616 or Mouser Electronics 534-4616&lt;br /&gt;
#2N5550 or 2N5551 transistor (Q2, optional)&lt;br /&gt;
#470uf/100V axial capacitor (C1, optional if the 42v/60v section is operational, this cap is often the cause of the 1/4A HV fuse blowing)&lt;br /&gt;
#TIP31C TO-220 NPN transistor (Q1, optional if the 42v/60v section is operational)&lt;br /&gt;
#TO-220 mica insulator (optional as required)&lt;br /&gt;
#TO-220 Passive Heatsink - Aavid Thermalloy 563002B00000G (only necessary if the existing heatsink is damaged or missing the PCB mounting tabs)&lt;br /&gt;
#TO-220 Nylon Bushing Insulator (only necessary if missing or damaged)&lt;br /&gt;
#Green LEDs (optional...use to identify that the board has been rebuilt)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&lt;br /&gt;
#Remove the 4 screws that fasten the PCB to the cold plate (heat sink).&lt;br /&gt;
#Remove the 2 screws that fasten the back mounted transistor Q3 to the PCB and cold plate.&lt;br /&gt;
#Use a solder removal tool to remove the solder from the legs of Q3 that extend through the PCB. This is the toughest part of the job. If the board had been really hacked, two irons and a friend may be needed to accomplish this.&lt;br /&gt;
#Once the cold plate and Q3 have been removed, set those parts to the side.&lt;br /&gt;
#Replace parts on the PCB as recommended and advised by the particular failure.&lt;br /&gt;
#On the solder side of the PCB, solder a 3&amp;quot; wire from the ground trace to the screw mount, as shown in the picture below.&lt;br /&gt;
#When replacing the original round header pins with new square header pins, the through holes may require slight enlargement using a pick as shown in the picture below. Alternatively, the holes can be drilled with a small bit from the solder side of the board. Pressing the pins into the through holes without enlarging them might cause the solder pad to pop off the board. Key pins must be removed prior to installation as the PCB has no holes at the key pin position.&lt;br /&gt;
#Recheck all of the work performed.&lt;br /&gt;
#Sand the black insulating coating from the top/right screw hole on the front of the cold plate, as shown in the picture below. The insulating coating is very tough. A drum sander attachment on a Dremel works very well for this.  To ensure enough has been sanded, use a meter to &amp;quot;buzz&amp;quot; between screw holes. The screw hole will be used later to tie the ground from each PCB together.&lt;br /&gt;
#Install Q3 (note that it will only install one way) onto the cold plate using the transistor spacer, mica insulator, and heat sink compound.&lt;br /&gt;
#Mate the two halves of the power supply together and reinstall the two screws which secure Q3.&lt;br /&gt;
#Solder the leads of Q3 to it&#039;s through-holes.&lt;br /&gt;
#To ensure continuity at each leg&#039;s solder joint, &amp;quot;buzz&amp;quot; the connection between the left leg of Q3 and the top leg of R9.&lt;br /&gt;
#Also &amp;quot;buzz&amp;quot; the connection between the right leg of Q3 and the bottom leg of R11.&lt;br /&gt;
#Install the remaining 4 screws around the perimeter of the power supply board. &lt;br /&gt;
#Lastly, ensure there is NO continuity between Q3 and the cold plate, as shown in the picture below. This is an essential step to ensure proper operation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=170px heights=100px perrow=3 caption=&amp;quot;System 80/80A Power Supply Repair&amp;quot;&amp;gt;&lt;br /&gt;
File:Parts.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Required&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsRemoved.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front Side, Parts Removed and Board Cleaned Up&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsRemovedBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Back Side, Parts Removed&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:EnlargingHoles.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Enlarging Header Pin Holes&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsReplaced.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Replaced, Front Side&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsReplacedBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Replaced and Ground Updated, Back Side&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:R10ThermalStrainRelief.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Strain Relief for R10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Sys80PSAllDone.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All Done&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Transistor-to-ColdPlateContinuityTest.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Ensuring no continuity between Q3 and the cold plate&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once fully assembled, reinstall the power supply into the game. Connect ONLY J1 (the lower 9-pin connector) at this time. Power the game on, looking for the two LEDs to light. If they do not light, there will be rework to perform. Assuming that they do light, test each of the voltages that the power supply creates to ensure the correct power is being generated/regulated. Since the power is not &amp;quot;under load&amp;quot;, each of the voltages may read 10% or so high. While measuring the 5V test point, adjust the 5V trim pot to about 5.1VDC.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
That&#039;s it! Done.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: once the other boards are connected to the power supply, the 5V may sag some. Measure the 5V across the electrolytic cap just to the right of the MPU power connector. Using the 5V trim pot, adjust the 5V power to between 5.0 and 5.1VDC.&lt;br /&gt;
&lt;br /&gt;
====Recommended Repairs for the System 80B Power Supply Board====&lt;br /&gt;
[[File:Gtb sys80b psu.JPG|300px|thumb|left|System 80B +5 VDC Power Supply. The adjustment POT is at the top of the PCB.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Step one to improving power supply reliability is to replace the original 500 ohm 1 watt adjustment pot.  This procedure can be done easily without removing the large heat sink.  A replacement sealed pot is recommended, but not completely necessary.&lt;br /&gt;
&lt;br /&gt;
Next, remove all the old solder from the all of the .156&amp;quot; header pins, and reflow new solder onto the joints. The top header pins (J2) supply +5VDC to the majority of the associated circuit boards in the back box.  Provided that the power supply is delivering acceptable voltages in the +5VDC range, these two relatively simple repairs are the only things needed for this board.&lt;br /&gt;
&lt;br /&gt;
However, if you&#039;ve adjusted the pot as much as possible in the appropriate direction, and the power supply is still delivering voltages higher or lower than around +5VDC, it&#039;s probably time to look at replacing the LM338K voltage regulator.  While not a frequent occurrence, the voltage regulator will sometimes fail. &lt;br /&gt;
&lt;br /&gt;
If the voltages measured are less than 1VDC, the grounds for the power supply (located at the transformer panel) will more than likely need attention.  Once the grounds at the transformer panel are better secured, recheck the voltage at the power supply.&lt;br /&gt;
&lt;br /&gt;
Note: When measuring the +5VDC provided by the power supply, first disconnect J2 on the power supply. Measure power at the J2 male headers first. Once within an acceptable range, turn power off and reconnect J2. Measure power across C1, the 100uf/10V capacitor that is next to J1 (power connector) on the MPU. The MPU may drag the +5VDC supply down a bit. If you find this to be the case, adjust the trim pot on the power supply until a steady +5VDC is seen at the MPU. Poor connections between the +5VDC power supply and the MPU board may also reduce the voltage measured at the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Optional Bling...Adding Power Indicating LED&#039;s to Boards====&lt;br /&gt;
=====CPU Board LED=====&lt;br /&gt;
How to add a &amp;quot;+5 volt&amp;quot; indicator for the Gottlieb System 80 Generation 1 CPU board (the D102 board). This will light up when + 5 volts are present on the CPU board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; diameter holes spaced about 3mm apart in the spot indicated just below power connector J1. This area has no traces to interfere with drilling.&lt;br /&gt;
#Install LED into board with flat side facing toward the power connector J1.&lt;br /&gt;
#Bend the flat side&#039;s lead to the negative (ground) point shown in the picture and solder it.&lt;br /&gt;
#The other lead of the LED will connect to one side of the 330 ohm resistor. The other end of the resistor will be soldered to the positive trace shown in the picture. You&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is powered on, this LED will indicate that the CPU board is receiving +5 volts from the power supply.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDholesfront.JPG|300px|thumb|left|Holes drilled on front of board]]&lt;br /&gt;
[[File:Sys80CPULEDholesrear.JPG|300px|thumb|right|Holes drilled on rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Circled areas are where to drill the two holes for the LED. Any color of LED can be used, but red or green are preferred.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDwiring.JPG|300px|thumb|left|Wiring on solder side of board]]&lt;br /&gt;
[[File:Sys80CPULEDfront.JPG|300px|thumb|right|LED installed on board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED. Note the location of the flat side of the LED.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDlitup.JPG|300px|thumb|left|Finished installation of LED]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Completed installation with LED lit up indicating the +5 volts is present on the CPU board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Driver Board LED=====&lt;br /&gt;
Adding a &amp;quot;+5 volt&amp;quot; indicator to the System 80 Driver Board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohm quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; holes spaced about 3mm apart in the board at the location shown in the pictures to the left of the electrolytic capacitor near chip Z1. There should be no traces at that area.&lt;br /&gt;
#Install the red LED with the flat side facing the trace going to the negative side of the electrolytic capacitor. Bend the LED&#039;s flat side lead down to that trace and scrape away some of the green paint at the point you will be soldering it. Now solder that lead to the trace.&lt;br /&gt;
#Solder one end of the 330 ohm resistor to the other lead of the LED.&lt;br /&gt;
#The other end of the resistor will now get soldered to the trace that goes to the positive side of the electrolytic capacitor. Again, be sure to scrape some of the green paint off of the trace where the resistor lead will be soldered. You are done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is on, the LED will be lit indicating that the driver board is receiving +5 volts from the CPU board.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LED_holesfront.JPG|300px|thumb|left|Drilled holes on front of board]]&lt;br /&gt;
[[File:Sys80LEDholesrear.JPG|300px|thumb|right|Drilled holes on the rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Views of the holes drilled for the LED looking from the front and rear of the System 80 driver board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LEDrear.JPG|300px|thumb|left|Wiring of the LED and resistor]]&lt;br /&gt;
[[File:Sys80LEDflat.JPG|300px|thumb|right|Finished installation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED. Notice the location of the flat side of the LED. Any color of LED can be used, but red or green is prefered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LEDlitup.JPG|300px|thumb|left|Finished installation with LED lit]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Completed installation showing the LED lit up indicating +5v power is present on the driver board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pop Bumper Driver Board LED=====&lt;br /&gt;
How to add a &amp;quot;+5 volt&amp;quot; indicator for the Gottlieb System 80 Pop Bumper Driver Board. This will light up when + 5 volts are present on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#From the solder side, mark and drill four 1/16&amp;quot; diameter holes spaced as shown in the spot indicated. &lt;br /&gt;
#Install LED into board with flat side facing toward the power connector J1.&lt;br /&gt;
#Bend the flat side&#039;s lead to the negative (ground) point shown in the picture and solder it.&lt;br /&gt;
#The other lead of the LED will connect to one side of the 330 ohm resistor.&lt;br /&gt;
#The other end of the resistor will be soldered to the positive trace shown in the picture.&lt;br /&gt;
#You&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is powered on, this LED will indicate that the CPU board is receiving +5 volts from the power supply.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px perrow=3&amp;gt;&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-supplies.jpg|Supplies needed.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-1.jpg|Mark holes on solder side as shown.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-2.jpg|Drill holes.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-3.jpg|Stuff parts shown. Note the polarity of the LED.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-4.jpg|Bend component legs as shown.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-5.jpg|Solder all 3 connections as shown.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Repeat for each Pop Bumper Driver Board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary Lamp Driver Board LED=====&lt;br /&gt;
Adding a &amp;quot;+5 volt&amp;quot; LED indicator for the auxiliary lamp driver board used to create &amp;quot;chase lamps&amp;quot; in many System 80/80A/80B games.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red or green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, 1/4 watt&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; diameter holes about 3mm apart in the locations indicated in the pictures.&lt;br /&gt;
#Mount LED with the flat side toward the edge of the board.&lt;br /&gt;
#The lead from the LED&#039;s flat side will be soldered to pin 2 (ground) of connector A11P1. Be sure to slide a piece of heat shrink tubing over this lead so it does not accidently short to the other connector pins.&lt;br /&gt;
#The other lead of the LED will be soldered to one end of the 330 ohm resistor.&lt;br /&gt;
#The other end of the resistor will be soldered to pin 4 (+5 volts) of connector A11P1.&lt;br /&gt;
&lt;br /&gt;
Whenever the machine is on, the LED should be lit, indicating the auxiliary lamp driver board is receiving power. &lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDfrontholes.JPG|300px|thumb|left|Drilled holes on front of board]]&lt;br /&gt;
[[File:ALDLEDrearholes.JPG|300px|thumb|right|Drilled holes on rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
View of the holes drilled for the LED as viewed from the front and rear of the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDfront.JPG|300px|thumb|left|LED installed on board]]&lt;br /&gt;
[[File:ALDLEDrear.JPG|300px|thumb|right|Resistor and LED wiring]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED on the rear of the board. Notice the location of the flat side of the LED.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDlitup.JPG|300px|thumb|left|LED is lit up]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Finished installation with LED lit up indicating presence of +5 volts power on the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound/Speech Power Supply Board LED&#039;s=====&lt;br /&gt;
The Sound/Speech power supply board will get a total of four LED&#039;s! These are to indicate the presence of -12 volts, +12 volts, and +30 volts going out to the actual sound/speech board and also to indicate +24 volts coming in to the power supply board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*4 Red or green LED&#039;s&lt;br /&gt;
*2 Resistors, 1 k, 1/4 watt&lt;br /&gt;
*1 Resistor, 2.2k, 1/4 watt&lt;br /&gt;
*1 Resistor, 3.0 k, 1/4 watt&lt;br /&gt;
&lt;br /&gt;
#Drill a total of eight 1/16&amp;quot; holes at the points shown in the pictures near connector A7P1. Lead spacing per LED is about 3mm. Be sure the LED&#039;s are not too close to each other to interfere with sitting flat against the board. The +12 and +30 volt LED&#039;s will mount with the flat side facing diagonally (7 o&#039;clock) toward the lower left board mounting hole.&lt;br /&gt;
#The -12 volt LED will have the lead of the round side (anode) soldered to the heavy ground trace of the board. You&#039;ll need to scrape some of the green paint off the trace first. The other lead of this LED will be soldered to one end of a 1k resistor. The other end of this resistor will be soldered to the junction point of resistor R2 and the anode of zener diode CR2.&lt;br /&gt;
#The +24 volt LED will have the lead from the flat side (cathode) of the LED soldered to the heavy ground trace on the board. You&#039;ll need to scrape a bit of the green paint off the trace first. The other lead of the LED will be soldered to one end of a 2.2k resistor. The other end of the resistor will be soldered to the trace going to connector A7P1 pin 6 (+24 volts). Again, you&#039;ll need to scrape some of the green paint from the trace first.&lt;br /&gt;
#The +12 volt LED will have the lead from the flat side (cathode) of the LED soldered to the heavy ground trace. You will need to scrape some of the green paint off the trace first. The other lead of the LED will be soldered to one end of a 1k resistor. The other end of this resistor will be soldered to to the trace going to connector A7P1 pin 1 (+12 volts). You will need to scrape some of the green paint off of the trace first.&lt;br /&gt;
#The +30 volt LED will have the lead of the flat side (cathode) soldered to the heavy ground trace. You will need to scrape off some of the green paint from the trace first. The other lead of the LED will be soldered to one end of a 3 k resistor. The other end of this resistor will be soldered to the trace going to connector A7P1 pin 2 (+30 volts). You will need to scrape some of the green paint from the trace first.&lt;br /&gt;
#These LED&#039;s above are all optional. The board never originally came with anything to indicate presence of voltages. If you only want to install one, that&#039;s fine. I chose to install all four so I can see at a glance that all four voltages are present. You don&#039;t have to install all four if you don&#039;t want to.&lt;br /&gt;
&lt;br /&gt;
In the picture of the finished front of the board the LED&#039;s from top to bottom are:&lt;br /&gt;
&lt;br /&gt;
*-12v&lt;br /&gt;
*+24v&lt;br /&gt;
*+12v&lt;br /&gt;
*+30v&lt;br /&gt;
&lt;br /&gt;
In the picture of the wiring on the back (foil) side of the board, the resistors top to bottom are:&lt;br /&gt;
&lt;br /&gt;
*1K&lt;br /&gt;
*2.2K&lt;br /&gt;
*1K&lt;br /&gt;
*3K &lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDfrontholes.JPG|300px|thumb|left|Drilled holes for the LED&#039;s on the front of board]]&lt;br /&gt;
[[File:SSPSLEDrearholes.JPG|300px|thumb|right|Drilled holes for the LED&#039;s on the rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Views of the drilled holes for the LED&#039;s looking from the front and rear of the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDlower.JPG|300px|thumb|left|+12 and +30 LED&#039;s installed on front]]&lt;br /&gt;
[[File:SSPSLEDupper.JPG|300px|thumb|right|-12 and +24 LED&#039;s installed on front]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All four LED&#039;s installed on the front of the board. Notice the location of the flat sides of all the LED&#039;s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLED_wiring.JPG|300px|thumb|left|Wiring of the resistors on the rear of board]]&lt;br /&gt;
[[File:SSPSLEDfinished.JPG|300px|thumb|right|All four LED&#039;s installed on front of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistors and LED&#039;s on the rear of the board. All four LED&#039;s installed on front of board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDlitup.JPG|300px|thumb|left|Finished and all LED&#039;s lit]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All four LED&#039;s installed and lit up indicating the presence of the four different voltages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80/80A Power Supply Board LED=====&lt;br /&gt;
The System 80 and System 80A power supply board already has LED&#039;s installed to indicate the +5 volts and +12 volts. This project will add an LED to indicate the presence of the +60 volts which is used to operate the score displays. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 LED, any color&lt;br /&gt;
*1 Resistor, 10k, 2 watts&lt;br /&gt;
&lt;br /&gt;
#Drill a total of four 1/16&amp;quot; diameter holes at the points indicated between the foil traces in the pictures. Try to keep the holes in a straight line.The LED installs in the top two holes and with the flat (cathode) side facing downward toward the bottom end of the board. The resistor will install in the other remaining two holes which are the also the farthest spaced. Be sure to scrape the paint off of the foil traces at the points shown in the pictures.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_holes_front.JPG|300px|thumb|left|Holes drilled viewed from front of board]]&lt;br /&gt;
[[File:SYS80PS_holes_rear.JPG|300px|thumb|right|Holes drilled as viewed from rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wiring it all up:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The flat (cathode) side of the LED will be soldered to the top end of the 10k 2 watt resistor. Be sure to keep all component leads pressed down as close to the foil traces as possible to prevent shorting to the metal frame when the board is re-assembled to the metal frame. There is very little clearance between the board and the metal frame when everything is re-assembled. The lower end of the resistor will be soldered to the foil trace that goes to connector J3, pins 4 and 5 (ground). The round (anode) side of the LED will be soldered to the foil trace that goes to connector J3 pin 1 (the +60 volts). Put a short piece of heat shrink tubing or sleeving over that lead to prevent it from shorting to the trace it crosses over. Now carefully bend that lead of the LED down onto the correct foil trace as shown in the pictures and solder it. Be sure to label the new LED on the parts side of the board as &amp;quot;+60V&amp;quot;. This completes the wiring.&lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_parts.JPG|300px|thumb|left|Resistor and LED mounted on board]]&lt;br /&gt;
[[File:SYS80PS_soldered.JPG|300px|thumb|right|Parts soldered to foil traces]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new LED should be lit at all times the machine is turned on. It indicates that +60 volts DC is present to operate the score displays. The other display voltage, +42 volts, is derived from the +60 volts. &lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_finished.JPG|300px|thumb|left|Finished installation with +60v marking]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80 First Generation &amp;quot;Sounds Only&amp;quot; Sound Board LED&#039;s=====&lt;br /&gt;
This board was used in early System 80 games such as Panthera. It operates on three power sources, -12 volts, +12 volts, and +5 volts. The +12 volts is obtained from the bottom panel in the machine. The +5 volts is obtained from the game&#039;s power supply board. The -12 volts is generated on this sounds only board by receiving ac power input on J1 pins 3 and 4. You can measure the -12 volts by connecting your volt meter across zener diode CR5 (1N4742A).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MATERIALS NEEDED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*2 LED&#039;s, any color&lt;br /&gt;
*1 Resistor, 1k @ 1/4 watt&lt;br /&gt;
*1 Resistor, 330 ohm @ 1/4 watt&lt;br /&gt;
*1 Short piece of small diameter heat shrink tubing&lt;br /&gt;
&lt;br /&gt;
#Drill two pairs of holes 1/16&amp;quot; diameter and about 3mm apart at the locations as shown in the pictures. Be sure not to drill through any foil traces.&lt;br /&gt;
#The +12 volt LED will have the flat side (cathode) of the LED soldered to the ground trace coming from pin 6 of connector J1. You&#039;ll need to scrape a bit of green paint off of the trace first in order to solder it. The other lead of the LED will be soldered to one end of a 1k @ 1/4 watt resistor. The other end of the resistor will be soldered to pin 1 of connector J1 (the +12 volt source). Be sure to slide a short piece of heat shrink tubing over this end of the resistor before soldering since this lead will pass over a couple of traces. This will prevent the resistor lead from shorting to those traces and causing damage.&lt;br /&gt;
#The +5 volt LED will have the flat side (cathode) of the LED soldered to the ground trace coming from pin 6 of connector J1. You&#039;ll need to scrape a bit of the green paint off of the trace first in order to solder it. The other end of the LED will be soldered to one end of a 330 ohm @ 1/4 watt resistor. The other end of the resistor will be soldered to pin 5 of connector J1 (the +5 volt source).&lt;br /&gt;
#When finished, be sure to note that the flat sides of both LED&#039;s will be facing each other on the front side of the board. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80so_holes_front.JPG|300px|thumb|left|Holes drilled in front of board]]&lt;br /&gt;
[[File:Sys80so_holes_rear.JPG|300px|thumb|right|Holes drill in rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80so_LEDS.JPG|300px|thumb|left|LED&#039;s installed on board with flat sides facing each other]]&lt;br /&gt;
[[File:Sys80so_resistors.JPG|300px|thumb|right|Wiring on solder side of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====F2 Fuse Blows At Power Up on 80A games====&lt;br /&gt;
If the F2 fuse blows at power up, there is one overlooked problem that is good to check. This could also apply to 80B games, but a different fuse may blow.&lt;br /&gt;
&lt;br /&gt;
On the transformer panel, there is a pair of cement resistors are soldered to a solder tab, which is screwed down to a small square plastic post. Check to make sure that this has not been moved to another screw hole in the metal of the transformer panel. Screwing this line to the metal of the transformer panel ties one of the AC lines to ground. Since this line is shorted/tied to ground, it also has the side effect of making the bridge rectifier test bad, since there is a tab tied to ground when there shouldn&#039;t be one. It is likely that the bridge rectifier will test good as soon as the solder tab is moved to the correct place.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300&amp;gt;&lt;br /&gt;
File:sys80-f2-fuse-blows-issue-2.jpg|Correct place to screw the solder tab (on the square plastic post)&lt;br /&gt;
File:sys80-f2-fuse-blows-issue-1.jpg|Incorrect place to screw the solder tab. This causes a short.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MPU boot issues===&lt;br /&gt;
&lt;br /&gt;
There are a large and varied number of reasons that a System 80 MPU will fail to boot. Unfortunately, as has been said before, &amp;quot;this is not a Bally world&amp;quot;. That is, unlike &amp;quot;classic&amp;quot; Bally and Stern MPUs the System 80 MPU provides absolutely no indication as to why it may have failed to boot.&lt;br /&gt;
&lt;br /&gt;
Debugging a non-booting MPU is somewhat of an art. A few basic steps are listed below.&lt;br /&gt;
&lt;br /&gt;
#Ensure the power supply is providing a solid 5VDC power source&lt;br /&gt;
#Replace the orange electrolytic cap in the cabinet bottom if still original&lt;br /&gt;
#Take the board to the bench&lt;br /&gt;
#Examine the board for alkaline damage. Abate all alkaline corrosion.&lt;br /&gt;
#Ensure the reset section of the board is working. Pin 40 of the 6502 should begin &amp;quot;low&amp;quot;, then after about 1/2 second, transition to &amp;quot;high&amp;quot;. Note that the reset transition will be slightly longer if using a modern reset generator (ala DS1811) as outlined in subsequent sections&lt;br /&gt;
#Check the clock signals at the 6502. A logic probe will show a rhythmic pulse. An Oscilloscope should show the 3.58Mhz pulse. If the clock signal is not pulsing, work backwards through the 74xx logic all the way to the crystal if necessary&lt;br /&gt;
#Check the IRQ signal at the 6502. Ensure it isn&#039;t &amp;quot;stuck&amp;quot;. Only the 6532 RIOTs can pull the IRQ signal low. Once the 6502 software processes the IRQ, the 6502 will release the IRQ signal&lt;br /&gt;
#Check the R/W (read/write) signal at the 6502. Again, ensure it isn&#039;t stuck&lt;br /&gt;
#Check the address and data lines to ensure that they are pulsing&lt;br /&gt;
#Feel each of the masked ROM chips at U2 and U3 as well as the 6532 RIOT chips at U4, U5, and U6. If the IC is too hot to touch, it has probably failed and should be replaced. Note that the 6532 RIOTs run hot normally. If one is noticeably hotter than the other, that may be an indication of failure.&lt;br /&gt;
#Test each of the 74XX chips in the switch matrix (Z11 - Z15) using this [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit procedure].&lt;br /&gt;
#If the board has the original masked game ROM(s), replacement of those ROM(s) is advised. System 80 and 80A games used a 2716 originally at the PROM1 position (early games used dual 2708s at PROM1 and PROM2). System 80B games used a 2764 for the game ROM (which also replaces U2 and U3) and generally a 2716 at the PROM1 position. Of course, the ROM image can be doubled or even quadrupled so that it fits snugly into a larger capacitor ROM as long as that ROM footprint matches the OEM ROM footprint (number of pins)&lt;br /&gt;
#System 80B MPUs employ a &amp;quot;daughter card&amp;quot;. Fractured solder joints where the &amp;quot;riser pins&amp;quot; connect to the daughter card are often an issue. These joints can&#039;t be examined without removing the daughter card. And removing the daughter card is not trivial. If flexing the daughter card causes the board to boot or to crash, fractured solder joints are a solid suspect.&lt;br /&gt;
&lt;br /&gt;
====Power on &amp;quot;Thunk&amp;quot;====&lt;br /&gt;
Some System 80 games exhibit a &amp;quot;thunk&amp;quot; upon power up. The manifestation of this is the unpredictable lighting of lamps, running of motors, and actuation of coils / relays.  The symptom is unpredictable in that swapping either the driver or the MPU board might change the behavior. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;thunk&amp;quot; can be suppressed via a process detailed [http://www.flippers.com/gott-system80.html#thunk here] by John Robertson.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80 Driver Reset Front.JPG|thumb|left|300px|The addition of an MCP130-460HI/TO reset generator on the driver board.]]&lt;br /&gt;
[[File:Sys80 Driver Reset Back.JPG|thumb|right|300px|The addition of an MCP130-460HI/TO reset generator on the driver board w/ traces cut and jumpers run.]]&amp;lt;br&amp;gt;&lt;br /&gt;
As an alternative to John&#039;s approach, another method has been developed. The method employs the use of a reset generator tied to the &#039;&#039;&#039;CLR&#039;&#039;&#039; leg (pin 1) of the appropriate 74175 flip-flops (those that control devices that &amp;quot;thunk&amp;quot;). The reset generator is added to the front of the driver board in the upper right hand corner. There is a &amp;quot;star via&amp;quot; in this location. Solder should be removed from the star via exposing a through hole. Next, two very small holes should be drilled into the board on either side of the via. Make certain not to drill through traces on the solder side of the board, and that neither hole touches the &amp;quot;star via&amp;quot;. Next, scrape the solder mask from the two thick traces on the solder side which pass closest to the star via. These traces terminate at capacitor C1 on the driver board.  The closest trace is ground and the other trace is +5v. Next, place a MCP130-460HI/TO reset generator through the driver board. The center leg (&#039;&#039;&#039;RESET&#039;&#039;&#039;) will pass through the star via, while the outer legs will go through the newly drilled holes. The flat side of the reset generator should be facing the components on the driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
Next, bend the GND and 5V legs of the reset generator onto the appropriate traces where the masking was scraped.  Next, the traces on Z3, Z4, and Z5 should be cut between pin 1 and pin 16. This is the wide trace at the very top of the chip. Additionally, there is a thick trace to the right of pin 1 on Z4 which must be severed. After cutting this trace, pin 16 and the isolated trace must be tied together with a jumper.  This connects 5VDC to pin 16 of Z4. Now that pin 1 is isolated from 5VDC on chips Z3, Z4, and Z5, trace wire must be routed from the center leg (&#039;&#039;&#039;RESET&#039;&#039;&#039;) of the reset generator to pin 1 of each of these chips. Once this modification is completed, the coils associated with these chips will no longer be pulsed when the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Like the modification which John Robertson lays out, it may not be necessary to isolate pin 1 of Z3, Z4, and Z5 for every game. However, isolating these 3 chips accommodates most System 80/A/B games that use lamp transistors to pre-drive coils / relays. The game over and tilt relays will still pulse briefly upon turning the game on but that behavior is generally acceptable. Isolating pin 1 of Z1 and tying pin 1 to the reset line of the reset generator will resolve this residual behavior.&lt;br /&gt;
&lt;br /&gt;
Note that the trace wire shown in the pic on the right could have been routed more elegantly.  This was in part due to an afterthought in having Z3 tied to the reset generator.&lt;br /&gt;
&lt;br /&gt;
Since the &amp;quot;thunk&amp;quot; is really just a minor irritation, most owners do not think that the resolution is worth the effort. However, on some games, the thunk can be very annoying by pulsing the ball release coil under the lower apron. The result is a ball being served into the shooter lane, before the MPU board even boots up. Most System 80B Genesis games run the &amp;quot;Reveal Motor&amp;quot; as a result of the &amp;quot;thunk&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ResetGeneratorPinExplanation.jpg|thumb|left|300px|Part number explanation and pin configuration for various reset generators.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Other reset generators may be used as long as the pinout of the legs is observed. Shown at left is a snippet of the datasheet that explains reset generator part numbers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AlternateDethunkFront.jpg|thumb|left|300px|Using an MCP130-460DI/TO reset generator. Take care to drill the holes so that only one reset generator leg touches the star.]]&lt;br /&gt;
[[File:DethunkAlternateBack.jpg|thumb|right|300px|Jumpers are still connected to the &amp;quot;star via&amp;quot; but the new holes are drilled in different locations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One alternate reset generator to use is the MCP130-460DI/TO which is also used in the section that discusses System 80 MPU alkaline corrosion abatement. The installation is a bit different as is shown in the adjacent pictures. The (&#039;&#039;&#039;RESET&#039;&#039;&#039;) signal is on the left leg of the reset generator while Vdd (5VDC) is in the center and Vss (Ground) is on the right leg.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Erratic Boot Issues with Later 80B Games (Hot Shots, Bad Girls, and Big House)====&lt;br /&gt;
Some erratic boot issues have been observed with the following games: Hot Shots, Bad Girls, Big House, and Excalibur, however, the list of games may be more extensive.  The issues included are a locked on display with garbage characters shown, no display illuminating at all, sound board not booting (LED stuck on), locked on lamps, no controlled lamps, locked on coils, etc.  The source of the problem seems to stem from the fluorescent tube starter located in the backbox.  It is unknown why exactly this anomaly occurs.  Removal of the starter should resolve the booting issues.  Worst case scenario, remove the 110v panel fuse on the transformer panel use for the fluorescent light circuit.  Unfortunately, this is the only resolution known at this time.&lt;br /&gt;
&lt;br /&gt;
====Battery Leakage and Corrosion====&lt;br /&gt;
Like most any other pinball machine manufactured, Gottlieb® uses batteries to supply power to the non-volatile RAM memory.  Certain game settings, high score thresholds (including high score to date), audit information, and bookkeeping information are all options which are saved when the game is powered off.  And unless some kind soul, who worked on your machine before, either removed the battery and mounted it remotely away from circuit boards, or just plain removed the battery, there will be some variety of a 3.6v Nickel Cadmium (NiCad) rechargeable battery soldered onto your CPU board.  &lt;br /&gt;
&lt;br /&gt;
So, what&#039;s so bad about having a battery on the CPU board?  Well, nothing really, unless it&#039;s forgotten, and in most cases, it is.  While you let your pinball machine sit unplayed for weeks, months, or even years at a time, the battery remains perched on the circuit board like a ticking time bomb.  I&#039;m not saying the battery is going to blow up, although some replacement non-rechargeable batteries could overheat and / or explode if not correctly installed.  The battery is like a ticking time bomb, because it is a threat to the overall health of the electronic components, traces, and connectors attached to your CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now that I have your attention regarding the whole battery thing, let&#039;s talk about the battery, and what happens. . .&#039;&#039;&#039;WHEN GOOD BATTERIES GO BAD&#039;&#039;&#039;.  It&#039;s not that some batteries were born on the wrong side of the tracks or anything. Any good battery can go bad without much warning.  It takes time, but eventually you will find that your battery has crossed over to the &amp;quot;dark side&amp;quot;.  That particular time is typically when you turn your game on, the lights come on, and that&#039;s it.  The displays don&#039;t light up. The start up sounds don&#039;t resonant. And, the silver ball stays in its comfy little home.  Nada...nothing...no signs of anything resembling a fun game of pinball.  &#039;&#039;&#039;UH-OH!&#039;&#039;&#039; So what happened?  The pinball machine worked fine the last time you played it.  &lt;br /&gt;
&lt;br /&gt;
Well, while you were out having a good time and enjoying life, the poor, aged, neglected battery decided to wreak havoc all over the reset section, clock section, or possibly more regions on your CPU board.  The CPU battery spewing its guts all over the place is akin to the batteries in the flashlight you haven&#039;t turned on since the last power outage a year or two ago.  You go to turn on the flashlight when you need it most, and find out there&#039;s something wrong.  So being the curious type, you open the flashlight&#039;s battery compartment only to find some kind of blue-green funk leaking all over, or the batteries now look like they need a shave.  The resolution to the flashlight scenario is pretty simple. Throw it away, and buy a new one. Your CPU board problem can be resolved the same way, except it will be a lot more costly, and is not recommended to just pitch it in the trash. If the battery damage to the CPU board is not overly extensive, attempt to repair it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80A bat damage01.JPG|300px|thumb|left|Typical Battery Found on a System 80 CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s unfortunate, but every battery has a life expectancy.  The only silver lining is that some of the Ni-Cad batteries installed on Gottlieb® CPU boards can last longer than others.  Probably the worst culprit of board destruction is the &#039;&#039;&#039;Data Sentry&#039;&#039;&#039; pack, and its associated knock-offs.  This battery comes in a black rectangular plastic package.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB sys80A battery.jpg|300px|thumb|left|Typical Battery Found on a System 80A / 80B CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another battery pack style which looks very similar to the NiCad battery packs found in &amp;quot;old school&amp;quot; cordless phones.  It is actually three small NiCad cells wrapped separately in an orange poly material, which is wrapped in a outer white poly material.  These don&#039;t leak nearly as badly, but they still have the potential to fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Replacement nicad.jpg|300px|thumb|left|Typical NiCad Battery Which was Replaced]]&amp;lt;br&amp;gt;&lt;br /&gt;
The final common battery style is a what looks like an AA battery on steroids.  This style is a fraction longer and fatter than an AA battery&#039;s physical form, and has two soldered leads on either end.  If you find one of these, it means the battery was previously replaced.  The good news is that this battery is newer than the original. However, the same results of battery seepage can occur.  The only benefit of this type of battery is that it can be carefully cut (in most cases) from the board without removing the board from your game.  This is a plus if no battery damage has occurred.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80A bat damage03.JPG|300px|thumb|left|NiCad Battery Damage to a System 80A CPU Board&amp;lt;br&amp;gt;(Note:  This is considered very mild damage!)]]&lt;br /&gt;
[[File:Gtb sys80A bat damage04.JPG|300px|thumb|right|Damage from the battery may also occur on the back side of the board, especially on the edge connection fingers]]&amp;lt;br&amp;gt;&lt;br /&gt;
So what happens if you don&#039;t heed the above warnings, and the battery is allowed to remain on the board?  Plain and simple - &#039;&#039;&#039;THE BATTERY WILL LEAK!&#039;&#039;&#039;  It&#039;s only a matter of time.  Equally, the path of destruction is uncertain.  Batteries don&#039;t just leak - they release caustic, alkaline fumes.  These fumes attack wherever there is copper, even tinned or soldered copper.  The end results are:&lt;br /&gt;
&lt;br /&gt;
*solder joints which become green or gray and crusty as opposed to a shiny silver&lt;br /&gt;
*connectors which are also now green / gray or potentially broken&lt;br /&gt;
*solder mask, the green covering the electronic traces, on the circuit board has either flaked off or is partially delaminating (lifting)&lt;br /&gt;
*insulated wire becomes less flexible and brittle&lt;br /&gt;
*sometimes the alkaline &amp;quot;cloud&amp;quot; in the game&#039;s backbox causes every board in the head to be affected.&lt;br /&gt;
&lt;br /&gt;
Electronic components, related solder joints, circuit board traces, connectors, and even insulated wire will become unreliable and/or fail.  In all cases, the affected components are less conductive.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If battery damage has occurred, the related parts must now be replaced.  Attempting to remove soldered through components on the circuit board is now even more of a task.  The green / gray dull solder does not transfer heat well.  Battery damaged solder does not flow like clean solder.  Also, crimped connectors are more difficult to remove from their housings, and have a tendency to break before they can be successfully pulled out.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After all the effected electronic components are removed, the board must be treated.  This process starts by sanding the traces and solder pads until shiny copper is exposed.  It is worth mentioning that a battery damaged board can be treated by bead blasting instead of sanding, however, most people do not have access to such a machine.  After the copper areas of the board have been either sanded or bead blasted, an acidic bath of 50% vinegar and 50% (preferably distilled) water is applied to the board.  A small brush like a toothbrush can be used to scrub the board&#039;s area. The purpose of introducing an acid to the effected area is to neutralize what the battery has left behind.   The liquid and fumes from the battery are actually a base, not an acid.  Next, rinse the area of the board with water.  Once the board is clean, isopropyl alcohol (the higher the alcohol percentage the better) is applied to the same area to rinse away the acid bath, and hopefully dissipate any remaining water.  Finally, the board is either blown dry or air dried.  This may be a given, but &#039;&#039;&#039;DO NOT ATTEMPT TO APPLY POWER TO THE BOARD IF IT IS STILL WET!&#039;&#039;&#039;  Most liquids are conductive to some extent. After the previous steps are performed, the task of installing the new components begins.  If any traces or solder pads were damaged, see the [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 Repairing Traces] portion of this Wiki guide on to to fix them.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The point I&#039;m trying to ultimately make is this...regardless of age, shape, or form, &#039;&#039;&#039;remove the battery from the CPU board&#039;&#039;&#039;, as soon as it realized that there is a battery on the board.  If not, the board can be damaged, nonfunctional, and become more difficult or even impossible to repair.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
The first thing that should be done to any System 80 MPU is remove the rechargeable NiCad battery from the MPU board. All batteries leak. They are like ticking bombs. It is merely a matter of when they will leak and possibly damage (sometimes irreplaceable) boards.  &lt;br /&gt;
&lt;br /&gt;
There are at least &amp;lt;b&amp;gt;five&amp;lt;/b&amp;gt; methods of relocating and/or replacing the battery on a System 80/80A/80B MPU.&lt;br /&gt;
&lt;br /&gt;
*Remove the battery completely without replacing it. The 5101 memory will not store information from power-on to power-on and therefore, high scores, replay levels, and credits will be lost.&lt;br /&gt;
[[File:System80battery.jpg‎|300px|thumb|right|Remote Battery]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Mount a remote battery pack that uses standard AA batteries (x3) to protect your board.  A blocking diode must be installed (1N4004, although a 1N4001 will work just as well) to prevent the game circuitry from attempting to charge the batteries. Install the blocking diode in series with the positive lead of the battery pack, with the band oriented toward the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:MemorySuperCap.jpg‎|300px|thumb|right|Here a 5.5V, 1F Super Cap is used to retain 5101 memory for up to 30 days]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the battery with a 1F 5.5V &amp;quot;SuperCap&amp;quot;. The capacitor will never leak, will charge during power-on cycles, and will retain 5101 memory for about 30 days. If you&#039;ve sanded traces as was done in the picture, use a non-conductive material to cover the trace under the cap to ensure that the negative side of the cap doesn&#039;t short a trace (such as clear nail polish, green overcoat pen, electrical tape, or fishpaper). Cut the tape in a circular shape and poke the capacitor leads through it so it can&#039;t fall off in the future. (Electric tape is notorious for slipping.)  An alternate solution would be get a piece of fishpaper insulator, cut that into a circle and poke holes in it for the capacitor leads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:GTB Sys80 H Mem Cap.JPG|300px|left|thumb|Alternate method for installing a memory cap]]&lt;br /&gt;
[[File:GTB Sys80 H Mem Cap Back.JPG|300px|right|thumb|Tying the negative lead of the memory cap to the negative pad on the MPU board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The memory cap can also be installed in the two leftmost holes, where the Ni-Cad battery formerly resided.  The negative lead of the memory cap will then have to be tied to the negative (ground) through hole of the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Remotely mount a replacement NiCad battery in a location that, should it leak, won&#039;t damage valuable circuit boards.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:GottliebCR2032.jpg‎|300px|thumb|left|a CR2032 Lithium &amp;quot;Button Cell&amp;quot; Battery Installed]]&lt;br /&gt;
[[File:GottliebBlockingDiode.jpg‎|300px|thumb|right|A 1N4004 Blocking Diode Installed &amp;quot;inline&amp;quot; with the Positive Connection]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the original NiCad battery with a Lithium button cell CR2032 battery and holder. The holes for the original battery can be repurposed to connect the button cell holder and to add the &amp;lt;b&amp;gt;necessary&amp;lt;/b&amp;gt; blocking diode in the positive side of the circuit.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Using a Reset Generator for the CPU Reset Section ====&lt;br /&gt;
If you find that the battery has leaked, alkaline damage can be cleaned up, traces repaired, and new components installed with kits available from several sources, including Great Plains Electronics.&lt;br /&gt;
&lt;br /&gt;
An alternative to replacing a great many of the components is to use the Dallis/Maxim DS1811 reset generator. The DS1811-10 has a typical trip point of 4.35VDC. You may also use the Microchip Technology equivalent, part number [http://www.greatplainselectronics.com/proddetail.asp?prod=MCP130-460DI%2FTO MCP130-460DI/TO], available from Great Plains Electronics. Remove all reset section components, clean up residual alkaline damage, add four jumpers, and install the reset generator as pictured below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After jumpers and the reset generator are added, make certain there is continuity between the three legs of the reset generator and the appropriate locations on the circuit board.  Below is a list of the reset generator legs and the board locations.  Pin 1 of the reset generator is the left leg, when the flat side of the unit is facing towards the user.&lt;br /&gt;
&lt;br /&gt;
*Pin 1 of reset generator to pin 2 of Z4&lt;br /&gt;
*Pin 2 of reset generator to +5VDC line (lower leg of C2)&lt;br /&gt;
*Pin 3 of reset generator to ground (upper leg of C2)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=500px heights=500px perrow=2 caption=&amp;quot;Using the Dallas Maxim 1811 Reset Generator&amp;quot;&amp;gt;&lt;br /&gt;
File:Dallas_Maxim_Reset_scaled.JPG|A System 80 MPU with alkaline damage repaired/cleaned. Reset circuitry replaced with the much simpler Dallas Maxim 1811&lt;br /&gt;
File:Gtb sys80 reset gen jumpers updated.png|Illustrated picture of components to remove, keep, and jumpers to add.&lt;br /&gt;
File:Dallas_Maxim_Reset_scaled_with_markup.JPG|The same image, but with indications of jumper locations (yellow dots) and where to install the Dallas Maxim 1811, flat side facing the bottom of the board. &amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Note: View at full resolution&amp;lt;/b&amp;gt;&lt;br /&gt;
File:S80ResetCircuitDS1811Mine.png | Schematic, updated to reflect DS1811 implementation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80 Corrosion Area Parts Identification&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:System80CorrosionAreaPartsIdentification.jpg|1000px|center|System 80 Corrosion Area Parts Identification]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys80 MCP120 Reset Gen.JPG|300px|left|thumb|MCP120 reset generator installed with 4.7K pullup resistor]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a reset generator with an internal pullup resistor (MCP130 series) is not available, an MCP120 reset generator can be installed.  However, an external resistor must be installed between the reset and +5v.  The easiest location to install the resistor is between the through hole where the top leg of Q4 was, and through hole where the bottom leg of Q2 was.  In the adjacent image, an MCP120-460DI/TO is installed with the 4.7K 1/4 watt external pullup resistor highlighted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When installing this type of reset generator, remove all of the components, and add all of the jumpers related to the installation of an MCP130-460DI/TO reset generator.  Adding the external pullup resistor is the only additional step.  Failure to add the pullup resistor will result in the reset signal not going high, and the board will not boot.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TC1 Test Connector Connectivity Table====&lt;br /&gt;
[[File:TC1ContinuityTestChart.png|300px|thumb|left|TC1 Connectivity Table. Click for slightly larger image.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The table at left indicates connections between the 6502 microprocessor and the TC1 test connector. This may be useful when debugging corroded MPU boards.&lt;br /&gt;
&lt;br /&gt;
The signal at each TC1 pin is also shown.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slam Switch Modification ====&lt;br /&gt;
In order to test the CPU board on the test bench, a modification must be made to the CPU board to make the CPU think that the slam switch is closed. If the CPU thinks that the slam switch is not closed, the CPU will not complete the boot process, instead booting into a mode where the displays flicker all zeros at a very rapid rate (System 80 and 80A). See the image [[Gottlieb_System_80#Open_Slam_Switch | here]] for a depiction of what you&#039;ll see.  When the slam switch is open on a System 80B game, (the appropriate games where the slam switch is supposed to be closed), an &amp;quot;OPEN SLAM SWITCH&amp;quot; message will be shown on the display.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gottlieb® designed the slam switch as a normally closed switch. That is, the switch must be closed for the machine to operate normally. When a brute kicks the machine, the slam switch will open from the inertial force on the weight attached to the switch, and the slam switch will open. Since the CPU is on the bench, we need a way to have this switch closed at all times to properly test the board.&lt;br /&gt;
&lt;br /&gt;
Additionally, slam switches themselves fail. It&#039;s a good idea to implement this change as a preemptive fix for slam switch failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Slammod.png|300px|thumb|left|Slam Switch Mod]]&amp;lt;br&amp;gt;&lt;br /&gt;
The slam switch can effectively be permanently closed by making a small solder bridge across two traces to the right of Z26 (which is on the lower right side of the CPU board). To permanently close the switch, remove the solder mask by scraping with a sharp knife or screwdriver. Create the solder bridge between the two now bare traces. This change will connect pin 13 of Z26 to ground, permanently closing the switch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DefeatSlamSwitch.jpg|300px|thumb|left|Alternative Slam Switch Mod]]&lt;br /&gt;
[[File:Z26RemovedSlamSwitch.jpg|300px|thumb|right|Z26 removed. One can easily see that the two methods of defeating the Slam switch are equivalent.]]&amp;lt;br&amp;gt;&lt;br /&gt;
An alternate method of achieving the same results is to solder a clipped resistor leg across the bottom of capacitor (C30) and resistor (R20), both immediately to the left of Z26.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Ni-WumpfSlamMod.jpeg|300px|thumb|left|Slam Switch Mod for Ni-Wumpf CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
To permanently close the slam switch on a Ni-Wumpf CPU board, you need to connect pin A1J5-10 to ground on the board.  This picture shows how to do this from the back of the board by soldering a jumper wire.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the last 4 Gottlieb® System 80B games were released with normally open slam switches.  Do not perform the slam switch modification on these games.  This includes the following games:&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bonebusters, Inc.&lt;br /&gt;
*Night Moves (made by International Concepts using the 80B board set)&lt;br /&gt;
&lt;br /&gt;
Regardless of what platform the game is based on, there is only one slam switch used in a System 80/80A/80B game.  It is the weighted switch located on the coin door.  There is some confusion that the ball roll tilt and weighted tilt switch on the playfield are slam switches.  They are not.  These switches along with the pendulum tilt are all tilt switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== System 80B Daughter Board Solder Joints ====&lt;br /&gt;
[[File:GTB sys80B CPU.JPG|300px|thumb|left|A typical System 80B MPU Board, showing the location of the &amp;quot;daughter board&amp;quot;.]]&lt;br /&gt;
[[File:System80BFracturedJointsDaughterCard.jpg|thumb|right|300px|A closeup of Gottlieb® System 80B Daughter Board Male Header Pins with fractured solder joints. This board was cleanly removed from the CPU with great care.]]&lt;br /&gt;
Games with System 80B MPUs feature a &amp;quot;daughter board&amp;quot; to accommodate the 2764 game ROM as shown in the picture on the left. The daughter board connects to the MPU board at the location occupied by U3 in System 80/80A MPUs, via a 24-pin male header. That connection is a two-sided solder joint that can fail. As can be seen in the picture at right, these same header pins connect to the daughter board via a single sided solder joint. Since the daughter board is cantilevered over both the former location of U2 and U3, pressing on this board over time commonly results in fractured solder joints (as seen, right) at the single sided joint and sometimes at the two-sided joint.&lt;br /&gt;
&lt;br /&gt;
Typical symptoms of fractured solder joints at this location are failure to boot, random resets, and random lockups. Sometimes pressing on the daughter board will &amp;quot;fix&amp;quot; the issue temporarily. This is a sure indication of cracked solder joints.&lt;br /&gt;
&lt;br /&gt;
Correction of this issue is easier said than done. And, if you do not possess the tools, skills, and experience to desolder the daughter board, this task is best left to a professional pinball circuit board repair technician. Desoldering the 24 male header pins from the delicate solder pads without damaging the pads or pulling traces is non-trivial.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Continuity Chart of Pinouts for Damaged U2 / U3 Area=====&lt;br /&gt;
It is far too easy for inexperienced technicians to tear up the traces or eyelets at positions U2 and U3 when attempting to remove the daughter board from the System 80B MPU.  If the traces or through holes are damaged, clearly they must be repaired.  Nearly all of the signals which pass from U2 and U3 continue on to the 3 RIOTs at U4, U5, and U6 and also to the PROM 1 position. Below is a handy chart which can be used to ensure continuity between critical parts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U2 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U3 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U4, U5 &amp;amp; U6 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U1&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Signal&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A7&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A6&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A5&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A4&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A3&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A2&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A1&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A0&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D0&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;32&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;32&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D1&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;31&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;31&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D2&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1,21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;GND&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D3&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D4&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;28&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;28&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D5&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;27&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;27&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D6&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;26&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;26&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D7&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;19&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;19&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z12 Pin 10&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 12&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;/BAB12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z7 Pin 10&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;22&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;22&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A9&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;23&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;23&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A8&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;24&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;24&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;+5V&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====System 80B Daughter Board Replacement Options=====&lt;br /&gt;
[[File:U2U3AdapterGPE.jpg|300px|thumb|left|Replacement daughter board engineered by Great Plains Electronics. &#039;&#039;Image used with permission from Great Plains Electronics.&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Great Plains Electronics produced a better replacement daughter board. This board is designed to be installed in both the U2 and U3 sockets, eliminating the problem of board flex and cracked solder joints with the daughter board. Unfortunately, it is no longer available. If it needs to be installed on an MPU (especially where the U2/U3 chips are not socketed for easy removal), it is recommended to desolder the chips, fit the replacement board into quality machine pin sockets, then fit the entire assembly into the MPU board for soldering. The board is also designed with redundant traces for all but a few of the signals, as almost all signals are present at both the U2 and the U3 sockets.&lt;br /&gt;
&lt;br /&gt;
Pinitech has another replacement option called [https://www.pinitech.com/products/gottlieb_piggydeux.php Piggy Deux], but at the time of writing, it is not currently available. This module fits into the TC1 test socket near top of the MPU, which saves a lot of trouble by not requiring removal or repair of the original daughter board. The 2764 EPROM chip simply needs to be removed from the original daughter board and installed into the Piggy Deux module.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====An Alternate to the Daughter Board on System 80B MPU Boards=====&lt;br /&gt;
[[File:GTB Sys80B Alt D-Board.jpg|thumb|left|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 (Genesis)]]&lt;br /&gt;
[[File:GTB Sys80B Raven No D-Board jecourie.jpg|thumb|right|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 (Raven)]]&lt;br /&gt;
[[File:GTB Sys80B Alt D-Board_Back.jpg|thumb|left|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 - Back Side (Genesis)]]&lt;br /&gt;
[[File:GTB Sys80B Raven No D-Board back jecourie.jpg|thumb|right|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 - Back Side (Raven)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:GTB_Sys80B_Alt_D-Board_Cut_Trace.jpg|thumb|left|300px|Trace cut on an 80B MPU Board with an MCM68766 PROM installed at U3 (Genesis)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Connecting a logic probe to the MPU ====&lt;br /&gt;
A great place to source power for your logic probe while diagnosing the board is across the filter capacitor in the vicinity of connector J1. Connect the black lead of your logic probe to the negative lead of the capacitor for ground. Connect the red lead of your logic probe to the positive lead of the capacitor for 5V. The red lead can also connect to E1, the vertically-aligned 5V jumper wire, below the 6502 chip. Take care to ensure that the clips don&#039;t short to adjacent components.&lt;br /&gt;
&lt;br /&gt;
==== Using a PC Power Supply For Bench Testing ====&lt;br /&gt;
The MPU board is much easier to work on if it is removed from the backbox and placed on the test bench. An AT-style PC power supply can be used to power the MPU board on the bench. &lt;br /&gt;
&lt;br /&gt;
Obtain an old PC power supply. If you don&#039;t have an old computer laying around, head on off to the thrift store and pick one up. Remove the power supply from the case by unscrewing the appropriate screws. Be careful not to unscrew the power supply case itself.&lt;br /&gt;
&lt;br /&gt;
[[File:PowerSupply.png|300px|thumb|left|Power Supply]] &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Clip one of the connectors from the power supply wire bundle and clearly mark on the power supply box the value of each of the colored wires from the power supply. Typically, the yellow wire is 12V, red is 5V, and the black is ground. Strip insulation from the end of the red wire and the black wire as the System 80 MPU requires only 5V and ground to boot. Use alligator clips to connect 5v and ground to the appropriate J1 connection. I use larger alligator clips to make the connection easier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:MPUPower.png|300px|thumb|left|J1 Connector]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mark connector J1 where the positive and negative (common) connection is for the five volts from the computer power supply. The ground connection is on the top of the connector, the 5V connection is on the bottom. The image shows A1J1 with the markings. I took the picture with the board still mounted in the machine. Connect the 5v supply with alligator clips to the positive connector on J1 and the black wire (ground) to the negative connector of J1.&lt;br /&gt;
That&#039;s it! you&#039;re good to go!&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====List of Acceptable TTL Chip Substitutes on a System 80 CPU Board====&lt;br /&gt;
Several years ago, Ed from GPE replied to a System 80 chip substitution question on rec.games.pinball [http://groups.google.com/group/rec.games.pinball/msg/86f37cb479ece4c4 here] and later on Pinside [https://pinside.com/pinball/forum/topic/gottlieb-system-80-chip-replacement#post-4139713 here]. The info from those responses are summarized below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Most of the parts can be freely substituted.  But many cannot.  The clock oscillator circuit (Z3) is one example of a part that cannot be subbed.  Also, some IC&#039;s have hefty loads and cannot be subbed (some of the 7404&#039;s and a 7432).  The 7474 in question on this board can be freely subbed with a 74LS74 or a 74HCT74.  I went through all the standard logic devices on the Gottlieb System 80 MPU.  Based on loading and output characteristics, this is what I get as valid subs for the System 80 MPU.  Of course, substituting some of the parts will ripple through and allow others to be substituted as well - but this can get quite convoluted.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Chip Designation&lt;br /&gt;
!Part #&lt;br /&gt;
!Substitute (Y/N)&lt;br /&gt;
!Acceptable Substitutes&lt;br /&gt;
|-&lt;br /&gt;
|Z1 || 4528 || N ||&lt;br /&gt;
|-&lt;br /&gt;
|Z2 || 7474 || Y || 74LS74 and 74HCT74&lt;br /&gt;
|-&lt;br /&gt;
|Z3&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; || 7404 || ? || Possibly 74LS04 and/or 74F04; See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z4 || 4081 || N ||&lt;br /&gt;
|-&lt;br /&gt;
|Z7 || 74LS04 || Y || 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
|Z8 || 7402 || Y || 74LS02 and 74HCT02&lt;br /&gt;
|-&lt;br /&gt;
|Z9 || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z10&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt;  || 74LS05 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z11&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z12&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z13&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z14&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z15 || 7432 || Y || 74F32 and 74S32&lt;br /&gt;
|-&lt;br /&gt;
|Z16&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt;  || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
||Z17 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z18 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z19 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z20 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z21 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z22 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z23 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z24 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z25 || 74154 || Y ||74LS154 and 74HCT154&lt;br /&gt;
|-&lt;br /&gt;
||Z26 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z27 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z28 || 74LS139 || Y ||74HCT139&lt;br /&gt;
|-&lt;br /&gt;
||Z29 || 7416 || Y ||7406&lt;br /&gt;
|-&lt;br /&gt;
||Z30 || 7416 || Y ||7406&lt;br /&gt;
|-&lt;br /&gt;
||Z31&amp;lt;sup&amp;gt;(6)&amp;lt;/sup&amp;gt; || 7408 || Y ||74LS08&lt;br /&gt;
|-&lt;br /&gt;
||Z32 || 7417 || Y ||7407&lt;br /&gt;
|-&lt;br /&gt;
||Z33 || 74154 || Y ||74LS154 and 74HCT154&lt;br /&gt;
|-&lt;br /&gt;
||Z34&amp;lt;sup&amp;gt;(7)(8)&amp;lt;/sup&amp;gt;  || 7404 || Y ||74LS04, see note below&lt;br /&gt;
|-&lt;br /&gt;
||Z35&amp;lt;sup&amp;gt;(7)&amp;lt;/sup&amp;gt;  || 7404 || Y ||74LS04&lt;br /&gt;
|-&lt;br /&gt;
||Z36 || 4069 || N ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Note: Z3 cannot use a 74HC04 or 74HCT04, since these have &amp;quot;high impedance inputs&amp;quot; and won&#039;t work properly in an oscillator circuit. A 74LS04 should work, and possibly 74F04, but the better candidate would be a 74LS04. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; Note: Untested, but it may be possible to use an 74LS00 or 74HCT00 at Z10 in place of 7405. However, this will defeat the ability to test the MPU using the [https://www.greatplainselectronics.com/proddetail.asp?prod=120-102 QuickScan80 tester].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; Note: Z11 &amp;amp; Z12 only have to sink ~2mA, so they might be able to be replaced with 74LS04, but this might result in noisy switching.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; Note: Z13 &amp;amp; Z14 are in the switch matrix. 74LS00 might a possible substitute, but substitutions can result in noisy switching, and isn&#039;t recommended here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt; Note: If Z18, 20, and 22 are 74175, do not substitute.  If Z18, 20, and 22 are 74LS175 or 74HCT175, acceptable subs are 74LS04 and 74HCT04.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(6)&amp;lt;/sup&amp;gt; Note: Z31 can use 74LS08. 74HCT08 can be used as well, but 74HCT08 is not a good board-to-board driver, and isn&#039;t the best option here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(7)&amp;lt;/sup&amp;gt; Note: 74HCT04 can be used at Z34 &amp;amp; Z35 as well as 74LS04, but 74HCT04 is not a good board-to-board driver, and isn&#039;t the best option here. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(8)&amp;lt;/sup&amp;gt; Note: Had issues with a 74LS04 installed at Z34 in a Haunted House. The side effects were the lower playfield VUK would fire and partially lock on when the lower playfield 5-bank drop target would reset.  Also, the 5-bank drop target would continuously tried to reset when the lower playfield VUK switch was closed. The issue acted as if there was a switch matrix issue, but there wasn&#039;t.&lt;br /&gt;
&lt;br /&gt;
====Replacing the quartz crystal with a TTL Oscillator====&lt;br /&gt;
&lt;br /&gt;
Alkaline corrosion may damage the board in such a way that it&#039;s advantageous to replace the original quartz crystal oscillator with a TTL oscillator.&lt;br /&gt;
&lt;br /&gt;
[[Image:Clock_logic_sys80.jpg|300px|thumb|left|Clock section of the system 80 MPU]]&lt;br /&gt;
[[Image:oscillator.jpg|300px|thumb|right|The original crystal, Z3, and a few resistors may be replaced with a 900 kHz TTL Oscillator that is packaged like this 16Mhz version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 clock signal is produced by a 3.57Mhz crystal, a few resistors, and Z3 (a 7404). Z2 divides the clock by 4, resulting in a clock signal of approximately 900 KHz, which is provided at pin 9 of Z2.&lt;br /&gt;
&lt;br /&gt;
[[Image:CrystalGuts.jpg ‎|300px|thumb|left|The &amp;quot;guts&amp;quot; of an original S80 crystal. The quartz crystal is the round &amp;quot;disk&amp;quot; like part. It is sandwiched between two electrodes]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a 900 KHz TTL oscillator can&#039;t be obtained, a 1MHz oscillator works perfectly fine and gives your pin a 10% speed bump. Game play shouldn&#039;t be impacted, as long as the game doesn&#039;t have a timer related feature that was implemented via software timing, like Timeline. Even games like Timeline are minimally impacted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Clock_system80_vorher.jpg|300px|thumb|left|The original clock section as found on every System 80, 80A and 80B MPU]]&lt;br /&gt;
[[Image:Clock_system80_nachher.jpg|300px|thumb|right|The clock section after installing a TTL oscillator. Note that pin 1 of the oscillator is upper left in this image.]]&amp;lt;br&amp;gt;&lt;br /&gt;
To accomplish this mod, remove the following parts&lt;br /&gt;
*Y1 (Crystal)&lt;br /&gt;
*Z2 (TTL 7474)&lt;br /&gt;
*R3, R4 and R5 (the three resistors above Z2). &lt;br /&gt;
&lt;br /&gt;
Z3 is still required for other functions. Leave it in place. Install the DIP-14 oscillator (4-pins) into position Z2, with the ‘dot’ (pin 1) in the upper left corner. Since the clock signal previously emanated from Z2 pin 9, install a jumper (or solder bridge) between pin 8 and pin 9 of the original Z2 position. This connects the oscillator output to pin 9.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Using a WDC 65C02 in a System 80/80A/80B MPU====&lt;br /&gt;
[[File:65C02.png ‎|300px|thumb|left|Gottlieb® System 80 MPU using a WDC 65C02, requiring a 3K resistor between pin 36 and 5V. In this case, 5V is picked up from pin 8 of the 65C02]]&amp;lt;br&amp;gt;&lt;br /&gt;
Western Design Center (WDC) has reproduced the 6502 in a CMOS version designated 65C02. It works perfectly in all System 80 MPUs with one modification. Pin 36 of the 65C02 must be pulled up to Vcc (5VDC) via a 3K (or 3.3K) pull-up resistor. Pin 36 (BE) is the &amp;quot;bus enable&amp;quot; input which allows external control of the 65C02 busses. Pin 36 is unused by original 6502s and not connected to anything on System 80 MPU boards. Simply tack soldering a 3 - 3.3K resistor between pin 36 and a 5VDC trace will do the trick. An easy place to pick up 5VDC is pin 8 of the 65C02, as pictured at left&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Aftermarket Test Devices====&lt;br /&gt;
=====Great Plains Electronics (GPE) QuikScan80=====&lt;br /&gt;
[[File:QS80.jpg|300px|thumb|left|The Great Plains Electronics QuickScan 80 (no longer available)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video demonstrating both the GPE QS80 tester (NLS) and the Marco Test ROM in a PiniTech Test Device can be found [https://youtu.be/M58CB1xar6s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
The venerable QuickScan80, developed by Ed Kryzicki of Great Plains Electronics many years ago, is an excellent tool for testing every aspect of System 80/80A/80B MPU system operation. Unfortunately, this test device is no longer being manufactured with little prospect of ever being produced again.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Marco&#039;s Test ROM=====&lt;br /&gt;
[[File:PiggyDeux.jpg|400px|thumb|right|The Pinitech &amp;quot;PiggyDeux&amp;quot;]]&lt;br /&gt;
The Marco test ROM was developed by Marco Albus. It is easily paired with a chip carrier called [https://www.pinitech.com/products/gottlieb-piggydeux.php the &amp;quot;PiggyDeux&amp;quot; (developed by Pinitech)], but is not often available.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marco test ROM blink indications:&#039;&#039;&#039;&lt;br /&gt;
* May barely blink once at power on. This is just an artifact.&lt;br /&gt;
* Blink one time to indicate software is running.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by one blink indicating 5101 CMOS memory tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by two blinks indicating U4 6532 RIOT tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by three blinks indicating U5 6532 RIOT tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by four blinks indicating U6 6532 RIOT tested good.&lt;br /&gt;
* LED will continue to blink at about 1Hz as long as power is applied.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Marco&#039;s Test ROM Download&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:Download.png|link=File:MarcoSystem80MPUTestROMv33.zip]] Marco&#039;s test ROM can be found [[Media:MarcoSystem80MPUTestROMv33.zip|&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]].&amp;lt;br&amp;gt;&lt;br /&gt;
Many thanks to Marco for making this test ROM available.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====GoRaT80 Test Device=====&lt;br /&gt;
[[File:GoRaT80.jpg|300px|thumb|left|The LISY Project&#039;s GoRaT80 Test Device and Daughter Card Substitute]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another recent (May, 2025) addition to the System 80 test arsenal is the GoRaT80 (Gottlieb ROM and Test for System 80) designed by the [https://lisy.dev/gorat80.html LISY project].&lt;br /&gt;
&lt;br /&gt;
This handy board can carry Leon&#039;s Test ROM or Marco&#039;s Test ROM as well as replace original game ROMs in the same manner as the (no longer available) Pinitech &amp;quot;PiggyDeux&amp;quot;. The ROM image to execute is selected via DIP switches 3 and 4 on the device.&lt;br /&gt;
&lt;br /&gt;
Documentation in the manual indicates that DIPSW 4 ON maps test ROM software into the address space.&amp;lt;br&amp;gt;&lt;br /&gt;
Turning DIPSW 3 and 4 on maps game ROM software into the address space.&lt;br /&gt;
&lt;br /&gt;
This method is quite flexible as any two 64K images can be mapped into the normal address space occupied by U2/U3 (System 80/80A) or the daughter card (System 80B).&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating Marco&#039;s TEST ROM as well as TX Sector game ROMs in the GoRaT80 Test Device can be found [https://youtu.be/01MrEt6DLq8 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Resets===&lt;br /&gt;
System 80 games sometimes exhibit &amp;quot;resets&amp;quot;, especially when high power coils fire. Assuming you&#039;ve updated the power supply grounds and reflowed or replaced the header pins on the Power Supply, there are a few typical causes for System 80 resets.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 bad caps.JPG|300px|thumb|right|Gottlieb® System 80A Filtering Capacitors]]&amp;lt;br&amp;gt;&lt;br /&gt;
#The 12VDC filter capacitor in the cabinet bottom which, if still original, should always be replaced. Originally, this was a 6800uf/25V capacitor. Replace with a 6800uf to 12,000uf/25V cap such as [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=RCT123M025V3550B&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat=| this one] from Great Plains Electronics. The filtered 12VDC is regulated down to 5VDC on the power supply board.  Note that some games have two of these capacitors (as shown). Note: purchase a [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=VR3A&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= VR3A capacitor clamp] from Great Plains Electronics when replacing the large capacitor for a clean looking job.&lt;br /&gt;
#The bridge rectifier that originates the 12VDC&lt;br /&gt;
#Missing, broken, or failed coil diodes&lt;br /&gt;
#Poor 5VDC power connections between the power supply and the MPU. The female connector on the MPU connects 5VDC to the MPU via molex crimp-on pins and a &amp;quot;double-wide&amp;quot; edge connector pad. Ground is connected in the same way. But you&#039;ve done the ground mods, right?&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A / 80B Resets====&lt;br /&gt;
A failed or failing reset board can &#039;&#039;cause&#039;&#039; resets.  The reset board may cause problems all of the time, or just when the game is under stress, like multiball.&lt;br /&gt;
&lt;br /&gt;
To see if the reset board is the problem, disconnect it.  If disconnecting the reset board resolves the issue, there are two fixes:&lt;br /&gt;
&lt;br /&gt;
* Replace the large caps (C3 and C4).  These have dried out over the years and screw up the timing of these boards.&lt;br /&gt;
* Leave the reset board disconnected&amp;amp;mdash;if someone will always be in the general vicinity of the game to turn it off should the CPU lock up.&lt;br /&gt;
&lt;br /&gt;
When first trying to get a System 80A or System 80B game to boot properly, it is best to disconnect the reset board until the game is working.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Electrolytic capacitors C3 and C4 are both 470 uf @ 16 volts. C1 is a 47 uf @ 16 volts. Be careful when unsoldering these capacitors as the foil traces are very delicate. The connector pins also develop bad solder joints so it is wise to resolder it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Updating a dual game PROM MPU (1st generation) to a single game PROM configuration (2nd generation)===&lt;br /&gt;
&lt;br /&gt;
As noted earlier, the first five system 80 games used both sockets at PROM1 and PROM2, populating them with 512 byte masked ROMs. Should one of these ROMs fail, replacements might be obtainable, but they are becoming more pricey, more difficult to find, and are still prone to failure as they age.&lt;br /&gt;
&lt;br /&gt;
A more flexible solution would be to update the MPU to use a single 2716 UVEPROM at the PROM1 socket. &lt;br /&gt;
&lt;br /&gt;
Modifications must be made to both the solder side and the component side of the board. See the pictures below.&lt;br /&gt;
&lt;br /&gt;
Component side modification:&lt;br /&gt;
#Cut the trace that extends from the left of Z10 between pins 6 and 7. A Dremel with a &amp;quot;ball shaped&amp;quot; cutter bit works beautifully for this. In the second picture below, the cut has already been made. I&#039;ve filled the cut hole with black Sharpie! to better show the location of the cut.&lt;br /&gt;
&lt;br /&gt;
Solder side modifications:&lt;br /&gt;
#Cut the traces leading to PROM1 socket, pins 19 and 21. Again, the cuts have been highlighted with black Sharpie!&lt;br /&gt;
#Jumper from the PROM1 socket, pin 19, to the PROM2 socket, pin 21 (connects A10)&lt;br /&gt;
#Jumper from the PROM1 socket, pin 21, to the PROM1 socket, pin 24 (connects +5V to Vpp)&lt;br /&gt;
#Jumper from the PROM1 socket, pin 22, to the PROM2 socket, pin 18 (connects A9)&lt;br /&gt;
#Jumper from Z10, pin 13 to the via just below and to the right of Z9 (when viewing the back of the board)&lt;br /&gt;
&lt;br /&gt;
The MPU board is now configured for any System 80 game. All that remains is to acquire a 2716 EPROM containing the game&#039;s code. When using the original ROM images, which are 512 bytes, the DOS command to combine them is shown below. Note that in addition to combining the ROM images, this command also &amp;quot;doubles&amp;quot; the image so that it fills the 2716 EPROM. Modify as appropriate to match the file names.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;&lt;br /&gt;
copy /b prom1.bin + prom2.bin prom1.bin + prom2.bin combined.716&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This should result in a 2K image as shown by the computer&#039;s file manager&lt;br /&gt;
&lt;br /&gt;
A 2732 EPROM may also be used, even if the game doesn&#039;t require a 2732. This is possible because a 2732 has the same number of pins as a 2716. Build the EPROM image for a 2732 in much the same way, by doubling the 2716 image.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;&lt;br /&gt;
copy /b combined.716 + combined.716 combined.732&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This should result in a 4K image as shown by the computer&#039;s file manager&lt;br /&gt;
&lt;br /&gt;
The MPU may also be used in a System 80A game if U2/U3 are updated, and in a System 80B game if considerably more mods are made which frankly, just aren&#039;t worth it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px perrow=2 caption=&amp;quot;System 80 1st Generation to 2nd Generation Board Updates&amp;quot;&amp;gt;&lt;br /&gt;
File:DremelBallCutter.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Dremel Tool with &amp;quot;Ball Cutter&amp;quot;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Z10TraceCut.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut in trace extending Left from Z10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PROM2-to-PROM1JumpersAndTraceCuts.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;PROM2-to-PROM1 Socket Cuts and Jumpers&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Z10-Pin13-to-ViaJumper.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper connecting Z10, pin 13 to a &amp;quot;via&amp;quot;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Using a 2732 at the PROM2 position in a System 80B MPU===&lt;br /&gt;
====...in games that &amp;quot;normally&amp;quot; use a 2716====&lt;br /&gt;
It is easy to use a 2732 at position PROM2 with an MPU jumpered to use a 2732 for a game that normally populates that position with a 2716. Simply &amp;quot;double-up&amp;quot; the 2716 ROM image, and burn it into a 2732.&lt;br /&gt;
&lt;br /&gt;
The DOS command to accomplish this is ... &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;copy /b image.2716 + image.2716 image.2732&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====...using an MA-1133 or MA-774 MPU in games that REQUIRE a 2732====&lt;br /&gt;
Some System 80B games require 4K of code space at PROM 2, which dictates a 2732 EPROM. An MPU built to use a 2716 EPROM at PROM2 can be modified to work, as is discussed below. &lt;br /&gt;
&lt;br /&gt;
The CPU schematics of game manuals, such as &amp;quot;Bad Girls&amp;quot; and &amp;quot;Big House&amp;quot;, state that E3 is directly connected to AB15 (address bus 15).  However, there is no mention of the factory modification (outlined below) performed on CPU boards stamped MA-1133.  Equally, should the user have an MA-774 CPU board, (used in games starting with Chicago Cubs Triple Play and ending with Robo-War), this modification can be performed to use the board in the following games.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Excalibur&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bone Busters, Inc.&lt;br /&gt;
*Night Moves (made by International Concepts using the 80B board set)&lt;br /&gt;
&lt;br /&gt;
PROM2 is actually located at the socket marked &amp;quot;PROM 1&amp;quot; on the PCB. The area on the board marked &amp;quot;PROM 2&amp;quot;, which has solder pads but no socket, is a legacy carried over from the first generation System 80 CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following information was taken from a service bulletin located in the back of the 1992 Gottlieb® parts catalog.  This modification makes AB15 available to PROM 2, allowing the use of a 2732 EPROM at this position. &lt;br /&gt;
&lt;br /&gt;
This procedure can be used in reverse if you have an MA-1133 board and you need to use a 2716 at position PROM2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Procedure:&lt;br /&gt;
#If jumper E4 is installed, remove it. You will find the top of the E4 jumper located immediately to the right of the socket marked &amp;quot;PROM 1&amp;quot;.&lt;br /&gt;
#Install a jumper at E3. This connects the pad marked E3 to the dual pad marked E4.&lt;br /&gt;
#On the solder side of the board, follow the trace from the pad marked E3 Southeast 1/8 inch, then South about 1/2 inch to a via. &lt;br /&gt;
#Find this via on the component side of the board. It will extend to the left to another via.&lt;br /&gt;
#Cut the trace between the two vias.&lt;br /&gt;
#On the solder side of the board, install a jumper from TC1, pin 35 to the right solder pad of the via which was just cut.&lt;br /&gt;
#All other jumpers should remain installed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px perrow=2 caption=&amp;quot;System 80B PROM 2 2732 Update&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB_sysS80b_2732_prom2_front.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;E4 removed, E3 installed, and trace cut below E3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB sysS80b 2732 prom2 back.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper from TC1 pin 35 to E3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Alternate Method&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an easier and cleaner method that allows the use of a 2732 ROM at the PROM2 position. This method is also easier to revert back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&lt;br /&gt;
#Remove jumpers E3 and E4 which are located to the right of the socket marked &amp;quot;PROM1&amp;quot;. &lt;br /&gt;
#On the solder side of the board, install a jumper wire from TC1, pin 35, to either the upper pad marked E3 or the lower pad marked E4. These two pads are connected together on the component side of the board.&lt;br /&gt;
#All other jumpers should remain installed.&lt;br /&gt;
#Leave all traces intact. No cuts!&lt;br /&gt;
#That&#039;s it! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px perrow=2 caption=&amp;quot;System 80B PROM 2 2732 Update (Alternate Method)&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB Sys80B Alt Jump2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Both jumpers E3 and E4 are removed.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sys80B Alt Jump.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper from TC1 pin 35 to either upper E3 pad or lower E4 pad.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid problems===&lt;br /&gt;
&lt;br /&gt;
====The Driver Board====&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 drvr pw.png|300px|thumb|left|The System 80A / 80B Driver Board]]&lt;br /&gt;
The System 80 Driver board is responsible for all controlled lamps, relays, and &amp;lt;b&amp;gt;all solenoids&amp;lt;/b&amp;gt; in the game. The CPU controls the driver board operation via a simple interface between A1J4 on the CPU and A3J1 on the driver board.  Although the driver board went through some minor changes over the years, the same board can be adapted for all of the System 80 platforms.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
To control the games&#039; total of 52 &#039;&#039;&#039;lamp circuits&#039;&#039;&#039;, the interface provides &amp;quot;device select&amp;quot; signals for each of the 74175s (Quad-D Flip-Flops) on the driver board, and 4 &amp;quot;bits&amp;quot; of data that is loaded (or &amp;quot;clocked&amp;quot;) into a particular 74175 via the aforementioned device selects. Each lamp is driven discretely by a particular output of a particular 74175, which in turn drives an MPS-A13 or MPS-U45 transistor, (NDS-U45 transistors were used in place of MPS-U45s in some cases). &amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It is noteworthy that there are some dedicated transistors, which control specific game relay coils across the System 80 / 80A platforms.  Relays such as the game over, tilt, and coin lockout relays are controlled by Q1, Q2, and Q3 respectively.  The tilt and game over relays use the same designation for the System 80B platform, however, the use of a coin lockout relay was abandoned by this time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_drvr_board_coin_ctrs.JPG|300px|thumb|left|Driver Board with Coin Counter Transistors Highlighted ]]&amp;lt;br&amp;gt;&lt;br /&gt;
To control the games&#039; &#039;&#039;&#039;solenoids circuits&#039;&#039;&#039;, the driver board uses signals directly from the CPU to enable transistors on the driver board which turn on up to 9 solenoids.  For solenoid control, the driver board uses MPS-U45, 2N3055, and 2N6043 transistors.  Starting and ending with the System 80 platform, (games from Spiderman to Haunted House), three transistors were reserved to drive optional mechanical coin counters. These mechanical coin counter solenoids and associated transistors are: solenoid 3 (Q54), 4 (Q55), and 7 (Q56). Starting with the System 80A platform, (Devil&#039;s Dare), these transistors were no longer reserved for coin counters, and were used for other functions. Equally, the 3 diodes associated with these 3 transistors were changed to 3 zero ohm jumpers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The games&#039; &#039;&#039;&#039;sound&#039;&#039;&#039; signals (S1, S2, S4, S8) also pass through the driver board at Z13, a 7404 Hex Inverter. See below for S16 and S32.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Repurposed Driver Board Circuits====&lt;br /&gt;
[[File:Gtb under pf transistor.JPG‎|300px|thumb|left| A Typical Remote Transistor Mounted Under the Playfield]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since quite a few System 80 games employ more than 9 solenoids, and since the original driver board design will drive a maximum of 9 solenoids, Gottlieb® repurposed some lamp outputs to drive &amp;quot;under-playfield transistors&amp;quot; which drive additional solenoids.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb ma1011 trans board.JPG‎|300px|thumb|left| A Typical Transistor Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once playfields became littered with numerous &amp;quot;under-playfield transistors&amp;quot;, Gottlieb® opted to merge some of these transistors into a transistor driver board.  The transistor driver board started to appear on Gottlieb® games nearly midway through the System 80B platform, with the game Victory.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sound S16 and S32 signals are also repurposed lamp outputs. For instance, Haunted House and Black Hole both repurpose L9 to S16. Robo-War repurposes lamp 4 to S16. Note that S16 is not consistently implemented across the System 80 family. Note also that references to the usage of S32 are difficult to find.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:Sys80 driver screws.JPG|300px|thumb|left|Nuts / Screws Which Secure the 2N3055s Collector to Drive Line]]&lt;br /&gt;
[[File:System80-2N3055.jpg ‎|300px|thumb|right|If the metal casing of the transistor is not &amp;quot;making&amp;quot; with the trace it is connected to, the solenoid will not fire.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Make certain to inspect and tighten the screws which secure the 2N3055 TO-3 transistors to the driver board.  Specifically, the screws / nuts as marked in the pic.  They tie the transistor cases (collector) to the respective solenoid drive lines.  If these cases are not secured, the transistors will not function as intended.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Remote Mounted Transistors==== &lt;br /&gt;
[[File:UnderPFTransistor.jpg|300px|thumb|left|Under Playfield Transistor, with Emitter, Base, and Collector Labeled]]System 80 games have nine dedicated solenoid circuits on the driver board. To overcome this limitation, Gottlieb® added remote, high current transistors, mounted to brackets under the playfield. A lamp drive transistor is generally used to &amp;quot;pre-drive&amp;quot; the larger solenoid drive transistor. However, there are instances where a solenoid drive transistor is used to pre-drive a remotely mounted transistor. In later games, Gottlieb® Premier began to add (up to) three transistors on PCBs. These PCBs were mounted behind the game&#039;s lamp insert panel or on the side wall of the lower cabinet. While other games, such as Monte Carlo, have a large metal bracket installed under the playfield with 6 transistors installed, and a common ground on the collector of the metal bracket.  With 80B games, the game&#039;s diagnostics will drive these transistors during solenoid test, otherwise, they are typically driven during lamp test.&lt;br /&gt;
&lt;br /&gt;
On System 80 games, under playfield transistors were originally 2N5875s or 2N5879s. The failure rate of the original transistors tends to be rather high. Thirty years is a long time for a transistor of that technology. Should one fail, it can be replaced with one of its beefier siblings, a &amp;lt;b&amp;gt;2N5880, 2N5883 or 2N5884. An MJ2955&amp;lt;/b&amp;gt; can also be used.&lt;br /&gt;
&lt;br /&gt;
System 80B games used a mix of 2N5879 transistors and MJ2955 transistors to drive flash lamps and coils.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:RemoteTransistors.jpg|300px|thumb|left|An image/schematic/explanation (click)]]&amp;lt;br&amp;gt;&lt;br /&gt;
A ground wire is always connected to the tip of the transistor (collector) and leads to ground. On System 80 games, this wire is green/yellow (Gottlieb® wire color code 54).  On 80B games, ground wires are plain white with no trace (Gottlieb® wire color code 9).&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;emitter&amp;quot; should be connected to the lug of the coil that has the non-banded side of the diode facing it (black-blue-blue in this picture).&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;base&amp;quot; should be connected to the drive wire from the driver board (brown-red-red in this picture).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; Solenoids which use a remote mounted transistor cannot be enabled by temporarily grounding the pre-drive transistor&#039;s tab to ground. This test is typically performed to check the integrity of the wiring from the drive transistor to the solenoid.  This test however does not confirm if the drive transistor is good or not. &amp;lt;br clear=all&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
=====Remote Mounted Transistor Update=====&lt;br /&gt;
[[File:Remote transistor circuitry.png|left|thumb|300px|Gottlieb® Remote Transistor Circuit]]&lt;br /&gt;
During the run of Black Hole, Gottlieb® released a service bulletin recommending that the existing 10Kohm pullup resistor be changed to a 4.7Kohm resistor when changing from a 2N5875 to a 2N5879 or equivalent.  Affected Black Hole games were marked serial number 6271 to 9160.  However, there were several games prior to and after Black Hole, where a pullup resistor was never installed.  And, don&#039;t always bank on the playfields installed in a game being original to the cabinet&#039;s serial number.  Case in point is a recently acquired Black Hole where the main playfield had a factory pull up resistor for the ball release coil transistor, but the 3 coils on the [http://www.pinwiki.com/wiki/index.php?title=Black_Hole#Pull_Up_Resistors_Added_to_Remote_Transistors_.28Centrally_Located.29_on_Lower_Playfield lower playfield which use remote transistors] did not have the pull resistors added.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Pullup circuitry.png|left|thumb|300px|Gottlieb® Remote Transistor Circuit w/ Pull Up Resistor Upgrade]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is highly recommended to add this resistor.  This upgrade will decrease the chances of particular solenoids, which use a remote mounted transistor, from locking on when the game is powered up. The 4.7K resistor is soldered to the base of the remote mounted transistor, and then tied to the 24vdc solenoid bus.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Power On &amp;quot;Thunk&amp;quot;====&lt;br /&gt;
Due to the driver board design, certain solenoids and / or relays can pulse briefly as soon as a game is turned on.  To rectify the issue, please refer to the [[#Power_on_.22Thunk.22|Power on Thunk]] section above.  This applies to potentially all System 80/80A/80B games, where the solenoid / relay signal passes through one of the 74175 chips on the driver board.  &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Correcting Solenoid Problems====&lt;br /&gt;
Gottlieb&#039;s implementation to control solenoids was, at a top level, identical to every other game manufacturer. Power is present at the coil, sometimes routed through the &amp;quot;Game Over&amp;quot; relay. A path to ground is switched on by a transistor which is enabled by upstream TTL logic. For the System 80 platform, this TTL logic is located on the MPU board. Signals are conveyed from the MPU to the driver board via the A1J4-to-A3J1 wire harness. These signals directly switch a path to ground on for one of the 9 designed-in solenoid circuits.&lt;br /&gt;
&lt;br /&gt;
As noted above, to accommodate game implementations needing more than 9 solenoids, Gottlieb repurposed some of the lamp driver circuits, driving 2N5875 (generally) transistors either screwed to the bottom of the playfield, or located on dedicated transistor boards. &lt;br /&gt;
&lt;br /&gt;
Solenoid problems can be divided into two simple categories, solenoids that do not engage and solenoids that are &amp;quot;locked on&amp;quot;. Correcting these two situations is discussed below.&lt;br /&gt;
&lt;br /&gt;
=====Solenoid Doesn&#039;t Turn On=====&lt;br /&gt;
&lt;br /&gt;
First, note that not all solenoids are always tested by the built in solenoid diagnostics. The first example of this is the coin counter solenoids (numbered 3, 4, and 7). To avoid artificially incrementing the coin drop counters, these coils are not pulsed. Other coils may be pulsed during lamp test. This is most often the case with System 80B games, using repurposed lamp driver circuits.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;b&amp;gt;Problem Determination Procedure&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
With the game turned on and a game started, use a DMM to measure for coil power at the coil lug (generally either 24 or 38VDC). Power should be present at both lugs of the coil. If present on the coil lug attached to the banded side of the diode and not present at the coil lug attached to the non-banded side of the diode, then the coil winding or it&#039;s attachment to one of the coil lugs is open.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Next, test paths to ground for the coil. Attach a wire with clip leads to game ground. Any green wire with yellow stripe will work fine. First, &amp;lt;b&amp;gt;BRIEFLY&amp;lt;/b&amp;gt; touch the other end of the wire to the &amp;lt;b&amp;gt;non-banded&amp;lt;/b&amp;gt; side of the coil lug. The coil should pull in. If it does not, then either the coil winding is open or the coil wire is not securely attached to the coil lug. Next, identify the driver board transistor that switches ground for the solenoid in question. &amp;lt;b&amp;gt;BRIEFLY&amp;lt;/b&amp;gt; touch the other end of the wire to the tab (MPS-U45 or 2N6043) or case (2N3055) of that transistor. The solenoid should pull in. If it does, this proves the path from the coil to the transistor, but doesn&#039;t prove anything about the transistor. If it doesn&#039;t pull in, then there is a break in continuity between the transistor and the coil. Likely suspects are the connector pins, the IDC connection of the wire to the connector, and the actual wire itself.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
At this point in the process, we know that the coil has power, and the path to ground via the transistor is valid. The next step is to test the actual transistor. &lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::Testing an MPS-U45 (or NDS-U45) or an MPS-A13 transistor&lt;br /&gt;
:::*Set the DMM to diode check&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for one of the flanking legs.&lt;br /&gt;
:::*A measurement between 1.2 and 1.4 should be displayed for the other flanking leg.&lt;br /&gt;
:::*Readings outside of these ranges (generally dead shorts, sometimes opens) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
:::Testing a 2N6043 transistor&lt;br /&gt;
:::*Set the DMM to diode check&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for each flanking leg&lt;br /&gt;
:::*Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
[[File:TO-3Case2N3055.jpg|300px|thumb|right|Emitter, Base, and Collector parts of a TO-3 form transistor, like the 2N3055. Note that the emitter and the base pins are closer to one end of the TO-3 case.]]&lt;br /&gt;
:::Testing a 2N3055 transistor&lt;br /&gt;
:::*Set the DMM to diode check.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the metal casing of the transistor.&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the legs in turn.&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for one of the legs.&lt;br /&gt;
:::*A measurement of &amp;quot;null&amp;quot; (no reading) should be displayed for the other leg.&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the &amp;quot;base&amp;quot; lead of the transistor.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the other lead of the transistor (the &amp;quot;emitter&amp;quot;).&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the case of the transistor (the &amp;quot;collector&amp;quot;).&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed.&lt;br /&gt;
:::*Readings outside of these ranges (generally dead shorts, sometimes opens) indicate the part has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video demonstrating each of these transistors being tested can be found [https://youtu.be/CcDe95uUVvo?si=ILbopV5R9Oct6POR &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;ol start =4&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Test the output signal from the MPU at the driver board. This test completes the test of the driver board circuitry. If this test doesn&#039;t identify a problem, then the problem must lie upstream with the inter-board harness or on the MPU board itself. With a logic probe, and the game in solenoid test, probe the following points for solenoids 1 through 9. 1 - non-banded side of CR6, 2 - R53, 3 - non-banded side of CR2, 4 - non-banded side of CR4, 5 - R56, 6 - R59, 7 - non-banded side of CR4, 8 non-banded side of CR1, 9 - non-banded side of CR5. With the game in Solenoid test, each solenoid should be pulsed in order, with the pulse easily detectable with a logic probe on the appropriate spot. Note that the coin counter solenoids will not be pulsed in test, and games that don&#039;t use every solenoid won&#039;t pulse unused solenoid circuits. Consult the manual for solenoid numbering for a particular game.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Test the output signal of the TTL circuitry on the MPU. Solenoids 1 through 9 are all enabled via signals from Z29 and Z30 on the MPU board. Both ICs are 7416s. Z29 pins 2, 4, 10, and 12 drive solenoids 1 through 4 respectively. Z30 pins 2, 4, 6, 10 and 12 drive solenoids 5, 6, 8, 9, and 7 respectively (note the order is not strictly ascending). If the output signal on the MPU is present, but the signal is not present on the driver board, then the problem is probably the inter-board connector.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Solenoid Locked On=====&lt;br /&gt;
&lt;br /&gt;
A solenoid (or flasher) that is &amp;quot;locked on&amp;quot; is caused by coil power having a continuous path to ground. Remember, coil power is always present at the coil when a game is started and the game over relay is powered (for System 80/80A/80B games). 99.9% of the time, this continuous path to ground is caused by a shorted drive transistor; either an under-playfield transistor, a transistor on a transistor board, or a transistor on the driver board itself.&lt;br /&gt;
&lt;br /&gt;
Generally, a locked on coil will heat up, burn through the insulation on the coil windings, and cause direct shorts between windings. This effectively reduces the length of the wire and hence, the resistance. Once the resistance is reduced to less than 2 ohms or so, the continuous current through the transistor and the coil cause both to be irreparably damaged. For this reason, if you find a transistor shorted, check the associated coil. Likewise, if you find a coil shorted, or with significantly reduced resistance (ohms), check the associated transistor.&lt;br /&gt;
&lt;br /&gt;
Some solenoid driver circuits, like solenoid 8 that uses a 2N3055, are &amp;quot;pre-driven&amp;quot; by an MPS-U45 (or NDS-U45). Be sure to test the associated pre-driver transistor too.&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
Lamp problems are common with most any pinball machine, and Gottlieb® System 80/A/B games are no exception.&lt;br /&gt;
&lt;br /&gt;
For controlled and GI lamps, Gottlieb® System 80/A/B games use either a #44 or #47 lamp.  The choice of which lamp to use is the preference of the game owner.&lt;br /&gt;
&lt;br /&gt;
For games with flash lamps, a #67 bulb is used.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended &#039;&#039;&#039;not&#039;&#039;&#039; to replace or remove lamps with the power to the game on.  There are primarily two reasons for this.&lt;br /&gt;
#Some lamp sockets must have their mounting brackets bent back to access the bulb for replacement.  In turn, the potential of inadvertently shorting one lamp socket to another is possible.&lt;br /&gt;
#Lamps are constructed of an equal balance of glass and conductive metal.  If a bulb slips out of one&#039;s grasp when trying to remove or install with the power on, there are many areas in the bottom of the cabinet, where the metal of the bulb can short across.  A short across other circuits could potentially lead to other unplanned or otherwise unnecessary repairs needed to perform.&amp;lt;br&amp;gt;&lt;br /&gt;
So in short, change or remove bulbs with the game&#039;s power off, just to be safe.&amp;lt;br&amp;gt;&lt;br /&gt;
All System 80 games have three separate lamp circuits, and some have a fourth.  The circuits are comprised of:&lt;br /&gt;
*General illumination for the backbox&lt;br /&gt;
*General illumination for the playfield&lt;br /&gt;
*Controlled lamps for primarily the playfield, although, there can be four controlled lamps located in the backbox (shoot again, high score game to date, tilt, and game over), depending on the era of the game.&lt;br /&gt;
*Auxiliary lamps used for effect, such as chaser lamps used around the backglass border of Mars God of War and Black Hole.  Auxiliary lamps are not used on all games.  Jump to the [[#Auxiliary_Lamp_Driver_Boards | Auxiliary Lamp Board section]] to see what games use auxiliary lamps.&lt;br /&gt;
&lt;br /&gt;
Below are several approaches used to determine the source of a lamp problem, and how it can be resolved.&amp;lt;br&amp;gt;  &lt;br /&gt;
      &lt;br /&gt;
====Bad Bulbs====&lt;br /&gt;
The first thing when troubleshooting lamp problems, and this may seem blatantly obvious, but determine whether the lamp is good or not.  The bulk of all lamp problems are simply burned out light bulbs.  Always try a known good bulb as the solution first. Don&#039;t rely on the bulb being brand new either.  The ratio of brand new, bad bulbs is slim, but there is that chance a new bulb is not good.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Dying battery.JPG|thumb|left|300px|Making certain an old 9v battery is putting out an acceptable lower voltage]]&lt;br /&gt;
[[File:Testing bulb.JPG|thumb|right|300px|Testing a 6v bulb with a dying 9v battery]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bulbs used in a System 80/A/B game are powered by ~6 volts, (the exception is the bulbs powered for the lower [[#Replacing_Black_Hole_Lower_Playfield_Illumination_Lamps_with_.2344_Lamps | playfield illumination on Black Hole and Haunted House]]).  A great way to quickly test a bulb is to use a dying 9v battery.  Don&#039;t use a fresh 9v battery, or you will shorten the life of the bulb.  Find a battery that is roughly putting out 7v - 8.25v.  An old battery from a smoke detector works pretty well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place the tip of the bulb on one of the battery terminals, and cock the outer metal casing of the bulb to touch the other terminal.  Orientation of the bulb with regards to the positive and negative terminals does not make a difference in this case.  Do not hold the bulb across the battery terminals for very long.  Just long enough to determine if the bulb&#039;s filament is lighting or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may also use a known working socket to test bulbs in...but that requires the game to be on while testing...which always presents some risk and is not recommended.  However, if there is no other option but to use a known good socket for testing bulbs, the preferred method is to use a socket located in the backbox lamp insert panel.  This unfortunately does not pertain to 65% of the System 80B games, because a fluorescent lamp was used for backbox illumination for them.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Games that have not been played in a long time develop a film of corrosion between the lamp &amp;quot;nipple&amp;quot; and the lamp socket which prevents conductivity. Simply removing the lamp and scratching the nipple with something abrasive (like rubbing it on the lockdown bar receiver) may fix many &amp;quot;lamp out&amp;quot; problems. In some cases, a light socket cleaning stick (available from the Pinball Resource [http://www.pbresource.com/tools.html here]) may be useful for cleaning the lamp socket. Gottlieb® lamp sockets are comparatively beefy and do not fail often.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Lamp Power Issues====&lt;br /&gt;
Next, make certain there is power at the lamp socket.  The game will have to be turned on for the following procedures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====General Illumination Lamp Power Issues=====&lt;br /&gt;
GI lamps are powered by ~6VAC.  When testing a GI lamp socket for power, each lead of the DMM (now set in AC mode) will be placed on the two leads of the lamp socket.  If there isn&#039;t power at the lamp socket, suspect a bad fuse first.  Keep in mind that the playfield GI and backbox GI for System 80, 80A, and a few 80B games (the first 3 80B games and the last 2), have two separate fuses located on the transformer board in the bottom of the cabinet.  These are typically higher amperage rated fast-blo fuses. The backbox GI on a System 80 game is always on when the game is turned on.  If the backbox GI fuse is good, and no backbox lights are lit, the inline connection which feeds the GI could possibly be bad.  Unfortunately, this connection is not standard from game to game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80TiltRelayAnnotated.jpg|thumb|left|300px|Gottlieb® System 80 Tilt Relay with GI Lamps/Tilt Lamp Make-Break Switch Highlighted. This tilt relay is from a Gottlieb® Spiderman]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The playfield GI is always powered on too, except when the game is in tilt mode.  If the game was not tilted and /or the tilt switches are not stuck closed, check the switch stack on the tilt relay.  These switches can sometimes get bent or misaligned.  If the playfield GI fuse is good and the tilt relay switches are good, the inline connections may be suspect.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the fuse to a particular GI circuit is bad, and continues to blow every time a new fuse is installed, a short is probably causing the issue. A shorted lamp GI circuit is probably the worst and most difficult lamp related issue to resolve.  In most cases, the GI power lines are uninsulated wiring, which make them susceptible to shorted circuits.  First, determine if the GI short originates on the backbox lamp insert or on the playfield.  GI shorts on the playfield are typically more common than backbox lamp insert shorts.  Pop bumper lamps are generally not CPU controlled, and are included in the playfield GI string (some System 80B games are the exception, [http://www.ipdb.org/machine.cgi?id=1975 RoboWar] being an example).  Also, depending on the game, star rollover lamps and kickout hole lamps are sometimes part of the playfield GI circuit.  Consult the game manual for these particulars.&lt;br /&gt;
&lt;br /&gt;
Although it can be a pain and time consuming, the best approach is to remove all of the bulbs in the associated shorted GI string.  In removing all of the bulbs, we are trying to isolate whether the problem is a bad, defective bulb, or one of the GI power lines is shorting.&lt;br /&gt;
&lt;br /&gt;
=====Controlled Lamp Power Issues===== &lt;br /&gt;
Controlled lamps are powered by ~6VDC.  When testing a controlled lamp socket, the red lead of the DMM (now set in DC mode) will be placed on the lamp socket mounting bracket.  The bare wire soldered to the lamp socket&#039;s mounting bracket is the power bus not the ground bus, so be careful.  The black lead of the DMM will be placed on ground. If working under the playfield, the ground plate in the bottom of the cabinet is a good place to connect to ground.  If working in the backbox, find where one of the green wires with a yellow trace is screwed to the metalwork, and place the lead on it.  Depending on the game, System 80 side rails, lockdown bar assemblies, and other associated trim metalwork, except the coin door, were not grounded from the factory like Bally, Williams, and Stern.  Therefore, using any of these as a ground reference is not recommended.  Gottlieb® did start grounding the metalwork at the start of the System 80A platform.&lt;br /&gt;
&lt;br /&gt;
If there isn&#039;t any power at the lamp socket, suspect a bad fuse first.  The controlled lamp circuit has a separate fuse on the transformer board, and is normally a 5 amp slo-blo fuse.  If the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_fuses fuse tests fine], there is a separate set of switch leaves on the tilt relay, which pass the controlled lamp power to the playfield lamps.  Inspect and adjust these switches if necessary. If the controlled lamp fuse and the switches on the tilt relay both test good, there may be an issue with the source power connection to the rectified DC circuit on the game transformer board. Unfortunately, System 80/80A/80B used different connector designations for controlled lamp source power for different games. Consult the game manual / schematics to find the source of 6VDC on the transformer board power supply.&lt;br /&gt;
&lt;br /&gt;
If the fuse for the controlled lamps is bad, and continues to blow after a new fuse is installed, suspect a bad controlled lamp bridge rectifier.  The lamp bridge rectifier is located on the transformer board.  Please see the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier Testing a Bridge Rectifier] portion of the PinWiki guides. Before testing the bridge rectifier, try to isolate it as much as possible.  By isolating it, this will minimize the possibly skewed readings caused by attached devices (lamps and the power transformer).  Two key things to do would be to remove the lines which connect the bridge to the playfield and backbox lights, and remove the controlled lamp fuse. Keep in mind that a bridge rectifier can fail in such a way where it may not blow the controlled lamp fuse.  Although, a failed bridge blowing a fuse is a tad more common than not.&lt;br /&gt;
&lt;br /&gt;
If all of the above tests good, there may be a short on the controlled lamp bus line.  This is not a very common occurrence, but it can happen.  Inspect the underside of the playfield for any wires or brackets touching the controlled lamp bus line, which shouldn&#039;t be touching.&lt;br /&gt;
&lt;br /&gt;
====Bad Lamp Sockets====&lt;br /&gt;
Third, determine if the lamp socket is good.  Some games have been through the wringer, and the sockets didn&#039;t hold up too well due to abuse, a damp environment, or other various reasons.  Start by turning the &#039;&#039;&#039;power to the game off&#039;&#039;&#039;.  If the socket has some corrosion, try using a lamp socket cleaning tool first.  If a lamp socket cleaning tool is not available, a small wire brush used for cleaning copper fittings, a rolled up piece of 220 grit sandpaper, or a Dremel tool with a small wire brush attachment can all be used.  After the socket has been cleaned, place the bulb in the socket for the following procedures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If testing a &#039;&#039;&#039;GI lamp&#039;&#039;&#039; socket, use the dying 9v battery trick again. Remove the fuse of the particular GI circuit which the lamp socket being tested is located.  Connect the terminals of the 9v battery to the bulb socket with alligator clip leads.  Be careful not to short the alligator clips to each other at the battery&#039;s terminals.  Equally be very careful not to short the clip leads to an adjacent switch on the pinball machine, or anything else for that matter.   One clip will connect to one side of the socket, and the other lead will go to the other side of the socket.  &#039;&#039;&#039;DO NOT ALLOW THE BATTERY TO STAY CONNECTED VERY LONG&#039;&#039;&#039;.  Since this is a GI lamp circuit, other lamps in the string will be powered by the battery.  If the battery is connected to the string for too long, the battery will start to get hot.  The battery does not have enough power to light a string of bulbs for very long.  The lamp may only glow dimly, but that is enough to determine if the socket is good or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If testing a &#039;&#039;&#039;controlled lamp&#039;&#039;&#039; socket, remove all of the connector housings from the bottom of the driver board first (A3-J2/J3/J4).  Then remove the fuse for the controlled lamp circuit.  Clip one lead of the battery to the lamp socket mounting bracket and the other to the solder tab.  The orientation of the negative and positive leads of the battery terminals makes no difference.  Again, keep the battery connected just long enough to see if the lamp lights to determine whether the lamp socket is good or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Issues====&lt;br /&gt;
=====Lamp(s) Will Not Turn On=====&lt;br /&gt;
So, the bulb is good; the socket is good; there&#039;s power at the socket; and the lamp still won&#039;t light.  Well, this occurrence can only really happen if there is a controlled lamp involved.  If all three of the above things apply, it can only mean one thing - the bulb is not getting properly grounded, and will not turn on.  The source of this problem may be due to several different issues.  But, it is best to start at the bulb socket, and work backward towards the CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Determine if the connector and wiring from the output of the driver board to the lamp socket is good.  While the wires are usually solid, the single sided edge connectors are a frequent cause for loss of conductivity. Simply &amp;quot;buzzing&amp;quot; the connection from the lamp socket back to and onto the driver board may uncover the issue.  With the power off, check the continuity between the solder tab of the lamp socket and the collector (right leg) of the associated lamp transistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is continuity, it’s time to test the transistor. Transistors fail &amp;quot;open&amp;quot; (lamp never lights) and &amp;quot;shorted&amp;quot; (lamp is constantly on). A simple comparison of &amp;quot;diode check&amp;quot; readings between &amp;quot;same type&amp;quot; transistors on the driver board can identify failed transistors. &lt;br /&gt;
&lt;br /&gt;
Testing an &#039;&#039;&#039;MPS-A13&#039;&#039;&#039; transistor.&lt;br /&gt;
#Set your DMM to diode test&lt;br /&gt;
#Place the &amp;lt;font color=Red&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/font&amp;gt; lead of your DMM on the center leg&lt;br /&gt;
#Place the &#039;&#039;&#039;black&#039;&#039;&#039; probe on left leg (viewing the component side of the board). That leg should read about 1.3&lt;br /&gt;
#Move the &#039;&#039;&#039;black&#039;&#039;&#039; probe to the right leg. That leg should read about .7&lt;br /&gt;
#Readings close to these, or even similar to adjacent like components, indicate a good component. Failure to obtain these readings means the component has failed.&lt;br /&gt;
&lt;br /&gt;
Testing an &#039;&#039;&#039;MPS-U45&#039;&#039;&#039; transistor (or &#039;&#039;&#039;NDS-U45&#039;&#039;&#039; or &#039;&#039;&#039;CEN-U45&#039;&#039;&#039; which are equivalents).&lt;br /&gt;
#Set your DMM to diode test&lt;br /&gt;
#Measure on the solder side of the board, with J5 and J6 oriented toward you&lt;br /&gt;
#Place the &amp;lt;font color=Red&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/font&amp;gt; lead of your DMM on the center leg&lt;br /&gt;
#Place the &#039;&#039;&#039;black&#039;&#039;&#039; probe on left leg. That leg should read about 1.3&lt;br /&gt;
#Move the &#039;&#039;&#039;black&#039;&#039;&#039; probe to the right leg. That leg should read about .7&lt;br /&gt;
#Readings close to these, or even similar to adjacent like components, indicate a good component. Failure to obtain these readings means the component has failed.&lt;br /&gt;
&lt;br /&gt;
[[File:ReplacingMPS-U45WithMPS-A13.jpg|300px|left|thumb|An NDS-U45 replaced by the less expensive MPS-A13. This replacement is advised ONLY if the transistor drives a single lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80/80A/80B architecture does not utilize a lamp matrix. Controlled lamps are driven by individual transistors on the driver board, exactly like Gottlieb® System 1 games and Bally/Stern 6800 games. Driver board operation is pretty simple. The CPU places a signal on Logical Device lines 1 through 4 (LD1...LD4) and &amp;quot;strobes&amp;quot; the appropriate 74175 device select pin to latch the LDx values into the 74175 Quad FlipFlop&#039;s outputs. These outputs then drive the associated transistor(s) on, providing a path to ground for the lamp. That&#039;s all there is to it.&lt;br /&gt;
&lt;br /&gt;
The transistors on the driver board are a mix of 2N6043s, MPS-U45s (or NDS-U45s), 2N3055s, and MPS-A13s. 2N6043s drive coils. Generally, the MPS-U45 transistors drive coils, pre-drive coils via remote mounted transistors and 2N3055s, or drive more than one lamp. The 2N3055s drive coils (in some cases, not all 3 of these are used in a game). The MPS-A13s generally drive a single lamp.&lt;br /&gt;
&lt;br /&gt;
MPS-A13 transistors are still widely available and cheap. MPS-U45s are obsolete but may be replaced with CEN-U45 transistors [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=cen-u45&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= available from Great Plains Electronics] and Mouser.  A much cheaper MPS-A13 may sometimes be substituted for the less common and more expensive MPS-U45, as shown in the pic at left for Q22. Although this will work, you must ensure that the transistor is driving only a single lamp. This obviously limits the &amp;quot;portability&amp;quot; of the driver board. If Q22 were used to switch anything other than a single lamp on, it will be destroyed. Substitute with caution. &lt;br /&gt;
&lt;br /&gt;
2N6043 transistors used on the driver board are still available but becoming pricey. 2N6043s can be replaced by a TIP-102.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A nice convention Gottlieb® used with System 80 games is that lamp &amp;quot;n&amp;quot; is driven by transistor &amp;quot;n+1&amp;quot; on the driver board. This is always true.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the transistor tests fine, a gate on the 74175 may be bad, which is rare but does happen. Use a logic probe on the input and output of the associated lamp gate to check definitively.  Again, comparing the signal between different drive pins can help identify a failed driver circuit. 74175s can easily and reliably be tested using the procedure in the &amp;quot;General for all games&amp;quot; section, [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit here].  &lt;br /&gt;
&lt;br /&gt;
If more than one controlled lamp is not lighting, check the game’s manual / schematics to see if the bulbs are related in some way. &lt;br /&gt;
*When four lamps are not lighting, it may appear that the 74175 which controls the lamp transistors is at fault. This can happen, but the more commonly related issue is that the device select signal for a particular 74175 is lost between the CPU and driver board.  This can be due to a bad connection at A1J4 or A3J1.  See the chart below for the lamp device select signal path. &lt;br /&gt;
*When a whole group of lamps fail to light, review the schematics to see if the lamp transistors share a common ground path. Again, poor connections at the driver board, or the path to ground (generally green with yellow tracer or solid white wire) on the bottom board ground strap may be the root cause.&lt;br /&gt;
&lt;br /&gt;
If the connections, associated 74175, and lamp transistors are all correct, the circuitry on the CPU board is probably at fault.  Again, using a logic probe to determine which component on the CPU board has failed is the best course of action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Device Select&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;CPU Connector&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Driver Input&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Driver Quad Flip-Flop (74175)&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Transistor #s&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Lamp #s&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS1 || &amp;lt;center&amp;gt;A1J4-C&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-C&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q1-Q4&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Game Over relay, Tilt relay, coin lockout, L3&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS2 || &amp;lt;center&amp;gt;A1J4-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q5-Q8&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L4-L7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS3 || &amp;lt;center&amp;gt;A1J4-E&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-E&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q9-Q12&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L8, sound 16, L10, L11&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS4 || &amp;lt;center&amp;gt;A1J4-D&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-D&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q13-Q16&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L12-L15&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS5 || &amp;lt;center&amp;gt;A1J4-H&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-H&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q17-Q20&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L16-L19&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS6 || &amp;lt;center&amp;gt;A1J4-F&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-F&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q21-Q24&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L20-L23&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS7 || &amp;lt;center&amp;gt;A1J4-K&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-K&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q33-Q36&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L24-L27&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS8 || &amp;lt;center&amp;gt;A1J4-J&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-J&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q37-Q40&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L28-L31&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS9 || &amp;lt;center&amp;gt;A1J4-M&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-M&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L32-L35&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS10 || &amp;lt;center&amp;gt;A1J4-L&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-L&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z10&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L36-L39&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS11 || &amp;lt;center&amp;gt;A1J4-N&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-N&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L40-L43&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS12 || &amp;lt;center&amp;gt;A1J4-P&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-P&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z12*&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&amp;amp;nbsp;Q45-Q48 &amp;amp; Q49-Q52&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L44-L47 &amp;amp; L48-L51 (inverse of L44-L47)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;*Z12 not only outputs four lamp signals like all the other 11 74175s, but it also outputs four inverted lamp signals.  These signals are typically used for lamps located on opposite sides of the playfield which alternate on / off between each other.&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Lamp(s) Will Not Turn Off=====&lt;br /&gt;
If a single lamp is involved, or only a handful of lamps with different lamp device select signals, suspect the lamps&#039; associated drive transistors.  If a group of four lamps will not turn off, and they are all controlled by the same 74175, suspect the associated 74175 or the device select for that 74175 (&amp;quot;DS&amp;quot; on the schematics). If numerous groups of four lamps will not turn off, suspect the associated 7404 on the CPU board.&lt;br /&gt;
*Z17 for DS1-DS5 device select signals or,&lt;br /&gt;
*Z24 for DS6-DS11 device select signals or,&lt;br /&gt;
*Z26 for DS12-DS16 device select signals.  &lt;br /&gt;
If the lamps involved originate from more than one group of device select signals, suspect the 74154 at Z25 or, backing up one more step, the 6532 RIOT at U5.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flash Lamps===&lt;br /&gt;
Flash lamps are #67 powered by the 24VDC solenoid bus.  They are controlled like any of the coils that have a under-playfield transistor.  To step down 24V to a more lamp-friendly 13V, the power is routed through a single 4 ohm 7 watt resistor for powering paired flash lamps wired in parallel.  An 8 ohm 5 watt resistor is used for powering single flash lamps. &lt;br /&gt;
&lt;br /&gt;
On early 80B games, the power resistors are mounted to a small bakelite board under the playfield (up to 4), and the transistors are mounted to a bracket (up to 6).  On later games, starting with Arena, new PCBs were introduced that had the transistor, power resistor, and 4.7K pullup resistor all on the same board (up to 3).&lt;br /&gt;
&lt;br /&gt;
If lamps are locked on, or won&#039;t work, the remote mounted transistors associated with them have failed.  Generally, the pre-drive transistor on the driver board has also failed.&lt;br /&gt;
&lt;br /&gt;
Under-playfield flash lamp transistors are 2N5879s or MJ2955s.&lt;br /&gt;
&lt;br /&gt;
===Auxiliary Lamp Problems===&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Aux Board Headers.JPG|thumb|left|300px|Reflowed Header Pins on Auxiliary Lamp Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
For issues with lamps controlled by the auxiliary lamp driver board, follow the troubleshooting section for controlled lamps [[Gottlieb_System_80#Controlled_Lamp_Issues | above]].  Additionally, make certain that +5vdc and ground are present on the auxiliary driver board.  If either are missing, the potential for cracked header connections is possible.  Remove the existing solder from the header connections, and resolder the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Unconventional Lamps====&lt;br /&gt;
System 80B games added quite a few special lighting effects.  Gottlieb® never used software when hardware would do.  This is probably harkens back to their electromechanical days.  So, there are usually some creative, different ways used to control lamps.  For instance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Monte Carlo and Spring Break have Auxiliary Lamp Driver boards where power to a bunch of #44 lamps is switched by a relay.&lt;br /&gt;
&amp;lt;li&amp;gt; Genesis drives #67 lamps with an auxiliary power board.  Power to this board is controlled via a relay that turns itself to activate the &amp;quot;reveal&amp;quot;; this relay is activated by a lamp driver, but the relay will keep itself on until one revolution of the reveal gimmick is done.&lt;br /&gt;
&amp;lt;li&amp;gt; Spring Break has eight #44 lamps controlled by one relay; the relay is controlled with a lamp driver.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Diagnosing these is generally the same as other lamps, but first, understand the peculiar arrangement for the game in question.&lt;br /&gt;
&lt;br /&gt;
===Switch problems===&lt;br /&gt;
&lt;br /&gt;
==== Switch Matrix Operation ====&lt;br /&gt;
&lt;br /&gt;
The Gottlieb System 80 switch matrix is implemented via the 6532 RIOT (RAM, I/O, Timer) at U4, strobe ICs at Z11 and Z12 (7404), return ICs at Z13 and Z14 (7400), and DIP switch &amp;quot;read enables&amp;quot; at Z15. The switch matrix simply provides a TTL &amp;quot;low&amp;quot; pulse on a single switch matrix column, then listens for a &amp;quot;low&amp;quot; return on the switch rows. Closed switches complete the circuit and enable a switch matrix return. Switch returns are processed then the next column is strobed. The game software &amp;quot;debounces&amp;quot; all switches to accommodate less than electrically and mechanically perfect switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Scoring&amp;quot; Switches for Pop Bumpers and Slingshots are not part of the switch matrix====&lt;br /&gt;
[[File:GottliebPopBumper.jpg ‎|400px|thumb|left|Typical Gottlieb System 80/80A/80B pop bumper hardware and switches. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GottliebSlingShot.jpg ‎|400px|thumb|right|Typical Gottlieb System 80/80A/80B slingshot hardware and switches. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb System 80 Pop Bumpers and Slingshots are designed with two switches on each device. One switch connects the associated coil to coil power (two switches for slingshots). Another switch, mechanically connected to the device, acts as a &amp;quot;scoring switch&amp;quot;. Only the scoring switch is part of the switch matrix. &lt;br /&gt;
&lt;br /&gt;
During switch test, the scoring switch will register only if the associated slingshot coil plunger is pulled in, or if the associated pop bumper &amp;quot;rod and ring&amp;quot; assembly is manually pushed down. Since pop bumper spoon switches and slingshot standup switches are not on the switch matrix, they will not be reported during switch test.&lt;br /&gt;
&lt;br /&gt;
Pictured left and right are representative pop bumper and slingshot switches, annotated to show the function of each switch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Common Switch Matrix Faults ====&lt;br /&gt;
&lt;br /&gt;
===== Isolating Switch Problems to the MPU or the Game Wiring =====&lt;br /&gt;
&lt;br /&gt;
Since Gottlieb uniquely used edge connectors instead of more common header pins, isolating switch matrix issues to either the MPU or to the game wiring is not quite as easy. However, &amp;quot;jumping&amp;quot; from a switch column to a switch row is possible using the same technique. &lt;br /&gt;
&lt;br /&gt;
*Place the game into switch test&lt;br /&gt;
*Using a short length of wire, short each column drive to each row return, one at a time&lt;br /&gt;
*A single switch closure should be shown as each connection is made.&lt;br /&gt;
&lt;br /&gt;
If a single switch closure is shown for each and every connection made, then the MPU circuitry is probably undamaged, and the playfield wiring, switches, and diodes should be examined. If a switch closure isn&#039;t registered, or more than one switch closure is reported, then the MPU circuitry is damaged.&lt;br /&gt;
&lt;br /&gt;
===== MPU Switch Matrix Issues =====&lt;br /&gt;
&lt;br /&gt;
====== Blown Switch Matrix ICs ======&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebStackedSwitch.jpg|thumb|left|300px|The thin strip of &amp;quot;fish paper&amp;quot; physically isolating the flipper EOS switch and the &amp;quot;lane change&amp;quot; switch is all that prevents certain destruction of switch matric chips. &amp;lt;i&amp;gt;Image courtesy of Russell McIntyre.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:System80SwitchMatrixICs.jpg|thumb|right|400px|Identifying the System 80 MPU switch matrix ICs. Z15 is just below Z11/Z12.]]&lt;br /&gt;
[[File:System80MPUBlownZ13.jpg|thumb|left|300px|Diode testing Z13 uncovers a shorted IC caused by shorting HV to the switch matrix wiring.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The most prevalent reason for switch matrix failures is shorting high voltage (i.e. coil voltage) to the switch matrix. As always, it&#039;s inadvisable to work on the game with the power on. Sometimes, &amp;quot;fish paper&amp;quot; designed to isolate switch blades from higher voltage conductors becomes displaced, shorting high voltage to the switch matrix, and damaging some/all of the switch matrix ICs. Examples of such a switch are the kicking target under the upper playfield in Haunted House and the &amp;quot;lane change&amp;quot; stacked switch on the right flipper of games like Mars God of War, Rock, Genesis, Gold Wings, and Spring Break.&lt;br /&gt;
&lt;br /&gt;
A quick check of Z11 through Z15 using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test] will reveal failed ICs easily. An example is pictured at right.&lt;br /&gt;
&lt;br /&gt;
Using this same diode test on U4, comparing the results to U5 and U6, may help to identify a failed RIOT.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Alkaline Damaged Connectors ======&lt;br /&gt;
&lt;br /&gt;
Playfield switch wiring is connected to MPU edge connector J6, which is sometimes directly below, but at the very least in close proximity, of the OEM NiCad battery. These batteries frequently leak their corrosive contents onto the board, affecting nearby connectors, including the switch matrix connectors at J6 (playfield) and J5 (cabinet). Close examination of the friction pins in the connector as well as the copper traces at the edge connector may reveal alkaline corrosion impacting proper switch matrix operation.&lt;br /&gt;
&lt;br /&gt;
===== Playfield Switch Matrix Issues =====&lt;br /&gt;
&lt;br /&gt;
Once the switch matrix issue has been isolated to the playfield, follow the tips listed in the [http://www.pinwiki.com/wiki/index.php?title=General#The_Switch_Matrix Switch Matrix Diagnosis] section.&lt;br /&gt;
&lt;br /&gt;
One additional item to note is that Gottlieb did not attach isolation diodes directly to switches. Instead, isolation diodes are collected on &amp;quot;diode boards&amp;quot; which are screwed to the playfield underside or the cabinet bottom.&lt;br /&gt;
&lt;br /&gt;
===Display Problems===&lt;br /&gt;
The blue Futaba display glasses used by Gottlieb® System 1 and 80 machines are a fairly reliable, long-lasting display.  Although, they can and do still fail.  It&#039;s just a matter of diagnosing the symptoms of a failed display.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Display problems can primarily be classified into the following categories:&amp;lt;br&amp;gt;&lt;br /&gt;
#Power problems&lt;br /&gt;
#Display glass failure&lt;br /&gt;
#Data problems&lt;br /&gt;
#Tired displays&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 displays.png‎|thumb|550px|left|Gottlieb® System 80 Display Diagram]]&lt;br /&gt;
[[File:Gtb sys80A displays.png‎|thumb|550px|left|Gottlieb® System 80A Display Diagram]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Display Power Problems====&lt;br /&gt;
&lt;br /&gt;
Before even attempting to work on System 80/80A/80B displays, there are two caveats to heed.  First and foremost, the displays function due to the necessity of several voltages, including high voltage.  &#039;&#039;&#039;IF YOU ARE UNCOMFORTABLE WORKING ON HIGH VOLTAGE CIRCUITS, THEN DO NOT WORK ON THESE DISPLAYS!&#039;&#039;&#039;  High voltage can hurt or even kill you.  If you don&#039;t feel comfortable working around this type of scenario, then hire a professional to do the work.  Secondly, any time a display connector needs to be disconnected, &#039;&#039;&#039;DO NOT REMOVE ANY DISPLAY RELATED CONNECTOR WITH THE POWER ON!&#039;&#039;&#039;  This goes for the connectors located directly at the display, connectors A1J2 and A1J3 on the CPU board, A2J3 on the power supply board, and A7J3 / A7P3 (early System 80 up to Mars God of War), A10J1 / A10P1 (when used), A12J4 / A12P4 (Black Hole and after), or A10J7 / A10P7 (when used) from the transformer.  Removing connectors with the power on can damage the display, the CPU board, and / or you.  Sorry to &amp;quot;yell&amp;quot;, but it is extremely important to stress the above two statements.  Now that this is out of the way, let&#039;s move on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As stated above, the displays need several sources of voltage to function properly. The display voltages used are broken down by the type of display: +60VDC and 5VAC with a positive 8VDC offset are used for the 6-digit displays; +42VDC, +5VDC logic (for the 7432 chip - Z1), and 3VAC with a positive 4VDC offset are used for the 4-digit status display. When using a 6 digit display with DI513 Dionics chips, +5VDC is necessary for RP1 and RP2, both 8.2K resistor networks. Likewise, 7 digit displays also have a 7432 chip on them, and +5VDC is needed for them too. If any of the above voltages are missing, the display will never light.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prior to plugging in and turning the game on for the very first time, it is a good practice to check all of the fuse values located on the transformer board first. There is a 1/4 amp slo-blo fuse used for the display voltage, which is located on the transformer board in the bottom of the cabinet.  With the game unplugged from the wall outlet, remove the fuse from its fuse holder.  When checking fuses, never &amp;quot;eyeball&amp;quot; a fuse.  Your eyes may tell you that the fuse is good, but your eyes can fool you.  Use a digital multi-meter (DMM) or a continuity tester to check fuses. Put each lead of DMM on opposite ends of the fuse.  A tone should be heard.  If not, the fuse is bad, and should be replaced with the same value.  Fuses are used to protect equipment, the surroundings, and you.  Installing fuse values with higher ratings is very dangerous. &#039;&#039;&#039;DO NOT USE A FUSE RATED AT A HIGHER RECOMMENDED VALUE!&#039;&#039;&#039;  If the existing fuse is blown, it may not necessarily mean there is a problem.  Fuses do get stressed, and sometimes just fail.  However, there is more than likely a problem somewhere in the display power train.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the game still unplugged, the next course of action is to place connector A2J1 on the power supply.  A2P1 is the bottom connection on the power supply, and receives all voltages directly from the transformers and a single ground from the ground strip.  Once A2J1 is connected, remove any other connections from the power supply (A2J2 and A2J3).  All voltages should be tested before any boards or displays are connected to them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_psu_A2J3_highli.JPG|left|thumb|300px|System 80 Power Supply with A2J3 highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
At this point, plug the game in, and turn it on.  Using a DMM or volt meter, check all of the voltages at A2P3.  For the +60VDC (A2P3-1) and +42VDC (A2P3-3), any ground connection can be used as a reference. The +42VDC is derived from the +60VDC.  If there is +60VDC, but not +42VDC, The 18v CR6 zener diode or the R5 resistor may have failed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the two high voltages test all right, it&#039;s time to check the offset voltages.  The offset voltages are +5VDC (A2P1-6) and +8VDC (A2P1-9).  Use any ground connection as a ground reference to test these voltages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If displays are not lighting, but either the +42VDC is present on the display (status display) or the +60VDC is present on the 6 digit or 7 digit displays, check for the presence of AC voltage used to power the display filament.  Do not use ground as a reference when measuring these voltages, as they are AC.  Measurements must be taken from the send and return lines.  If the AC voltage is missing, check the in-line connection at A7J3 / A7P3 (early System 80 up to Mars God of War) or A12J4 / A12P4 (Black Hole and after).  Also, some games have more connectors which pass the AC voltages.  These additional connectors are A10J7 / A10P7 or A10J1 / A10P1. Check the voltages on the input and output of the connector to see if fatigued connectors are the source of the voltage loss.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
If all the display voltages are satisfactory, it is time to move onto the next step of visually inspecting the display boards for obvious defects.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====What is the DC Offset Voltage?=====&lt;br /&gt;
[[File:ACSineWave.jpg|left|thumb|300px|Representation of AC voltage with and without a DC offset component. Note the red sine wave is shifted &amp;quot;up&amp;quot; by the DC component.]]&lt;br /&gt;
[[File:DCOffsetClip.jpg|right|thumb|300px|A snippet from a typical System 80 schematic showing &amp;quot;DC offset&amp;quot; voltages connected to the center tap of the transformer secondary where AC filament voltages originate.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Futaba displays as used in Gottlieb System 1 and System 80 games require AC power that is &amp;quot;offset&amp;quot; by a specific DC voltage; 8VDC for the 6/7 digit displays, 5VDC for the 4-digit credit/match display. The DC component of the AC voltage raises the AC sine wave by that DC voltage. If the offset voltage is missing, inconsistent or wavy displays will result.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Glass Failure====&lt;br /&gt;
[[File:Good display.JPG|300px|thumb|left|Display with a good display glass]]&lt;br /&gt;
[[File:NippleGuard.jpg|300px|thumb|right|A cheap and easy way to protect your nipples]]&amp;lt;br&amp;gt;&lt;br /&gt;
The simplest and easiest problem to identify is display glass failure.  All of the 6 digit displays used by Gottlieb® System 80, and 7 digit displays used by System 80A games will have a black &amp;quot;blotch&amp;quot;, for lack of a better term, in the upper left and lower right corner of the glass.  The 4-digit status display typically has only one black blotch.  The evidence of a black blotch or blotches is good.&lt;br /&gt;
&lt;br /&gt;
[[File:Bad sys1 display1.JPG|300px|thumb|left|Display with Broken Nipple on Back]]&amp;lt;br&amp;gt;&lt;br /&gt;
However, if there is a muted white blotch visible at the corners of the display, it means the display&#039;s &amp;quot;vacuum&amp;quot; has been compromised, either due to a cracked glass or broken nipple. If this is the case, the display glass can not be repaired and is useless.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A simple, cheap, and effective way to &amp;lt;b&amp;gt;protect the glass nipple&amp;lt;/b&amp;gt; is to cut a ring of hose (garden hose was used in the picture at right), place it around the nipple, and then fill the ring with silicon caulk (preferred) or hot glue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Broken top filament1.JPG|300px|thumb|left|Display with Broken Top Filament. Note that this is the Dionics chipset version of the display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The display filaments within the glass can also break.  The end result will be segments with missing sections or &amp;quot;hot spots&amp;quot; when the display is powered.  The &amp;quot;hot spots&amp;quot; are caused by the &amp;quot;dangling&amp;quot;, broken filament shorting to other good filaments.  If a display filament breaks, do not use the display as shorted displays can damage other game components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=3 caption=&amp;quot;Example Display with Failed Filament&amp;quot;&amp;gt;&lt;br /&gt;
File:OpenCenterFilamentOFFAnnotated.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Another example of a broken filament. This one has broken and shorted to another part of the display.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:OpenCenterFilamentScoreOverall.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The same display, showing a dark line across the center where the filament has failed.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:OpenCenterFilament.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Closeup of same display.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even though the glass itself is bad, the chips on the display board may still be good.  So don&#039;t necessarily discount the display as being all bad.  UDN6118A and 7432, (chip used on status display only), chips are getting more costly, and Dionics DI513s are very scarce.  Since the display board is single sided, removal of the chips is quite easy.  Plus, the display PCBs are no longer being made.  The display board and / or chips may come in handy some time in the future.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====UDN6118 and Other Display Logic Chip Failures====&lt;br /&gt;
The majority of 4 and 6 digit displays utilize two UDN6118 &amp;quot;Vacuum Fluorescent Display Drivers&amp;quot;. These ICs do not fail often. However, when they do fail shorted, they can affect the performance of the rest of the display set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingUDN6118AndUDN7180.jpg|300px|thumb|left|Test method for a UDN6118 or UDN7180 display driver. Colored dots represent DMM probe locations (red lead, black lead)]]&amp;lt;br&amp;gt;&lt;br /&gt;
UDN6118 driver ICs can be tested using a DMM. Click on the image at left for the procedure.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video demonstrating the procedure on a failed UDN6118 can be found [https://youtu.be/PrIde9U4ios &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;A Blown UDN6118 Display Driver&amp;quot;&amp;gt;&lt;br /&gt;
File:UDN6118BlownTopSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Damage is hard to photograph, but the outline of the overheated chip core can be seen.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:UDN6118BlownBottomSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A much more visible image of the heat damage.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Credit Display Segment Locked On=====&lt;br /&gt;
[[File:Gottlieb4DigitGlassSegmentCLockedOn.jpg|300px|thumb|left|A 4 digit display with segment &amp;quot;c&amp;quot; locked on, caused by a failed 7432 on the board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Gottlieb 4 digit displays use two UDN6118s and a single 7432. The 7432 can fail in such a way as to cause segments to lock on, as shown in the picture at left showing segment &amp;quot;c&amp;quot; locked on. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Data Problems==== &lt;br /&gt;
When there are display issues, one first has to determine whether there is a problem with the display itself, the connectors involved, or the chips on the CPU board that control it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=red&amp;gt;NOTE: Do not connect or disconnect the display connectors or connectors A1J2 and A1J3 on the MPU (right hand side) with the power on! Doing so WILL damage the MPU board display logic ICs.&#039;&#039;&#039; &amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following applies to System 80 and 80A displays.  For information regarding the System 80B display board, scroll down to the end of this section.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebDisplaySegmentDigitOutAnnotated.jpg|340px|thumb|left|An excellent image to show both digit and segment problems. Note the red circles showing the same digit out on for players 1 and 3. Also note the yellow circles showing segment &amp;quot;g&amp;quot; out for players 1 and 2. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Display Issue Isolated to a Single Display&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If the problem is only showing up one display, suspect that the connector at the display itself is problematic, or there is an issue on the display board.  Problems on the display board can consist of a bad solder joint, a broken display lead from the display glass, or faults with the driver chips on the board (Sprague UDN6118 or Dionics DI513, if an old System 1 display is used).  The exception is if only 4 displays and a status display are used, which is common to most System 80/80A games.  In this display configuration, if there is a &#039;&#039;&#039;segment issue&#039;&#039;&#039; with the status display, there may be an issue with the segment drive chip on the CPU board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80LockedHSegment.jpg|340px|thumb|left|An example of a display showing segment &amp;quot;h&amp;quot; locked on. The segment was locked on for both the player 3 and player 4 displays. This was caused by a failure of the 7404 at Z16. This picture was snapped right after pressing the diagnostic button on the coin door. The display should be blank. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Display Issue With Multiple Displays&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If the problem shows up on two or more displays, suspect one of the two connectors on the CPU board (A1J2 or A1J3), one of the two connectors on the two displays (they are daisy-chained with an IDC connector), or the chips which control the display data on the CPU board.  If there is a &#039;&#039;&#039;digit issue&#039;&#039;&#039;, the issue will be present on &#039;&#039;&#039;player 1 and 3&#039;&#039;&#039; or &#039;&#039;&#039;player 2 and 4&#039;&#039;&#039; displays.  If there is a &#039;&#039;&#039;segment issue&#039;&#039;&#039;, the issue will be present on &#039;&#039;&#039;player 1 and 2&#039;&#039;&#039; or &#039;&#039;&#039;player 3 and 4&#039;&#039;&#039; displays, and the &#039;&#039;&#039;status display&#039;&#039;&#039;.  If more than 4 scoring displays are used, on games such as Pink Panther, Black Hole, Haunted House, Devil&#039;s Dare, etc., consult the game manual for display digit and segment mapping.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:Gtb sys80 displays.png‎|550px|left|Gottlieb® System 80 Display Diagram]]&lt;br /&gt;
[[File:Gtb sys80A displays.png‎|550px|right|Gottlieb® System 80A Display Diagram]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The charts listed below, map out each signal to each specific display.  The first chart maps the display digit information, while the second and third charts map the display segment information.  This information only applies to games where 4 scoring displays and 1 status display are used, although digit group names have been added, if more displays are used.  All of the charts apply to System 80 and 80A, but not 80B.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Display Digit Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Digit Number&lt;br /&gt;
!Display(s)&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| D16 (80A only) || Players 1 &amp;amp; 3 (Group F) || A1J3-16 || Z26-8 &lt;br /&gt;
|-&lt;br /&gt;
| D1 || Players 1 &amp;amp; 3 (Group D) || A1J3-1 || Z17-4&lt;br /&gt;
|-&lt;br /&gt;
| D2 || Players 1 &amp;amp; 3 (Group D) || A1J3-2 || Z17-6&lt;br /&gt;
|-&lt;br /&gt;
| D3 || Players 1 &amp;amp; 3 (Group D) || A1J3-3 || Z17-12&lt;br /&gt;
|-&lt;br /&gt;
| D4 || Players 1 &amp;amp; 3 (Group D) || A1J3-4 || Z17-10 &lt;br /&gt;
|-&lt;br /&gt;
| D5 || Players 1 &amp;amp; 3 (Group D) || A1J3-5 || Z17-8 &lt;br /&gt;
|-&lt;br /&gt;
| D6 || Players 1 &amp;amp; 3 (Group D) || A1J3-6 || Z24-2 &lt;br /&gt;
|-&lt;br /&gt;
| D13 (80A only) || Players 2 &amp;amp; 4 (Group F) || A1J3-13 || Z26-4 &lt;br /&gt;
|-&lt;br /&gt;
| D7 || Players 2 &amp;amp; 4 (Group E) || A1J3-7 || Z24-4 &lt;br /&gt;
|-&lt;br /&gt;
| D8 || Players 2 &amp;amp; 4 (Group E) || A1J3-8 || Z24-6  &lt;br /&gt;
|-&lt;br /&gt;
| D9 || Players 2 &amp;amp; 4 (Group E) || A1J3-9 || Z24-12 &lt;br /&gt;
|-&lt;br /&gt;
| D10 || Players 2 &amp;amp; 4 (Group E) || A1J3-10 || Z24-10 &lt;br /&gt;
|-&lt;br /&gt;
| D11 || Players 2 &amp;amp; 4 (Group E) || A1J3-11 || Z24-8&lt;br /&gt;
|-&lt;br /&gt;
| D12 || Players 2 &amp;amp; 4 (Group E) || A1J3-12|| Z26-2 &lt;br /&gt;
|-&lt;br /&gt;
| D13 || Status (Group F) || A1J3-13 || Z26-4&lt;br /&gt;
|-&lt;br /&gt;
| D14 || Status (Group F) || A1J3-14 || Z26-6 &lt;br /&gt;
|-&lt;br /&gt;
| D15 || Status (Group F) || A1J3-15 || Z26-10 &lt;br /&gt;
|-&lt;br /&gt;
| D16 || Status (Group F) || A1J3-16 || Z26-8  &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group A Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group A || A1J2-1 || Z19-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group A || A1J2-2 || Z19-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group A || A1J2-3 || Z19-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group A || A1J2-4 || Z19-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group A || A1J2-5 || Z19-9&lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group A || A1J2-6 || Z19-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group A || A1J2-7 || Z19-14&lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group A || A1J2-8 || Z16-12 &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group B Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group B || A1J2-9 || Z21-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group B || A1J2-10 || Z21-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group B || A1J2-11 || Z21-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group B || A1J2-12 || Z21-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group B || A1J2-13 || Z21-9 &lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group B || A1J2-14 || Z21-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group B || A1J2-15 || Z21-14 &lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group B || A1J2-16 || Z16-10  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group C Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group C || A1J2-17 || Z23-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group C || A1J2-18 || Z23-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group C || A1J2-19 || Z23-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group C || A1J2-20 || Z23-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group C || A1J2-21 || Z23-9 &lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group C || A1J2-22 || Z23-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group C || A1J2-23 || Z23-14 &lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group C || A1J2-24 || Z17-2  &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Display Issues====&lt;br /&gt;
&lt;br /&gt;
[[File:System80BDisplayDivotAnnotated.jpg|300px|thumb|left|A System 80B Display edge connector. One data conductor to the display was not &amp;quot;making&amp;quot; across the connection due to a corrosion &amp;quot;divot&amp;quot;. This caused the entire display to remain blank. Reflowing the edge connector solder corrected the issue. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
[[File:GottliebEdgeConnectorDivots.jpg|300px|thumb|right|Another System 80B Display edge connector, this one with corrosion marks on it. The corrosion also caused the entire display to remain blank. Reflowing the edge connector solder corrected the issue. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
System 80Bs displays are completely different how the digits and segments are decoded and driven.  Unlike System 80 and 80A, where the decoder chips are located on the CPU board, the System 80B display has a single segment (U3) and two digit decoder chips (U1 &amp;amp; U2) located on the display board itself.  Unfortunately, both of these chips (10941 &amp;amp; 10939 respectively) were a product of Rockwell International, and are not that prevalent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has been observed that if any of the display data signals are missing between the CPU board and the 7417 inverters on the display board, the two displays will not illuminate at all.  If voltages on the display board are within spec, it may be advantageous to check all of the data signal edge connector pins on the CPU board and the display board. If both the edge connector and the female connectors look good, use a logic probe to ensure signals are getting to the input side of both 7417 (or later 74LS367) inverters on the board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the System 80B jumpers, that replace the 7448s at Z19 and Z21 on System 80 and 80A boards, can be a source of discontinuity due to cracked solder joints.&lt;br /&gt;
&lt;br /&gt;
It has been observed that some of the earlier System 80B games are more prone to the display randomly being blank upon turning on the machine. Rock and Raven are the most common with this issue, however, the first three 80Bs, Chicago Cubs, Tag Team, and Bounty Hunter, are susceptible too. The best recourse is to repin both A1-J2 and A4-J1 / 1A4-J1.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rejuvenating Tired Displays====&lt;br /&gt;
[[File:System1-80DisplayBrightUp.jpg|300px|thumb|left|Rejuvenating tired System 1/80 displays]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80 displays, especially those that haven&#039;t been turned on for a long time, sometimes fade. These displays can be rejuvenated by applying voltage to the outside pins of the display glass. Note that voltage should be applied to the display glass pins, NOT the card edge pins. This process &amp;quot;burns&amp;quot; the impurities that accumulate on the filaments off.&lt;br /&gt;
&lt;br /&gt;
In the picture at left, general illumination power (7VAC) from the lamp insert panel is being used to rejuvenate a display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. Turn the game off&amp;lt;br&amp;gt;&lt;br /&gt;
2. Remove the connector from the display&amp;lt;br&amp;gt;&lt;br /&gt;
3. Connect jumper clips from a voltage source to each of the outside pins of the display glass. Note that the lower the voltage applied, the longer the display can tolerate this &amp;quot;rejuvenation&amp;quot;.&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;That is why some techs choose to use the lower GI AC voltage for this purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Power the game on for 1 minute.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Disconnect the jumper wires and reconnect the display.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Power on to test the display.&amp;lt;br&amp;gt;&lt;br /&gt;
7. If the display still isn&#039;t bright enough, repeat this process for 1 minute each time, until the display is satisfactorily bright.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that if the display filaments, which run across the display horizontally begin to glow orange (or worse, white), too much voltage is being applied or the display has been connected too long. This risks burning one or more of the display filaments out and ruining the display. A cautious, 1 minute at a time, process is warranted.&lt;br /&gt;
&lt;br /&gt;
Note also that one particular System 80 tech (&amp;quot;System 80, not just a job, it&#039;s an adventure&amp;quot;) suggests that merely leaving the game powered on for 24 hours will accomplish the same rejuvenation.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Does Not Light====&lt;br /&gt;
[[file:gottlieb-display-broken-legs.jpg|right|thumb|300px|Broken legs on display glass]]&lt;br /&gt;
If the glass of a 6 or 7-digit display does not light, but there are no white spots in the corners (white spots indicate bad glass), the outer-most legs on the glass may be broken. A magnifying glass may be necessary to inspect the pins since the gap in the breaks may be extremely small. The outer-most legs are responsible for supplying power to the glass, which is why the glass would not light in this situation.&lt;br /&gt;
&lt;br /&gt;
These legs may be broken especially on displays that have a green or blue plastic filter covering them. These legs can get broken after someone presses down on the plastic cover of the display when pushing the display onto the PCB supports mounted on the light board in the backbox.&lt;br /&gt;
&lt;br /&gt;
To repair, line up the two broken halves of the leg with needle-nose pliers, heat, and solder. If the solder isn&#039;t sticking, lightly sand back some of the black tarnish with fine sandpaper or a fiberglass eraser.&lt;br /&gt;
&lt;br /&gt;
====System 80 Display Test 19 Never Starts====&lt;br /&gt;
System 80 games provide a display test (number 19). The test &amp;quot;walks&amp;quot; all digits, from 0 to 9, through all displays. &lt;br /&gt;
&lt;br /&gt;
A failed 6532 RIOT at U5 can cause the game to appear dead, as if awaiting an input. The display test will never commence.&lt;br /&gt;
&lt;br /&gt;
====Individual 6-digit Display Interferes With Other Displays==== &lt;br /&gt;
&lt;br /&gt;
Sometimes, a particular display can interfere with the operation of other 6-digit/4-digit displays no matter which game or player position it is plugged into. These symptoms can include:&lt;br /&gt;
* Causing digits to go missing on other displays&lt;br /&gt;
* Causing certain digits to dim significantly on other displays&lt;br /&gt;
* Causing certain digits to display garbage or non-numbers&lt;br /&gt;
&lt;br /&gt;
The cause of these symptoms is a bad R1 resistor. When powered off, the resistor will give the correct reading. However, the resistor may fail when power is applied. The R1 resistor (10k ohm, 1/2 Watt, 5% resistor) may need to be replaced if the above symptoms are present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Individual 7-digit Display Causes Other Displays To Go Blank====&lt;br /&gt;
Sometimes, a particular display can interfere with the operation of the other 7-digit/4-digit displays no matter which game or player position it is plugged into. &lt;br /&gt;
&lt;br /&gt;
If a particular display causes all other displays to go blank, the likely cause is a failure of the Z2 6118P chip, which drives the digits of the display. This chip can be replaced with the more commonly found UDN6118A chip. Also keep in mind that it&#039;s possible the 7448 and the other 6118P controlling the segments could be damaged as well, so be prepared for that.&lt;br /&gt;
&lt;br /&gt;
===All Other Display Issues (Not Caused by Displays)===&lt;br /&gt;
There are several issues which appear to be display related, however, they ultimately are not.  In these instances, the displays are used instead as a visual identifier of a particular issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Open Slam Switch==== &lt;br /&gt;
If after turning a System 80 game on, and the scoring displays turn on immediately without a 5 second delay, there is a problem.  However, if the displays are showing all of the outer segments (all segments necessary to display a zero) lit, and &amp;quot;strobing&amp;quot; or &amp;quot;rolling&amp;quot; rapidly as simulated in the image below, this isn&#039;t a display problem. The cause of this problem is an open slam switch on the coin door. To address this issue, see the PinWiki section [[#Slam_Switch_Modification | Slam Switch Modification]].&lt;br /&gt;
[[File:Gtb 6digit slam scaled.gif|500px|thumb|left|Simulation of displays indicating an open slam switch. Note the &amp;quot;rolling&amp;quot; perimeter display segments. &amp;lt;i&amp;gt;Animation by Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====All Displays Dim or at Half Brightness====&lt;br /&gt;
This applies to System 80/80A games with 6 or 7 digit displays. If all the displays appear dim or at about half brightness, check the 60v test point on the power supply. If it reads about 30-35v, then the dim display issue is caused by the power supply.&lt;br /&gt;
&lt;br /&gt;
On the power supply, Q2 regulates the 60v, so if that component has failed, or if there is a problem with the solder joints or pads on the back of the board, this can result in half the voltage for the displays.&lt;br /&gt;
&lt;br /&gt;
Carefully inspect the back of the power supply for cracked solder joints or through-hole pads that have popped off the PCB. Because Q2 has a large/heavy heat sink, the component tends to move around lot, which may cause these issues. If nothing is apparent with a visual inspection, test for continuity between Q2&#039;s legs and the traces on the PCB .&lt;br /&gt;
&lt;br /&gt;
[[file:gottlieb-sys80-psu-q2-pad-problem.jpg|thumb|300px|left|The pad for the center leg of Q2 has separated from the PCB and will need to be repaired]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display Conversion for 6-Digit Games (Converting to 7-Digit Displays)===&lt;br /&gt;
[[Image:Gottlieb6DigitTo7DigitConversion.jpg|300px|thumb|left|Gottlieb® System 80 6-Digit to 7-Digit Signal Mapping. Click to expand. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:GottliebAmazingSpiderman7DigitScoringExample.jpg|300px|thumb|right|Gottlieb® System 80 Amazing Spiderman with player 1 converted to 7-Digit scoring. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The signal mapping diagram shown at left details the wiring changes necessary to replace a 19 pin 6-digit display connector with a 21 pin 7 digit display connector. Note that some signals and power must be picked up from the 4-digit credit/ball in play display.&lt;br /&gt;
&lt;br /&gt;
Once the wiring conversion has been completed, the appropriate game ROM that supports 7-digit scoring must be obtained and installed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
Before doing any kind of work, or blaming the sound board for not putting out sound, review the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting section] first.&lt;br /&gt;
&lt;br /&gt;
[[Image:System80DIPSwitches.jpg ‎|300px|thumb|left|Gottlieb® System 80 Game Feature Selection DIP Switches and 1N4148 Switch Isolation Diodes. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
In particular for System 80 games, ensure that the DIP switches that enable sound are set correctly. And, ensure that the dip switch actually works. Games like Spiderman use one of the 32 MPU dip switches to enable background and scoring sounds. Games like Haunted House, Black Hole, etc use dipswitch 5 on the Sound and Speech board to enable background sound.&lt;br /&gt;
&lt;br /&gt;
Each DIP switch is isolated in the &amp;quot;DIP switch matrix&amp;quot; by a 1N4148 diode located directly below the switch. If one of these diodes fails open, then the switch closure will never be read by the MPU. If one of these diodes fails shorted, this may cause &amp;quot;phantom DIP switch closure(s)&amp;quot; in exactly the same way as a shorted playfield switch diode will cause phantom switch closures. Since System 80/80A diagnostics do not display DIP switch settings, this can be difficult to detect. Simple diode testing of each of the 32 1N4148 diodes is the best course of action.&lt;br /&gt;
&lt;br /&gt;
Failed diodes in the &amp;quot;DIP switch matrix&amp;quot; can cause the switch(es) that enable sound features to be read incorrectly and therefore, sound behavior will be incorrect, such as lack of background sounds.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video of one such failure that caused the background sounds in Black Hole to not work can be found [https://youtu.be/Q80TQ-W6XZ0 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====The Long and Winding Road of the Sound Signals====&lt;br /&gt;
The sound signals follow very roundabout path before reaching their destination on the sound board.  Sounds S1, S2, S4, and S8 are originated on the MPU board by RIOT U6.  These 4 sound signals then pass through a 7404 inverter (Z27), pass through a 7408 2 input AND (Z31), and exit the MPU board via the A1J4 connection (MPU / driver board interconnect harness).  The signals enter the driver board via A3J1, pass through another 7404 inverter (Z13), and exit the driver board via A3J5.  Finally, they enter the sound board via the only connection on the sound board, A6J1.&lt;br /&gt;
&lt;br /&gt;
If any of the sound signals are lost, this potentially happens due to poor edge connections, however, 7404s are known to fail too.  The best way to check for discontinuity is to use a DMM or ohmmeter to check the path from the exiting chip to the chip it enters on the following board.  Another method for checking for signal loss is a logic probe.  This method is not as simple though, because some generations of System 80s do not have a sound test.  Therefore, waiting for a particular signal to trigger can be tricky.  The benefit of using a logic probe is to determine if a particular signal is entering and exiting a specific chip, and if the signal transforms (if it is supposed to) like intended (ie. the 7404 will invert the signal from high to low or low to high).&lt;br /&gt;
&lt;br /&gt;
Some sound boards use a fifth sound signal, known as S16.  S16 is actually driven by an MPS-A13 like any other single lamp drive. S16 can follow a very convoluted path too, depending on the particular game.  For example, Haunted House uses S16.  It originates on the MPU with all of the other lamp signals, and becomes lamp drive Q10 on the driver board.  It exits the driver board via A3J2, passes through a inline connector, A10J4, passes through another inline connector, A12P4, and finally reaches the sound board at A6J1.  That is a lot of mileage for just 1 little sound signal!&lt;br /&gt;
&lt;br /&gt;
System 80B games, starting with Rock, which use the dual 6502 processor sound boards, use Q5 as sound signal S16.  Please be aware that the System 80B documentation does not always notate this information regarding S16!!!  In this case, S16 follows a much simpler path.  It exits the driver board via A3J2 and goes directly to the sound board at A6J1.&lt;br /&gt;
&lt;br /&gt;
So, if appears that certain sound signals are missing or the wrong sounds are triggered, suspect a bad connection first.  Then, suspect a bad 7404 within the sound signal path.  Then, check all other potential problems.&lt;br /&gt;
&lt;br /&gt;
It is noteworthy that the 7404 U7 located on early System 80 sound boards (sound only) do fail also.&lt;br /&gt;
&lt;br /&gt;
====System 80 Sounds Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound.JPG|300px|thumb|left|Gottlieb® System 80 Sound Board (Sounds only)]]&lt;br /&gt;
This board, first used in Panthera, is problematic to fix. The main issue is that the board uses the long since obsolete 6503 processor (think of it as a short 6502) and a &amp;quot;masked ROM/RIOT&amp;quot; 6530. The 6530 was specifically programmed for Gottlieb System 80 sound boards. They are therefore, impossible to replace unless you can scavenge a working one from another sound board. Or, as late as mid-2025, Steve Young&#039;s PBResource still had stock available. Note that the 6530 appearing on late Gottlieb System 1 sound boards is programmed differently and is not interchangeable with the System 80 version.&lt;br /&gt;
&lt;br /&gt;
There are 2 replacement options at this time, other than sourcing a used board. One is Pascal Janin&#039;s reproduction board. This board is a bit pricey but is engineered quite well. The board can be found here: [http://www.flippp.fr/pifx.php?lg=en http://www.flippp.fr/pifx.php?lg=en]. The other option is an FPGA (TDA7267) based replacement board by LISY called the [https://www.lisy.dev/gosof.html GOSOF] which emulates System 1, 80, 80A, and early 80B.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:GottliebSoundsOnlyBoardCorrosion.jpg|300px|thumb|left|A leaky audio filter cap caused significant corrosion to several traces on this board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]][[Image:System80SoundsOnlyLeakyCap.jpg|300px|thumb|right|Audio filter cap removed, corrosion removed, traces tinned. The leaky cap can be seen in the top of the picture. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;This board operates on three different voltages: +5v, +12v, and -12v. The +5 volts comes in on J1 pin 5 from the machine&#039;s power supply board. The +12 volts comes in on J1 pin 1 from the machine&#039;s bottom panel. The -12 volts is generated on the sounds only board and it receives AC power input on J1 pins 3 and 4. You can measure the -12 volts by connecting your volt meter across zener diode CR5 (1N4742A).&lt;br /&gt;
&lt;br /&gt;
The test button on this era sound board will only work if the two dipswitches are set in opposite positions on the sound board.&lt;br /&gt;
&lt;br /&gt;
As noted above, this board is tough to repair. If the 6530 is dead...you&#039;re SOL. A dead 6503 might be replaced. The other ICs on the board, like the LM380 amp (OEM boards were sometimes stuffed with an equivalent chip, a ULN2280B) and the 555 timer are still readily available. The 1408 DAC (U3) can be replaced with its direct replacement: a DAC0808.&lt;br /&gt;
&lt;br /&gt;
A common issue with the board seems to be the leaky large capacitor on the board. Fortunately, this is easy to repair. Remove the old cap. Abate the corrosion as shown in the picture at right. Replace the cap. When this cap leaks, it can completely sever the sound signal path. Sounds might sound scratchy or incomplete too. The cap is easy to remove and replace. It&#039;s worth a shot.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Sound and Speech Board====&lt;br /&gt;
&lt;br /&gt;
=====Different Revisions of the Sound and Speech Boards=====&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=220px perrow=3 caption=&amp;quot;Revisions of the Gottlieb Sound and Speech board&amp;quot;&amp;gt;&lt;br /&gt;
File:SoundAndSpeechBoard-1Modified.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB SS Back B20887-2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB SS B-20887-3 Back.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB SS B-20887-3 Front Added Resistors.JPG|thumb|left|300px|B-20887-3 Sound and Speech Board with Resistors Highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
With the third revision sound and speech board, the resistors which were added to the solder side of the -1 and -2 boards were now incorporated in the board design. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Texas Instruments Sockets=====&lt;br /&gt;
[[File:TexasInstrumentsSockets.jpg ‎|300px|thumb|left|&amp;quot;Craptastic&amp;quot; Texas Instruments Sockets for the 6502 and 6532. Be gone! &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some Sound and Speech boards were manufactured with Texas Instruments sockets that are of the same poor quality as the ScanBe sockets that Williams used during System 3-6 manufacturing. All Texas Instruments sockets should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound and Speech Board Operation=====&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A nice video demonstrating some of the capability of the SC-01 can be found [https://youtu.be/ER0t3IYygDw &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The sound and speech board represents the high point in the System 80 family as far as sound generation is concerned. By combining sound and voice circuitry, the board is flexible enough to be used in several different games, with different voice calls, all generated via the Votrax SC-01 speech synthesizer. &lt;br /&gt;
&lt;br /&gt;
The sound and speech board is itself a single board computer, and should be debugged similar to any non-working MPU.&lt;br /&gt;
&lt;br /&gt;
The board interfaces with the System 80 MPU via a 6 bit (S1, S2, ..., S32) wide &amp;quot;data bus&amp;quot;. The 6 interface bits form a binary code which define specific sounds (or speech) to play. This enables 63 separate sounds to be played. Each communication between the MPU and the Sound and Speech board is &amp;quot;stand alone&amp;quot;. That is, the system does not make use of successive sound commands to mean different things as the Bally Squawk and Talk implementation does. In practice, since S32 is never used, a maximum of 31 unique sounds are commanded.&lt;br /&gt;
&lt;br /&gt;
Four of the bits in the interface are controlled (grounded) by circuitry on the MPU (starting at the U6 RIOT) and a &amp;quot;pass through&amp;quot; 7404 inverter on the driver board (Z13). The remaining two bits are implemented via &amp;quot;lamp drive&amp;quot; transistors (Q10 for S16) on the driver board, and comparator circuitry on the S&amp;amp;S board (U24).&lt;br /&gt;
&lt;br /&gt;
Sound select signals are fielded by the S&amp;amp;S board&#039;s 6532 RIOT which generates an interrupt to the 6502 processor. The 6502 reads the sound number commanded from the 6532 as it services the interrupt.&lt;br /&gt;
&lt;br /&gt;
The S&amp;amp;S board&#039;s 6502&#039;s program code, as well as sound data, is stored in two 2716 EPROMs, PROM 1 and PROM 2.  These EPROMs are typically labeled at the factory with the model number of the game they are for, and the suffixes /S1 &amp;amp; /S2. For example &amp;quot;668/S1&amp;quot; is the label on one of the Black Hole sound ROMs. Although the board can be strapped for two 2732 EPROMs, in practice, this was never done.&lt;br /&gt;
&lt;br /&gt;
The sound and speech board can field and queue sound commands at the same time as it is driving the sound and speech circuitry lanes. The board will never interrupt or prematurely terminate a sound being played. The board will also never reorganize the queue of sounds to be played. Each sound to be played will be played until it&#039;s conclusion. The 6502 knows when &amp;quot;sounds&amp;quot; have completed playing since it is solely in control of the sound lane. The 6502 knows when &amp;quot;speech&amp;quot; calls have completed processing by the SC-01 via a non-maskable interrupt sent via the SC-01&#039;s ~A/R signal to the 6502&#039;s NMI pin. Timing to sequence speech phonemes together rapidly is critical, hence the use of the non-maskable interrupt.&lt;br /&gt;
&lt;br /&gt;
The 6502 creates &amp;quot;sounds&amp;quot; via one circuitry lane. It creates &amp;quot;speech&amp;quot; through a second, separate circuitry lane. At the end of each lane, just prior to input to the main LM379S amplifier, sound and speech is summed. The relative volume of each lane can be tuned via 10K trim pots at the top of the board, R15 and R16.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sound Lane&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Simple sounds (not voice) are created by the 6502 reading data from the sound ROMs and latching it into two 74LS75 data latches. The 74LS75s latch the data when selected via a 74LS02 (NOR gate) at U10 which NORs the R/W signal along with a device select signal from the 74LS138 at U4. the device select signal selects U7 and U8 simultaneously to latch data bus signals DB0 - DB7 all at once.&lt;br /&gt;
&lt;br /&gt;
The two 74LS75s provide the data to a 1408 D-to-A (digital to analog) converter at U20. In this way, 511 different digital codes can be converted to analog levels by the 1408. The analog output of the 1408 can be attenuated via a 10K &amp;quot;variable resistor&amp;quot; at R13. The signal is then amplified and inverted by an LM741 analog inverter (U22). The analog signal is then fed to the LM379S for final amplification. Note that the 1408 DAC is obsolete, but may be replaced by the more available DAC0808.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Speech Lane&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Speech is ultimately created by the Votrax SC-01 voice chip. The SC-01 accepts &amp;quot;phoneme&amp;quot; codes and renders the analog speech output to the LM379S for final amplification. The phoneme codes are placed on the 6502 data bus and pass through a 74LS05 &amp;quot;level shifter&amp;quot; and inverter at U13. The codes are accepted by the SC-01 on pins 9 through 14 when pin 7 is strobed (the phoneme code is latched on the rising edge of the strobe). The &amp;quot;pitch&amp;quot; of the SC-01 voice is controlled by I1/I2 (pins 3 and 2). Frequency and timing control is achieved via MCK and MCR (pins 15 and 16, which are tied together). Frequency and timing are referred to in the schematics as the &amp;quot;Voice Clock&amp;quot; and can be adjusted via a 10K &amp;quot;variable resistor&amp;quot; at R6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reset signal&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The reset circuit is pretty simple. A 47uf/50V cap at C3 charges when power is applied. Once charged, the originating 5VDC power is twice inverted and cleaned up via a Schmitt Trigger at U1, and finally presented to the ~RESET signal (pin 40) of the 6502.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test button&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The test button, located on the upper left side of the S&amp;amp;S board, grounds pin 17 of the 6532 RIOT. After reading the RIOT data, the 6502 process then plays the appropriate test sound, which varies by game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SC-01 pinout&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin Number(s)&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Signal Name&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Signal Purpose&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1 || &amp;lt;center&amp;gt;Vdd&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Input Voltage&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2-3 || &amp;lt;center&amp;gt;I1, I2&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Instantaneous pitch adjustment. Will change pitch of phoneme being spoken.&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7 || &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Strobe to indicate a phoneme code is ready&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8 || &amp;lt;center&amp;gt;~A/R&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Acknowledge receipt of phoneme strobe, indicate completion of phoneme processing&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9-14 || &amp;lt;center&amp;gt;P5-P0&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Phoneme number select (from fixed phoneme table)&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;15-16 || &amp;lt;center&amp;gt;MCK/MCR&amp;lt;/center&amp;gt; || &amp;amp;nbsp;External Clock Signal (probably used to alter phoneme pronunciation via varying the clock)&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;20-22 || &amp;lt;center&amp;gt;CB, AF, AO&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Audio Output&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;18 || &amp;lt;center&amp;gt;Ground&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Ground&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Sounds and Speech board DIP switch settings=====&lt;br /&gt;
The Sound and Speech board has a bank of DIP switches. For at least Black Hole, the function of these switches is as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*DIP-1 - Used in self-test only&lt;br /&gt;
*DIP-2 - Not used&lt;br /&gt;
*DIP-3/4 - Attract mode speech frequency&lt;br /&gt;
** OFF/OFF - disabled&lt;br /&gt;
** ON/OFF - attract mode speech every 10 seconds&lt;br /&gt;
** OFF/ON - attract mode speech every 2 minutes&lt;br /&gt;
** ON/ON - attract mode speech every 4 minutes&lt;br /&gt;
*DIP-5 - ON = background sound enabled, OFF = background sound disabled&lt;br /&gt;
*DIP-6 - ON = all speech enabled, OFF = all speech disabled&lt;br /&gt;
*DIP-7 - Not used&lt;br /&gt;
*DIP-8 - Not used&lt;br /&gt;
&lt;br /&gt;
=====Sound &amp;quot;Locks Up&amp;quot; after certain switch closures=====&lt;br /&gt;
[[File:SC-01.jpg|thumb|300px|left|The long since obsolete, pricey, and hard to find SC-01 speech chip. This one is an SC-01-A, said to be a little beefier.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This problem may be caused by a malfunctioning or missing SC-01 (or SC-01-A) speech chip.&lt;br /&gt;
&lt;br /&gt;
Games such as Black Hole, Mars God of War, and Volcano utilized the SC-01 phoneme speech chip. These games &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;require&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; a working SC-01 to be present, not only for the speech portions of the sound, but for the sound to not &amp;quot;lock up&amp;quot; after the first time that a speech call is made. The CPU relies on an interrupt from the 6532 RIOT to restart sound command processing. That interrupt originates from an &amp;quot;all done&amp;quot; signal from the SC-01 speech chip (shown as ~A/R in the schematics, SC-01 pin 8). If the RIOT never receives an &amp;quot;all done&amp;quot; signal (at PB7) then it will not interrupt the processor and no further speech or sound will be created.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the 2N2222 at Q3 has failed, not allowing the interrupt signal to reach the RIOT. Q3 inverts the ~A/R signal and conveys it to the RIOT as A/~R and also to the MPU as a non-maskable interrupt (U3 6502, pin 6).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Game background sound continues after game over=====&lt;br /&gt;
&lt;br /&gt;
This has been noticed in &amp;quot;Mars, God of War&amp;quot; and &amp;quot;Volcano&amp;quot; predominately, but other System 80 games that use the Speech and Sound board may exhibit similar symptoms.&lt;br /&gt;
&lt;br /&gt;
The cause of the problem is MPU DIP switch 25. The switch MUST be ON, as noted in the manual. Even if the switch appears to be &amp;quot;on&amp;quot;, buzz across the switch solder pads on the back side of the board to ensure that the switch is making. Gottlieb sometimes used &amp;quot;rocker&amp;quot; switches, which seem to have a high failure rate.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;On Target&amp;quot; newsletter from June, 1981 discusses something similar to this problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound is &amp;quot;garbled&amp;quot; or phonemes appear jumbled=====&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating one instance of garbled speech can be found [https://youtube.com/shorts/TU-_vOB2CzY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Board circuitry upstream of the Votrax SC-01 (or SC-01A) as well as the SC-01 itself can be the cause of this issue. Speech isn&#039;t really jumbled, it just seems that way.&lt;br /&gt;
&lt;br /&gt;
First, since the chip is socketed, replace the SC-01 with a known working SC-01. &lt;br /&gt;
&lt;br /&gt;
If the known good SC-01 produces the same behavior, then suspect the 74LS05 &amp;quot;level shifter&amp;quot; at U13, the 7407 at U12, or the 74LS75 at U9.&lt;br /&gt;
&lt;br /&gt;
=====Using the MA-483 Sound Amp Board on a Sound and Speech Board=====&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback.JPG|300px|thumb|left|Gottlieb® MA-483 Piggyback Board]]&lt;br /&gt;
[[File:GTB SS Power Mod.JPG||300px|thumb|right|Gottlieb® Sound and Speech Power Supply with components highlighted. This board is configured to supply 30VDC power]]&lt;br /&gt;
[[File:ModifiedSystem80SoundPS.jpg||300px|thumb|right|Gottlieb® Sound and Speech Power Supply, modified as discussed to supply 18VDC power]]‎&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If using the MA-483 sound amp board on a Sound and Speech board, or if the sounds only System 80A sound board is going to be used, the factory Sound and Speech power supply cannot be used without modification.  The reason is because the original LM379S amp is powered by 30VDC, and the TDA2002 amp on the MA-483 can only withstand 16VDC. If a TDA2002 is powered by 30VDC, it will be destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; a substitute equivalent part, a ULN3701 was sometimes used in lieu of the more standard TDA2002. Also, A TDA2003 is a good substitute for the TDA2002.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The modification is simple, and is accomplished by replacing two components on the sound board power supply, R1 and CR1. R1 is 430 ohm 1/2 watt resistor. CR1 is a 1N4751A 30V 1 watt zener diode. R1 should be replaced with a 1.5Kohm 1/2 watt resistor and CR1 should be replaced with 1N4746A 18V, 1 watt zener diode.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Replacing the Obsolete LM379S Amplifier with a Modern Amplifier=====&lt;br /&gt;
&#039;&#039;This information originally published by J. &amp;quot;kirb&amp;quot; Kirby. Additional pictures and some editing provided by Chris Hibler. Used with permission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Gottlieb System 80 Audio Amp Replacment...why?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Gtb sys80&amp;amp;a s&amp;amp;s.JPG|300px|thumb|left|Gottlieb® System 80 Sound &amp;amp; Speech Board as used on Mars, God of War, Black Hole, Haunted House, Volcano, and some video games]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Gottlieb® Sound and Speech board uses an LM379 or LM379s audio amp in the final amplification section. This amp became hard to find around 1983. Gottlieb® provided an alternative for this amp (see prior section) and discontinued using the Speech and Sound board further.&lt;br /&gt;
&lt;br /&gt;
Their solution was to buy a piggyback board from Gottlieb® that used an LM2002 or a TDA2002 amp. But the LM2002 or TDA2002 amps require 16VDC to operate (instead of the 30VDC used by the LM379). This necessitated a change to the sound board power supply. There were many components to replace or remove, not to mention that you would have to make the piggyback board yourself.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOLUTION? Find a newer amp that required fewer components. A replacment amp can be put together using only the following parts which can be easily sourced. &lt;br /&gt;
&lt;br /&gt;
*LM1875T Audio Amp&lt;br /&gt;
*14 pin DIP socket&lt;br /&gt;
*Heat sink&lt;br /&gt;
*Heat sink compound&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve sourced these parts, a replacement amp is easy to construct and only requires removal of the old LM379 amp and addition of one jumper (to provide 12VDC, covered later).&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start with the basics. System 80 games used 4 different sound boards. This amp replacement applies only to the Sound and Speech board used in Mars: God of War, Black Hole (domestic version), Haunted House, Volcano, Devil&#039;s Dare, Caveman, Rocky, Q*bert&#039;s Quest, Super Orbit, Royal Flush Deluxe (early production), Amazon Hunt (early production), and video games like Q*bert.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;LM379 Audio Amp Testing&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
First of all, is your amp really bad? Basic tests to identify a failed amp...&lt;br /&gt;
&lt;br /&gt;
*With the game on, turn the volume pot up as high as it will go. Do you hear a hum? This is normal and is an indicator that your amp is working.&lt;br /&gt;
*Check the voltages at the sound board. 30VDC is required to power the amp. Verify that this is working correctly or your amp won&#039;t work at all.&lt;br /&gt;
*Make sure the speakers are connected and working right. You can test speakers using a &amp;quot;D&amp;quot; size battery. Briefly connect the battery across the speaker and you should see the speaker&#039;s cone push out. Do this for only a second or two...speakers don&#039;t like DC voltages.&lt;br /&gt;
*Make sure the volume adjustment pot is connected correctly and working properly. A dirty pot will make sounds junky, but they usually don&#039;t completely fail. You can &amp;quot;twizzle&amp;quot; the pot to remove oxidation that may have formed on the internal conductors.&lt;br /&gt;
*Headphones can be used to see if the sounds are getting to the amp. Connect one of the headphone conductors (the one closest to the headphone &amp;quot;handle&amp;quot;) to ground. Connect one of the other two headphone conductors (assuming stereo headphones) to the center leg of R15 or R16. You should be able to hear sounds that the board is making through the headphones. Your amp is probably bad if you can hear sounds at R15 or R16, but not through the speakers, assuming you&#039;ve tested the speaker to be good and you have 30VDC power at the sound board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;LM379 Audio Amp Replacement Procedure&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mark the &amp;quot;top&amp;quot; of the heat sink so you can later determine orientation of the original amp should this be necessary. Pin 1 of the amp can&#039;t be identifed without removing the two screws that secure the finned heat sink to the chips integrated heat sink. &lt;br /&gt;
&lt;br /&gt;
Remove the LM379 amp and heat sink assembly from the board. Desolder all 14 pins and pull the amp off the board. The LM379 heat sink may be soldered to the board so you&#039;ll need to remove that solder too. Be forewarned, the solder pads are delicate and easily damaged. &amp;lt;b&amp;gt;Note how the LM379 is upside-down in relation to other chips on the board.&amp;lt;/b&amp;gt; This will be important later.&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;b&amp;gt;Building the New Amp Assembly&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Solder the new amp to the 14 pin DIP. Use the diagram below as a guide. The pinouts are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Amp Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Socket Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Purpose&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 1 || &amp;amp;nbsp;pin 9 || &amp;amp;nbsp;+ amp input&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 2 || &amp;amp;nbsp;pin 8 || &amp;amp;nbsp;- amp input&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 3 || &amp;amp;nbsp;pin 4 || &amp;amp;nbsp;Ground&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 4 || &amp;amp;nbsp;pin 10 || &amp;amp;nbsp;Audio out&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 5 || &amp;amp;nbsp;pin 1 || &amp;amp;nbsp;Vcc (+30VDC)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It will take some fancy bending to connect all of the amp legs in a way that they do not touch one another, but it can be done. It is important that the amp stands straight up and that the pins don&#039;t touch each other. See the diagram below for  better info. Don&#039;t worry about the 12VDC connection right now. We&#039;ll connect that later.&lt;br /&gt;
&lt;br /&gt;
[[File:LM379ReplacementNewAmpPinout.jpg‎|600px|center|Pinout schematic to attach the LM1875 amp to a 14 pin DIP socket]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px perrow=2 caption=&amp;quot;One Tech&#039;s Implementation (Heat Sink Added Later)&amp;quot;&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpFrontSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpRearSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Rear side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attaching the heat sink&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First, yes, you need a heat sink. Audio amps run hot. Without a heat sink, the amps life will be dramatically shortened.&lt;br /&gt;
&lt;br /&gt;
Mount the heat sink to the amp/socket assembly. You may have to modify your heat sink so that it doesn&#039;t contact anything but the LM1875 amp.&lt;br /&gt;
&lt;br /&gt;
Heat sink compound should be spread on any metal to metal surface that is to conduct heat. This will improve the heat sink&#039;s efficiency and is a must on this device to work right. Without the compound, the amp will overheat and shutdown. It may even be damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=270px heights=270px perrow=2 caption=&amp;quot;Kirb&#039;s original completed assembly&amp;quot;&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpSideViewKirb.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Side view.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpFrontSideKirb.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front view.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;b&amp;gt;The Final Steps&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:CompleteAssemblyInSitu.jpg|300px|thumb|left|The completed assembly, mounted to the Sound and Speech Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Solder the new amp assembly directly to the board. Normally you would use a socket, but that will  lead to audio problems. It is better just to solder it into the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACHTUNG!&amp;lt;/b&amp;gt; Remember that pin 1 of the amp solder pads on the board is upside-down relative to every other IC on the board, and you need to install your new amp assembly with pin 1 &amp;quot;down&amp;quot;. Make sure this is done right. There is a 1 screened to the back of the board that should help you orient the assembly. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM379Replacement12VDCSource.jpg|300px|thumb|left|Connecting 12VDC to the amp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Now that the pins are soldered to the board, we have to connect 12VDC to pin 14 of the socket. This is easily found at the positive (+) side of C39. This 12VDC biases the +IN so that it won&#039;t saturate. Your amp will only work for about 30 seconds without this 12VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check all of your work one more time, then test the amp and see what you get. If you&#039;ve followed these steps correctly, your sound should be loud and clear!&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Sound Mapping =====&lt;br /&gt;
The interface between the driver board/MPU and the sound board is a simple bit map of 5 bits. S1, S2, S4, S8 and S16. S32 is available but never used.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of each sound made by &#039;&#039;&#039;Haunted House&#039;&#039;&#039; can be found [https://youtu.be/_SAv4fS-G1w &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Mars, God of War&#039;&#039;&#039;, see: https://www.pinwiki.com/wiki/index.php/Mars,_God_of_War&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Black Hole&#039;&#039;&#039;, see: https://www.pinwiki.com/wiki/index.php/Black_Hole#Sound_Mapping_for_Black_Hole&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A Sound Only Board====&lt;br /&gt;
=====Sound Cutting Out / No Sound=====&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback Back.JPG|300px|thumb|left|Piggyback Amplifier Board w/ Cracked Header Pins]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® had a tendency of using single-sided boards for their &amp;quot;piggy back&amp;quot; / daughter boards, and these boards are susceptible to cracked header pin solder joints.  The MA-483 amplifier board is no different.  If the sound appears to be cutting out or their are no sounds at all, the header joints on the MA-483 may have developed cracks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before suspecting the daughter board header joints, review the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section located in the &amp;quot;General for all games&amp;quot; section. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A / 80B Sound with Piggyback Board====&lt;br /&gt;
[[File:GottliebSystem80ABSoundsOnlyWithPiggyback.jpg ‎|300px|thumb|left|Gottlieb® System 80A / 80B Sound Board MA-490 w/ MA-488 Piggyback Board (Sounds only). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80A / 80B sound board is nearly the same as the first generation System 80 sound only sound board.  It utilizes a 2716 EPROM versus a masked ROM like the System 80 sound board.  This was potentially due to the Harris 7643 masked ROM being obsolete.  The 80A / 80B board does not use a test button.&lt;br /&gt;
&lt;br /&gt;
Like the System 80 sounds only board, this board has 2 obsolete chips on it, the CPU (6503) and the RRIOT (6530).  On the plus side, these boards did not get destroyed nearly as much as the original System 80 sounds only boards (plugging the System 80 sounds only board into a System 1 game would destroy it in a very short time).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-766)====&lt;br /&gt;
[[Image:GTB Sys80B Sound.JPG|300px|thumb|right|Gottlieb® System 80B MA-766 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This sound board has two independent 6502 CPUs.  One exclusively drives a DAC (digital-to-analog converter).  The other drives the speech chip, Orator, (not used for speech on this generation of sound board, but it is used to generate sounds), and two AY-3-8913 sound chips.  Each is pretty much independent, sharing essentially only the sound select lines, the reset signal, and the output section. The gates of one TTL chip are used by both 6502s to communicate between the subsystems via the NMI signal to each 6502 among other functions. The ROMs, CPUs, and accessory chips, are all localized to the particular subsystem other than the inter-processor communication just mentioned.&lt;br /&gt;
&lt;br /&gt;
Note that the LED and test switch are only relevant for the CPU that operates the speech and synthesizer chips, not the chip connected directly to the DAC. With this in mind, it should be possible to troubleshoot this board using a divide-and-conquer approach.  For instance, if the LED isn&#039;t blinking in/off at about a 50% duty cycle, then the subsystem for the 6502 that controls the LED has to have a fault, but the other subsystem may be fine.&lt;br /&gt;
&lt;br /&gt;
Since this sound board is really just a more complex MPU board, or single board computer, the usual diagnostic steps are in order.&lt;br /&gt;
#Verify the ROM images are valid.&lt;br /&gt;
#Ensure that the reset signal begins low and then transitions to high after about 1/2 second.&lt;br /&gt;
#Ensure that the external clock signal is present at pin 37 of both 6502 processors.&lt;br /&gt;
#Ensure that the data lines on the 6502 (pins 33 through 26) are pulsing.&lt;br /&gt;
#Ensure that the address lines on the 6502 (pins 9 through 20, 22 through 25) are pulsing.&lt;br /&gt;
#Ensure that the external clocks are pulsing at pins 3 and 39 of the 6502 processors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-886)====&lt;br /&gt;
[[File:GottliebMA-886.jpg|300px|right|thumb|A repaired MA-886 sound board. Resistors R15, R16, R14, and R13 (top to bottom) are shown with blue Sharpie marks on their left ends, the end to probe when testing the sound channel. The other two components in the rectangle are high frequency ceramic filter capacitors which rarely fail.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-886 is generally the same board as the MA-766 sound board.  The main differences are that the MA-886 uses .156&amp;quot; header pins instead of edge connections, the Orator chip was no longer used, and SW1 was abandoned.&lt;br /&gt;
&lt;br /&gt;
Troubleshooting this board is nearly identical to the steps noted above for the MA-766 board.&lt;br /&gt;
&lt;br /&gt;
One useful aspect of the board is that 4 channels of sound are summed by the LM324 at B1 before final amplification offboard. &lt;br /&gt;
*Channel 1 is the output from the 7528 DAC at E2. An example of the sounds that this channel makes is the &amp;quot;Destroy Alpha One&amp;quot; and other voices used in Robowar. This channel also contributes the &amp;quot;skittering&amp;quot; sound when the ball pass the rollunder on the ramp wireform and the &amp;quot;energy pulse&amp;quot; sound when the ball rolls over any of the top 4 lane rollovers. This signal passes through &#039;&#039;&#039;R16&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 2 is the output from the AY-3-8913 (if present) at H4. This signal passes through &#039;&#039;&#039;R14&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 3 is the output from the AY-3-8913 (if present) at K4. This signal passes through &#039;&#039;&#039;R13&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 4 is the output from the MF-4 at E5. This signal passes through &#039;&#039;&#039;R15&#039;&#039;&#039; before summing.&lt;br /&gt;
&lt;br /&gt;
Placing an oscilloscope probe on the end of these resistors attached to the sound generating circuitry for that channel should show a purposeful signal (versus noise). If not, it&#039;s a good bet that one of the devices in that sound channel has failed.&lt;br /&gt;
&lt;br /&gt;
Several games (Bone Busters, Hoops, Bell Ringer, Silver Slugger, Car Hop, Deadly Weapon, Title Fight, and Vegas to name a few) use the MA-866 sound board paired with the MA-1294 auxiliary sound board. The two boards are connected via a special ribbon cable with dip &amp;quot;pins&amp;quot; on each end. WARNING: remove these connectors ONLY by sliding a flat blade screwdriver under it. Trying to &amp;quot;pull&amp;quot; the connector off with fingers on each side WILL cause the connector to be damaged. This sound board pair makes a two tone sound at power on. The two tones are different notes, like &amp;quot;LA-TI&amp;quot;. The first tone originates from the YM2151 on the MA-1294 auxiliary sound board. The second tone originates from the 7528 DAC. If either tone is missing, or unclear, suspect the associated sound lane.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-886) Jumpers J7 and J8====&lt;br /&gt;
[[File:GottliebMA886JumperComparison.jpg|300px|left|thumb|The left board is from Silver Slugger (a System 3 game) which has both J7 and J8 installed. The right board is from Night Moves which has only J7 installed.]]&lt;br /&gt;
[[File:GottliebMA886SchematicSnippet.jpg|300px|right|thumb|A snippet of the schematic for the two boards showing that without J8 installed, the sound board will not be &amp;quot;interrupted&amp;quot; to indicate a new sound command is to be processed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-886 sound board was used in both System 80B and System 3 games. Two jumpers allow the board to be configured to accept the signal at connector P1, pin 9, as input. J8 IN enables this. J8 OUT defeats this. It&#039;s important to ensure these jumpers are installed appropriately for a particular game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
[[File:Sys80 Flippers.jpg|400px|left|thumb|Typical System 80 Flippers]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® System 80 flipper assemblies are very well engineered, and very little goes wrong with them.  Due to this, they are considered to be the &amp;quot;Sherman Tanks&amp;quot; of flippers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gottlieb® System 80/80A/80B games other than Bone Busters utilize the traditional &amp;quot;fat&amp;quot; flipper bat design (similar to Bally, Chicago Coin, and Stern), which is a carry over from the last flipper design of Gottlieb® System 1 games. The 3&amp;quot; plastic flipper bat is technically called a &amp;quot;flipper island&amp;quot; (Gottlieb® part number A-13150), and uses a 3/8&amp;quot; wide rubber ring versus the more common 1/2&amp;quot; wide rubber all other manufacturers use.  Another anomaly regarding Gottlieb® flippers from this era is that they are the only flipper design that uses an upper and lower flipper bushing system.  Neither bushing protrudes through the playfield.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
System 80/80A/80B flippers (other than Bone Busters) use an A-17875 (standard), A-24161 (stronger), or A-20095 (strongest) dual wound flipper coil.  The general design is a coil with two windings, the &amp;quot;power stroke&amp;quot; (low resistance) and &amp;quot;hold&amp;quot; (high resistance) windings, just like most other flipper coil designs. However, only a single diode is used with this serial winding design versus others which employ a dual diode, parallel winding design.  Here&#039;s how it all works.  When initially engaged via the flipper cabinet button switches, both the power stroke and hold windings receive power, however, the hold winding is bypassed or shorted by the end of stroke (EOS) switch (electricity follows the path of least resistance).  As the flipper actuates and opens the EOS switch, the power is then transferred to both the power and hold windings (the resistance sum of the two windings), creating a very high resistance.  The high resistance allows the coil to remain turned on without creating stress on the low resistance power winding.  Hence, the coil can stay turned on indefinitely in theory.&lt;br /&gt;
&lt;br /&gt;
Gottlieb® System 80/80A/80B flipper systems do not use a flipper relay per se.  Flipper power flows through switch pairs on Q &amp;amp; T relays located under the playfield, along with other non-computer controlled coils like slingshots.&lt;br /&gt;
&lt;br /&gt;
For problems and resolutions for the flippers used in Bone Busters, please see the [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_3#Flipper_Problems Flipper Problems] section in the Gottlieb System 3 repair guide. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers Won&#039;t Work at All====&lt;br /&gt;
Like any flipper issue, it has be determined whether the problem is electrical or mechanical in nature.  Start with obvious first.  Look for broken wires at the flipper coil, EOS switch, and cabinet switch first.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During visual inspection, make certain that the flipper EOS switch is closed (use an ohmmeter to determine this), and the switch pairs on the tilt and game over relays are properly gapped and closed.  Equally, inspect the switch pairs to see if any of the switch blades are broken or missing their contacts.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since high current passes through all of the switches which enable the flipper, any of the switches may be suspect.  It is somewhat common for games which have been sitting dormant for years that the cabinet switch and / or EOS switch become so fouled, the flipper will not budge at all.  The remedy is to file these switches with an ignition file.  See the [http://www.pinwiki.com/wiki/index.php?title=General#How_to_Properly_File_Switch_Contacts How to Properly File Switch Contacts] section.  A flexstone will not work for this job, as the cabinet and EOS switch contacts are very hard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inspect the cabinet switches for broken female spade connectors where the cabinet wiring attaches to the switch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, look at the flipper plunger / link assembly.  The plunger link is a hefty plastic piece which inserted into at hollowed out end of the flipper plunger.  The link is connected to the plunger with a small roll pin.  The link can break or the roll pin can fall out, due to vibration.  If the link is no longer connected to the plunger, the flipper will not move at all.  Refrain from trying to engage the flipper with the cabinet switches.  Continuing to enable the flipper coil will stress the coil, because the EOS switch will not open, transferring power.  The end result is an overheated flipper or damaged flipper coil.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers are Weak, Sluggish, or Erratic====&lt;br /&gt;
&#039;&#039;&#039;Wrong Flipper Coil Installed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb manuals of this era are a little confusing and misleading when documenting the flipper coils used in each game.  The manual usually has a chart in the front half of the manual that lists all the coils that &amp;quot;could be&amp;quot; used in the game.  This chart is the same for every game and lists multiple flipper coils (i.e., A-17875, A-24161, or A-20095), but not necessarily what is installed in that specific game or where it is used.  To determine that, the schematics in the later half of the manual should be used to identify the coils that are supposed to be installed for each of the flippers in that specific game.  It&#039;s somewhat common to see Gottlieb games with the wrong flipper coils installed; likely either because the operator didn&#039;t have the correct coils on-hand, or because the installer misinterpreted the information in the manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System1-80FlipperLinkDamageAnnotated.jpg|thumb|left|300px|A Gottlieb® System 80/80A/80B Flipper Plunger/Link/Crank Parts. Note the &amp;quot;hogged out&amp;quot; part of the link]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn Flipper Link&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The design of the flipper crank and flipper link / plunger is peculiar to Gottlieb® games.  Gottlieb® games from the System 80/80A/80B era use a very meaty flipper link, which does not have a pivot point between it and the connected plunger.  To achieve the necessary fulcrum, the flipper link has an oval opening at the point where the link and flipper crank connect.  The two pieces are simply connected with a roll pin protruding through the two parts.  Over time, the roll pin can sometimes cut into the opening in the link, and the roll pin will catch as the flipper crank pivots.  The result is a weak flipper or a flipper which does not return to the at rest position.  Using a roll pin punch tool, remove the roll pin, and replace the flipper link / plunger assembly.  Pay close attention when installing the roll pin into the new plunger link.  It is very easy to cut into the link with the roll pin, deeming the new link / plunger worthless.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flipper Crank Installed Incorrectly&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Reassembling a flipper bat / shoe incorrectly can result in a weak flipper.  Before tightening the two set screws which hold the flipper shaft in place, make certain that the flipper crank is centered equidistant between the upper and lower flipper bushings.  If placed too close to the upper bushing, it will &amp;quot;sandwich&amp;quot; the upper bushing between the crank and bat.  If placed too close to the lower bushing, the crank will have friction between it and the lower bushing.  The end result is a weak flipper or a flipper which does not return to the at rest position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fouled / Pitted Switch Contacts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fouled switch contacts can reduce current, which in turn reduces power / strength.  Make certain that the EOS switch, cabinet switch, and switch pairs on the game over (Q) and tilt (T) relays are all clean and not pitted. Filing the contacts with an ignition file will remedy the problem, provided that the contacts are not heavily pitted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bad Connection to Cabinet Switch&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem related to the cabinet switches is the female spade connector used to connect the cabinet wiring to the switch.  These spade connectors can sometimes become sloppy or break.  In most cases, the break is not evident, until the connector is removed and reinstalled on the cabinet switch tab.  The spade connector can be removed and a new one crimped on, or the better solution is to solder the cabinet switch wires to the tabs on the cabinet switch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn Flipper Plunger&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A mushroomed flipper plunger can create excessive drag within the coil sleeve.  When replacing the plunger / link, replace the coil sleeve and coil stop too.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Coil Stop&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The coil stop &amp;quot;slug&amp;quot; is pressed into the coil stop bracket.  It is somewhat common for the slug to become detached from the coil stop bracket.  The coil stop slug will then be &amp;quot;free floating&amp;quot; within the coil sleeve.  This can create some interesting problems, but the most noticeable are reduction in flipper power, decrease in flipper stroke or both.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incorrect Flipper Rubber Installed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® used 3/8&amp;quot; wide rubber on flippers.  It fits perfectly into the groove on the plastic flipper bat.  Everybody else used 1/2&amp;quot; wide rubber, and that tended to get installed on the Gottlieb® games, too.  When a 1/2&amp;quot; wide ring is used, it almost fits, but because of the groove, it will present a funny angle to the ball instead of a flat plane.  The results are either air balls, or the flipper will smack the ball downward into the playfield.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cracked / Broken Plastic Bat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes the flipper bat cracks.  Replacements are available.  The screw that holds the plastic flipper bat on the metal shoe is located on the underside of the flipper.  Loosen the two set screws on the flipper crank, and the shoe and bat will come free.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Hold Winding&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Erratic flipper function is defined as a flipper which will not remain in the up (hold) position when activated.  The flipper will move rapidly up and down as if it is &amp;quot;machine gunning&amp;quot;.  This is typically the result from a break in the hold winding right at the flipper coil lug.  One resolution is to locate the broken coil winding (this will be the thinner of the two windings), and unwind one turn from the coil.  This can be accomplished if the side of the winding is not connected to the common lug of the flipper coil.  Note that the power winding cannot be unwound if it breaks.  This is because the power winding is wound on the coil bobbin first, and is located beneath the hold winding.  Once one turn of the hold winding is unwound from the coil, the excess length must be shortened.  After the correct length is determined, the portion of the winding which will be soldered to the coil lug must have its insulation stripped off.  The red or green hue on the coil winding is actually a thin insulation, which is used to keep the winding from shorting to adjacent windings.  Gently scrape the coating off the winding by using an exacto or utility knife, exposing the copper wire of the winding.  Then wrap the uninsulated winding around the coil lug, and solder it.  If a single winding cannot be removed from the existing coil, complete coil replacement is the solution.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers Will not Return to at Rest Position====&lt;br /&gt;
The EOS switch assembly is actuated by the pointed part of the flipper crank assembly.  This is a metal-on-metal contact point.  Due to the design of the flipper crank, it will eventually wear a hole in the EOS actuating blade.  The fix is to replace the EOS switch assembly.  About halfway through the System 80B games (around TX-Sector or so), the EOS switch was slightly relocated, and a modified flipper crank actuates the switch with a roller.  An MA-988 or MA-989 kit can be purchased to perform this upgrade on any System 80/80A/80B game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, the flipper link can become cut by the roll pin which secures it to the flipper crank.  This can also cause the flipper to not return to the rest position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also mentioned in the previous section, the flipper coil stop slug can detach from the coil stop bracket, causing the flipper not to return completely.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the flipper return spring has become stretched or is no longer connected to the flipper crank or coil stop anymore, the flipper will not return properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pop bumper problems===&lt;br /&gt;
[[File:Gtb pbdb new.JPG|thumb|300px|left|Corrected/Modified Gottlieb® System 80/80A/80B Pop Bumper Driver Board]]&lt;br /&gt;
[[File:PBDBDiagram.jpg|thumb|300px|right|Gottlieb® System 80/80A/80B Pop Bumper Driver Board Parts Locator. Click this link for an interactive parts locator: &amp;lt;br&amp;gt;https://www.pinballschematics.com/pop-bumper-board-a8/]]&lt;br /&gt;
The pop bumpers on all System 80 / 80A / 80B games are controlled by an under playfield mounted board known as the pop bumper driver board (PBDB). Remote pop bumper driver boards are unique to Gottlieb® System 80 games. No other manufacturer made this design decision. The reason Gottlieb® did this is probably to supplement the number of coil drive circuits as well as to solve the common problem of pop bumpers locking on with subsequent damage to the games components.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each pop bumper has its own board.  Each board provides a consistent, strong pop regardless of how long the spoon switch is activated, and ensures (when working properly) only a single pop per actuation of the spoon switch. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These boards are single-sided construction, where the traces are located only the solder side of the board.  Due to this construction, the solder connections crack easily.  Reflowing the solder of the header pins on any suspect boards is recommended to ensure a good mechanical and electrical connection.  The components should be inspected as well, because they can also have cracked solder connections that will need to be touched up.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the pop bumper fires but does not score, examine the secondary switch on each pop bumper to see if it needs cleaning or adjustment.  This switch is part of the switch matrix, and can be tested by manually pulling the pop bumper rod and ring down to activate it.&lt;br /&gt;
&lt;br /&gt;
====Pop Bumper Driver Board Power and Ground Source====&lt;br /&gt;
[[image:PBDBPowerGroundConnection.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
As can be seen in the schematic snippet above, Pop Bumper Driver Boards receive 5V power and a connection to ground via MPU connector A1J6, pins 18 and 9 respectively. A poor connection at these pins will render the pop bumper driver board, and hence the associated pop bumper, inoperative.&lt;br /&gt;
&lt;br /&gt;
Testing to see if the PBDB is receiving 5VDC and ground can be accomplished by measuring between pin 7 (ground) and pin 14 (5VDC) on either of the integrated circuits on the board. &lt;br /&gt;
&lt;br /&gt;
Lack of 5VDC power (or ground) may also be caused by fractured solder joints on the PBDB header.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Pin 2 of each pop bumper driver board connector is the path to ground for solenoid power. This ground is connected to the transformer chassis via one of the many equally dicey methods Gottlieb used. See: [[Gottlieb_System_80#Recommended_Ground_Improvements_for_System_80B|Recommended Ground Improvements for System 80B Games]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Updating the Pop Bumper Driver Board====&lt;br /&gt;
Gottlieb® issued a service bulletin to correct a design error with the PBDB. A great many of these boards were delivered in games prior to correcting the design at the factory. Examine the PBDBs to ensure that they have been updated. See the pictures below, noting the differences. &#039;&#039;&#039;A dead giveaway would be the lack of a jumper to replace CR1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=150px perrow=2 caption=&amp;quot;System 80/80A/80B PBDB Before/After Modification&amp;quot;&amp;gt;&lt;br /&gt;
File:Gottlieb-UnModifiedPBDB.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Unmodifed PBDB&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gottlieb-ModifiedPBDB.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Modifed PBDB&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gottlieb-ModifiedPBDBPartsExplanation.jpg|thumb|300px|right|Gottlieb® System 80/80A/80B PBDB Update]]&lt;br /&gt;
Should your PBDB require update, follow this procedure:&lt;br /&gt;
&lt;br /&gt;
*Acquire the following parts&amp;lt;br&amp;gt;&lt;br /&gt;
**Cut to length .156 Molex male header pins with locking ramp (you&#039;ll need a 6 pin length)&amp;lt;br&amp;gt;&lt;br /&gt;
**47uf/10V electrolytic capacitor (C4)&amp;lt;br&amp;gt;&lt;br /&gt;
**4.7uf/10V capacitor (C3, tantalum or electrolytic, may be axial or radial)&amp;lt;br&amp;gt;&lt;br /&gt;
**Jumper material (use the remaining leg cut from C4 when you install it)&amp;lt;br&amp;gt;&lt;br /&gt;
*Remove CR1, C3, and C4&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the Molex connector or reflow the solder on each header pin&amp;lt;br&amp;gt;&lt;br /&gt;
*Install C4 (47uf/10V) with the negative side facing the male header pins&amp;lt;br&amp;gt;&lt;br /&gt;
*Use the remaining part of the capacitor leg from C4 as a jumper to replace CR1. Any jumper wire will work...the cap leg is convenient, available, and looks professional when installed nice and straight.&amp;lt;br&amp;gt;&lt;br /&gt;
*Install C3 (4.7uf/10V), reversing the original polarity so that the positive side faces the jumper just installed and the negative side faces the nearest board edge. Note that C3 may be axial (leads from both ends along the components &amp;quot;axis&amp;quot;) or radial (leads on one end of the component). The board is designed to accept either style.&amp;lt;br&amp;gt;&lt;br /&gt;
*Ensure that the large can transistor (2N6057, 2N6059, PMD10K40 or PMD10K60) solder joints are solid and that the bolted end is making good contact with the PCB trace.&amp;lt;br&amp;gt;&lt;br /&gt;
*Test the large can transistor...&amp;lt;br&amp;gt;&lt;br /&gt;
**DMM set to &amp;quot;diode test&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
**Black lead on the nut that secures the transistor&amp;lt;br&amp;gt;&lt;br /&gt;
**Red lead on each leg of the transistor&amp;lt;br&amp;gt;&lt;br /&gt;
**A measurement between .5 and .7 should be seen. Readings significantly outside of these ranges indicate a failed transistor which should be replaced.&amp;lt;br&amp;gt;&lt;br /&gt;
*Examine the remaining solder joints on the board to ensure good solid joints and no lifted traces. Note that the trace between the jumper that replaces CR1 and R2 is particularly susceptible to damage and if broken, will cause the associated pop bumper to lock on.&lt;br /&gt;
*Reinstall the PBDB and test.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an update for the PBDB that gives the board a bit more &amp;quot;pop&amp;quot;. Simply replace R1 (1.5Kohms) with a 10Kohm 1/4W resistor and replace C1 (0.01mfd) with a 1 mfd 100 volt (non polarized) capacitor.&lt;br /&gt;
&lt;br /&gt;
Also, to avoid random, uncommanded pops caused by &amp;quot;noise&amp;quot; on the switch line, you can add an electrolytic capacitor to the solder side of the board. Use a 4.7 mfd 16 volt radial capacitor (both leads on one end). Solder the negative lead of the capacitor to pin 4. Solder the positive lead of the capacitor to pin 5.&lt;br /&gt;
&lt;br /&gt;
=====Replacing the 2N6057 with a TIP-102=====&lt;br /&gt;
&lt;br /&gt;
[[File:popdrivertip102.jpg|300px|thumb|left|A TIP-102 installed on a Pop Bumper Driver Board (PBDB)]]&lt;br /&gt;
[[File:PBDTIP102.JPG|300px|thumb|right|Closer view of a TIP-102 installed on a PBDB]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 2N6057 used on Gottlieb games is obsolete, so it is hard-to-find and expensive.  A cheap and effective substitute for the 2N6057 as used on the PBDB is a TIP102 transistor.  It&#039;s not the most elegant &amp;quot;hack&amp;quot;, but it works well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====using Pop Bumper Driver Board for a Kicker solenoid====&lt;br /&gt;
With some games, Gottlieb® used pop bumper boards to control kicker solenoids (for example Victory, uses a PBDB for the top kicker). However, on these boards the pulse time for the solenoid is different! Standard pop bumper boards have a pulse time of 40 milliseconds, while the boards for controlling a kicker have a pulse time around 110 milliseconds.&lt;br /&gt;
&lt;br /&gt;
The pulse timing is controlled by the components at R2 &amp;amp; C3. The standard pop bumper board uses 12KOhm resistor at R2 and a 4.7uF capacitor at C3. On the pop bumper boards intended for the kickers, R2 has a 33KOhm resistor. &lt;br /&gt;
&lt;br /&gt;
pulse time (t) = 0.7 x R x C&lt;br /&gt;
&lt;br /&gt;
So if the kicker is too weak, check the R2 resistor&#039;s value on the kicker&#039;s pop bumper board.&lt;br /&gt;
&lt;br /&gt;
===Drop Target Problems===&lt;br /&gt;
&lt;br /&gt;
====Early System 80 / 80A Drop Target Removal====&lt;br /&gt;
For now, please review the drop target removal guide available at [http://www.papinball.com/tips/gottlieb_drop_target_guide2.html PAPinball.com].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later System 80B Drop Target Removal==== &lt;br /&gt;
This is a stub&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vari-Target Problems===&lt;br /&gt;
The single largest problem with vari-targets is adjusting the spring tension, which returns the vari-target to the at rest position.  The spring can be adjusted by hooking it to one of two screws which hold the spring in place.  In most cases, there is only one screw, but two screw holes are placed 180 degreees from one another within the vari-target frame.  Spring adjustment should be made so that the vari-target barely returns to the home position, when the playfield is upright (resting against the backbox).  Once the playfield is placed in its proper position, gravity will help with the extra &amp;quot;bump&amp;quot; that the vari-target needs to return home.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, the switch leaves of the vari-target, which &amp;quot;ride&amp;quot; along the rivet board need enough tension to make good solid contact with the rivets. Since it&#039;s impossible to bend the switch leaves closer to the rivet board with the rivet board in place, removal of the vari-target rivet board must be done to make this adjustment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vari-targets seldom require adjustment as they were correctly adjusted at the factory. It is possible to move parts of the mechanism so that the switch no longer comes to rest on a rivet when the vari-target &amp;quot;gear&amp;quot; is stopped by the reset relay armature.&lt;br /&gt;
&lt;br /&gt;
Vari-targets are a rare example of where lubrication helps the operation of the mechanism. A thin film of lithium grease on the rivets helps the switch blade &amp;quot;wipe&amp;quot; cleanly across them. Like [http://en.wikipedia.org/wiki/Brylcreem Brylcreem], &amp;quot;a little dab&#039;ll do ya&amp;quot;. Note: That&#039;s humor son...Brylcreem is not a suitable lubricant...for pinball machines. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Roto Target Problems===&lt;br /&gt;
By the time System 80 games first came out, the roto target was a dying assembly.  The believed reason is due to the amount of playfield &amp;quot;real estate&amp;quot; in which it used underneath a playfield.  Circus is the only System 80 game which used the roto target.	 	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===Cabinet===&lt;br /&gt;
* Power cable strain relief bushing, 80A games: Heyco 7k-2&lt;br /&gt;
&lt;br /&gt;
==Game Specific Problems and Fixes==&lt;br /&gt;
&lt;br /&gt;
Black Hole issues have been moved to the dedicated [http://www.pinwiki.com/wiki/index.php?title=Black_Hole Black Hole] page.&lt;br /&gt;
&lt;br /&gt;
===Alien Star Game Start Failure===&lt;br /&gt;
Alien Star has a major fault when running the original 689 code.  For the game to properly start, one ball must be in the trough and one ball in the outhole.  If both balls are located in the trough, only the single trough switch will be closed, and not the outhole switch.  When only the trough switch is closed, the game *thinks* that only one ball is installed, (2 balls total are needed), and will do absolutely nothing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has not been verified, but running 689A code may resolve this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Haunted House - Upkicker Plastic Tube Mounting Bracket===&lt;br /&gt;
&lt;br /&gt;
[[File:Cornell_VR4_cap_bracket.jpg|300px|thumb|left|Mounting bracket for the plastic tube.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The metal mounting bracket that secures the longer plastic upkicker tube to the main playfield breaks its tabs (ears) off allowing the tube to flop around loose. This bracket is actually an electrolytic capacitor mounting bracket for computer grade capacitors. If broken, Mouser Electronics sells this item as part number [http://www.mouser.com/ProductDetail/Cornell-Dubilier/VR4/?qs=0r35cIPu56HWvTGFwxXK2g%3d%3d 539-VR4]. The OEM part is a VR4, which is manufactured by Cornell-Dublier (Mallory).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spring Break - Shooter Lane Switch Required to work or ball will drain and game will &amp;quot;brick&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
[[File:SpringBreakBallLaunchGateCropped.jpg ‎|300px|thumb|left|Ball gate at exit to Spring Break shooter lane. The spring actuates a switch below the playfield. &amp;lt;i&amp;gt;Image courtesy of Russell McIntyre&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spring Break is configured to start a multiball at the start of every ball. The game uses a &amp;quot;shooter lane exit&amp;quot; switch or any scoring switch, to know that a ball has been put into play, enabling subsequent balls to launch. If this switch is malfunctioning, and a ball is launched that scores no points before draining, the game will be &amp;quot;bricked&amp;quot; requiring a power cycle. The key is scoring points and the shooter lane exit switch scores 300 points. This seems like a &amp;quot;hack&amp;quot; created by Gottlieb once this &amp;quot;feature&amp;quot; was discovered.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Devil&#039;s Dare - All Displays out except status display===&lt;br /&gt;
[[File:DD Resistor Before.jpg|thumb|left|300px|Burnt 200 Ohm resistor on +60VDC display power line]]&lt;br /&gt;
[[File:DD Resistor After.jpg|thumb|right|300px|Replacement 200 Ohm 2 watt resistor on +60VDC display power line]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the game in question is a Devil&#039;s Dare, and all of the displays are out except for the status display, and the +60VDC is present at the power supply, but not at the displays, the following may apply.  Some Devil&#039;s Dare games, (it is unknown exactly which ones at this point), have a 200 ohm resistor installed in series with the +60VDC power line for the displays.  The resistor is located on the lamp insert board, just behind the lower right 6 digit display.  The resistor is soldered to two solder eyelets, so replacement is relatively easy.  It is unknown what the purpose of this resistor is, but it is fairly common for the resistor to overheat and potentially fail.  The recommended replacement for this is a 200 ohm 2 watt resistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no information regarding the value or placement of this resistor in the Devil&#039;s Dare manual / schematics.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Volcano Kick Back Ends Prematurely ===&lt;br /&gt;
[[File:VolcanoKickBack.jpg|300px|thumb|left|The Volcano kickback mechanism.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The kickback mechanism in Volcano, once enabled by a playfield feature, remains available until the player uses the feature by pressing the green cabinet button in front of the flipper switch. The game knows that the feature has been used by sensing the switch at the rear of the mechanism. As the plunger pulls in, the normally closed switch is opened by the ring on the rear of the plunger. If this normally closed switch isn&#039;t &amp;quot;making&amp;quot; solidly, the game will think that the plunger has pulled in. The kickback feature will be considered used and hence disabled.&lt;br /&gt;
&lt;br /&gt;
The behavior looks like the feature has timed out prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Games with Playfield Windows: Black Hole, Haunted House, Genesis, Monte Carlo, etc. ===&lt;br /&gt;
Playfield windows use foam washers that provide &amp;quot;counter force&amp;quot; to help keep the window flush with the playfield. If the window isn&#039;t flush with the playfield, the &amp;quot;lip&amp;quot; of the sunken window in its mount will cause airballs and/or the edge of the playfield will wear excessively.&lt;br /&gt;
&lt;br /&gt;
After a couple decades, springy foam washers turn into hard, crumbly foam washers. Weatherstripping (&amp;quot;beer seal&amp;quot;), cut really small, works in a pinch, but the Pinball Resource stocks the proper foam washers (GTB # 21219). Strips of tool box drawer liner work as well, but there is only one chance to crank them down before they compress.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Repair Logs==&lt;br /&gt;
Did you do a repair? Log it here as a possible solution for others.&lt;br /&gt;
====Volcano and Devil&#039;s Dare Left Outlane KickBack Not Working====&lt;br /&gt;
[[File:GottliebBallSaveKickBack2.jpg ‎|300px|thumb|left|With the plunger not pulled in, the normally closed switch &amp;quot;makes&amp;quot;. &amp;lt;i&amp;gt;Image courtesy of PinSider NeedaVirus&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GottliebBallSaveKickBack1.jpg ‎|300px|thumb|right|With the plunger pulled in, the normally closed switch is opened. &amp;lt;i&amp;gt;Image courtesy of PinSider NeedaVirus&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The &amp;quot;kickback ball save&amp;quot; implementation on games like Volcano and Devil&#039;s Dare is enabled via game play achievement(s) but is not &amp;quot;automatically&amp;quot; driven. The player must use a dedicated button adjacent to the cabinet flipper button to fire the plunger at just the right time. Once the plunger is fired, the feature is considered &amp;quot;used&amp;quot; and disabled until the same game play achievement(s) have been accomplished again.&lt;br /&gt;
&lt;br /&gt;
A particular issue with the mechanism is &amp;quot;premature cancellation&amp;quot; of the feature. The feature is enabled via game play, but then immediately disabled. This is caused by the normally closed switch under the apron being maladjusted and not &amp;quot;making&amp;quot;. A simple adjustment of this switch, to ensure it is normally closed, but opens when the plunger is pulled in, will correct the issue. &lt;br /&gt;
&lt;br /&gt;
These pictures...are better than 1,000 more words.&lt;br /&gt;
[[File:BallSaverSchematic.png ‎|600px|thumb|center|The applicable schematic snippet showing the &amp;quot;Ball Saver Switch&amp;quot; and the ball saver relay, a crude but effective implementation. &amp;lt;i&amp;gt;Image property of Gottlieb LLC&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Game Displays 000000 On Power Up and It&#039;s Not The Slam Switch ====&lt;br /&gt;
If you power the game on and all of the displays immediately display all zeros without strobing the problem is usually with the slam switch. However, if the slam switch modification has been done or the slam switch is working properly there is a problem with the switch matrix.&lt;br /&gt;
&lt;br /&gt;
I had this problem on my Haunted House machine. I finally found that chip Z15 (7432) was bad.&lt;br /&gt;
&lt;br /&gt;
I was fixing a kicker solenoid on the playfield, the playfield was still in the machine and fully in the upright position. While I was soldering the wire to the new solenoid I did not adequately protect the components below from a solder drip. Well, I did have a solder drip that landed right on a pop bumper driver board connector and shorted the connector. The short caused more than just this problem but for this narrative we will restrict to the slam/switch matrix problem.&lt;br /&gt;
&lt;br /&gt;
Reading in other materials I recognized the problem as the slam switch issue. I used a logic probe to test other components and found the CPU board working, mostly as it should except for acting like the machine was slam tilted. There was little written about the problem outside of the slam switch. I decided to check the matrix by doing a diode check on all of the diodes in the switch matrix. When I did this, I found that many of the diodes were testing bad. These were being tested with the board removed from the machine.&lt;br /&gt;
&lt;br /&gt;
Having replacement diodes in my parts drawer I decided that these must have gone bad during the short. I began unsoldering a few of the diodes. Once disconnected from the circuit board I remeasured the removed diodes and found the correct values on my meter, they were not bad. I then noticed that the bad diodes were all in the same row on the switch matrix. They all traced back to the Z15 chip. I replaced the Z15 7432 and the problem was resolved.&lt;br /&gt;
&lt;br /&gt;
====Game Displays a single 0 or 1 on Displays====&lt;br /&gt;
If an 80A game does not boot and displays just a single zero, just a single 1, or alternates between a single zero and single 1, this may indicate one or more bad IC(s) on the MPU:&lt;br /&gt;
* CPU&lt;br /&gt;
* Z7&lt;br /&gt;
* Z8&lt;br /&gt;
&lt;br /&gt;
The CPU itself may still output data that can be picked up with a logic probe, but still might be bad.&lt;br /&gt;
&lt;br /&gt;
[[File:Gottlieb-sys80a-bad-cpu-display-symptom.gif|thumb|300px|left|Animation of symptom of alternating 0 and 1]]&lt;br /&gt;
[[File:Gottlieb-sys80a-bad-cpu-display-symptom-zeros.jpg|thumb|300px|left|Symptom of the displays showing a single zero]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Testing the Q relay ====&lt;br /&gt;
Had a problem with my Black Hole - Q relay didn&#039;t activate. Played a bit with wires, did ground mods, .. &lt;br /&gt;
After a while I noticed it did work but didn&#039;t stay enabled - at the start of a game it closed, 1 coil (ball drain) kicked and the Q relay deactivated again. Noticed this with the playfield in up position, no pinballs installed.&lt;br /&gt;
Finally tested with playfield down - and pinballs installed - suddenly the behaviour was different: ball drain coil kicked and then the next coil also that put a coil in the shooter lane. Seems the Q relay did work all this time, but will only stay enabled when pinballs are installed in the game ?!&lt;br /&gt;
&lt;br /&gt;
==== Results of a locked on coil ====&lt;br /&gt;
[[File:BurntCoil1.jpg|300px|thumb|left|Melted coil sleeve.]]&lt;br /&gt;
[[File:BurntCoil2.jpg|300px|thumb|right|Burned coil wrapper.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a coil locks on (due for example to a bad driver board transistor), the coil will burn. Here is a coil which had locked on. Note the burn marks on the paper wrapping and the melted coil sleeve, which prevented the coil plunger from moving through the coil. The resistance of this coil was 0.9 ohms (the specified resistance for this particular coil should be 3.35 ohms), also indicating it&#039;s bad due to an internal short (adjacent windings shorted together due to overheating the coil wire insulation).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Black Hole top rollover switches ====&lt;br /&gt;
When Black Hole serves a ball, it must go through the top rollovers before hitting any other switch.  The playfield design ensures this.  But if it doesn&#039;t (I had the glass off and started testing some other feature), things get very weird: suddenly, I seemed to be in a 3-ball, 4-player game with some of the score displays blank.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t usually a problem in practice but it is worth making sure that the three top rollovers have clean switches.&lt;br /&gt;
&lt;br /&gt;
==== Replacing the 80B 5V pot ====&lt;br /&gt;
I got a Monte Carlo and replaced the 5V adjustment pot on the regulator.  It was working fine.  After the old one had been chopped off, I discovered it was the same as the new one.  It had already been replaced!  A bunch of rework on the regulator, and ground mods on the transformer frame, should have been my clue.&lt;br /&gt;
&lt;br /&gt;
==== 80B sound doesn&#039;t work ====&lt;br /&gt;
I got a Spring Break and the sound didn&#039;t work.  The LED didn&#039;t light in any predictable way, and the game put out a lot of white noise.  At one point I thought I heard some sounds underneath.&lt;br /&gt;
&lt;br /&gt;
Fortunately, I had a Monte Carlo sitting next to it where the sound did work.  I spent some time trying to understand the problem, and finally just swapped all the socketed chips (three EPROMs and the &amp;quot;Orator&amp;quot; speech synthesizer).  The problem followed the EPROMs, not the board.  Ultimately I replaced all three ROMs, although it seems likely that only one was likely bad.&lt;br /&gt;
&lt;br /&gt;
Note that the sound board has two separate CPUs, and only one controls the LED, so it is likely one of the two EPROMs associated with that CPU that is actually bad.&lt;br /&gt;
&lt;br /&gt;
==== Two flash lamp problems ====&lt;br /&gt;
Monte Carlo has four pairs of flashers controlled by &amp;quot;lamp&amp;quot; drive transistors, stepped up by under-playfield transistors.  On my game, I had two unrelated problems with different flash banks.  &lt;br /&gt;
&lt;br /&gt;
The two sockets by the roulette wheel were missing their lamps, and the under playfield was a little burned near where the lamps had been.  Apparently they were locked on, and someone had pulled the bulbs rather than fix the problem.  I replaced Q17, which was out of spec according to the measurements on this page.  I didn&#039;t replace the under-playfield MJ2955 because it seemed to measure correctly.  One down, one to go.&lt;br /&gt;
&lt;br /&gt;
The other flasher, the two on the left side, just didn&#039;t work.  Lamp bulbs were fine, and all transistors seemed OK by the tests given above.  I checked for continuity in the wiring and even tried grounding the transistor side of the circuit, but no lamps lit.  Finally, I pulled the plastic off to take the bulb out (to measure at the socket) and I found that the two lugs of the socket were bent and touching!  So the lamp was a short, but because of the resistor, not short enough to blow the fuse or fry the transistor.  A little bending back seems to have fixed it. -- [[User:Ts4z|ts4z]] ([[User talk:Ts4z|talk]]) 16:29, 7 February 2014 (CST)&lt;br /&gt;
&lt;br /&gt;
==== 80B Display has garbage on one display glass ====&lt;br /&gt;
Chicago Cubs had garbage/nonsensical characters on just the lower score display. I found chip U2 (type 10939) which controls the lower display to be bad. Replacing the chip cured the problem. I also installed a 40 pin IC socket for the replacement chip. If by chance you encounter the same symptom except that it is on the upper display, then chip U1 (type 10939) is bad. U1 controls the upper score display.&lt;br /&gt;
&lt;br /&gt;
====Rebuilt 80/80A Power supply, solenoid fuse blows on power up====&lt;br /&gt;
If a System 80/80A power supply has been rebuilt and the solenoid fuse blows as soon as the game is turned on, take a look at the power supply capacitor at C1. It might have been installed in the wrong direction. Make sure the (-)side on the capacitor matches the (-) side notated on the PCB.&lt;br /&gt;
&lt;br /&gt;
==== Haunted House ten thousand digit out on several displays ====&lt;br /&gt;
Encountered the ten thousand digits missing on three displays: player 1, player 3, and bonus display. Tried several known good cpu boards and problem remained. Tried swapping displays and problem remained. I traced the problem to the wiring harness on the main playfield. At the playfield mounted transistor Q2, the transistor mounting bracket had cut into the wiring harness. I repaired the harness with electrical tape and routed the harness farther away from that bracket with a couple of wire ties. Problem fixed and all displays are now working correctly.&lt;br /&gt;
&lt;br /&gt;
==== Multiple Pop Bumpers dead (maybe) ====&lt;br /&gt;
&lt;br /&gt;
I have a Counterforce, an early 80 game with two pop bumpers. I shopped it and took it to a show. It got put back in my garage and left idle for over a year. I went to play it, and the lower pop bumper didn&#039;t work. I looked into it, and after some poking around, including pulling a connector off of a PBDB. Now, neither pop bumper worked. I checked fuses and voltages but they looked OK. After I got over my frustration at making the problem worse, I realized it was likely something related to having moved the game. I checked both PBDBs and both had cracked header pins. Both boards had the same problem independently. Fixing both boards fixed the pop bumpers.  [[User:Ts4z|ts4z]] ([[User talk:Ts4z|talk]]) 02:49, 18 October 2022 (CDT)&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80&amp;diff=26021</id>
		<title>Gottlieb System 80</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80&amp;diff=26021"/>
		<updated>2026-09-30T21:22:53Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* Ground Improvements for System 80B at the Transformer Panel - &amp;quot;Arena&amp;quot; to &amp;quot;Bone Busters&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Gottlieb_Repair_Guides | Gottlieb® solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 1st gen boardset.jpg‎|300px|thumb|left|Gottlieb® System 80 Board Set - 1st Generation ]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
			&lt;br /&gt;
Gottlieb&#039;s® second generation of solid state pinballs is System 80.  Capabilities were increased in terms of controllable lamps, solenoids, gameplay, and sound.  No longer tied to an EM-esque platform, Gottlieb® started to introduce games with more unconventional asymmetric playfields.  System 80 marked a foray into double and triple level playfields, speech, and multiball. Unfortunately, it also represented a lateral step in reliability, with battery corrosion, connectors, and bad grounding plaguing the design.  Nearly all the same issues as were present with the System 1 platform.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
			&lt;br /&gt;
[[File:System80cabinet.jpg|300px|thumb|left|Gottlieb® System 80 Board Set - 2nd Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Just like the System 1 games, the System 80 / 80A / 80B design relied solely on connectors and daisy-chained wiring to transport the ground lines from board to board. The exception is that the large ground plane used with System 1 games was no longer used behind the boards with the System 80 games. Gottlieb® still opted to use plastic standoffs to elevate and secure the boards to the backbox or the back side of the lamp box insert. Thus, if a single ground connector failed in the chain, the logic ground could fail for one or several of the circuit boards. This could potentially lead to locked on coils, relays, and / or controlled lamps. In turn, transistors and chips would fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:Later gtb sys80a boardset.jpg|300px|thumb|left|Gottlieb® System 80A Board Set]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 platform was used for a total of nine years from 1980-1989.  During this period, there were three main versions of the boardset.  These three versions are referred to as: System 80, System 80A, and System 80B.  System 80 was used from 1980-1982, System 80A was used from 1982-1985, and System 80B was used from 1985-1989.  The easiest way to differentiate between the three versions is by looking at the style of displays which were used.  System 80 used 6-digit displays for scoring, and in some instances, for bonus values or timers.  System 80A used 7-digit displays for scoring, and 6-digit displays for bonus values or timers too.  Both the 6-digit and 7-digit displays were limited to displaying numeric values.  System 80B differed the most by using two 20-digit alpha-numeric displays, which were stacked on top of each other.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
[[File:Early gtb sys80b boardset.jpg|300px|thumb|left|Gottlieb® System 80B Board Set - Early]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Shortly after the onset of using the System 80B boardset, it was evident that the complexity of playfield designs had quickly outgrown the boardset.  Remote satellite boards, and transistors littered the underside of the playfield and inside the cabinet, because the driver board was too undersized to handle these extra duties.  A new boardset, known as the System 3 platform, was under development, but was not released until nearly 4 years later in 1990.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
	 &lt;br /&gt;
[[File:Typical gtb sys80b boardset.jpg|300px|thumb|left|Gottlieb® System 80B Board Set - Typical]]&lt;br /&gt;
[[File:GTB Later 80B Backbox.JPG|300px|thumb|right|Gottlieb® System 80B Board Set - Later Games (Hot Shots, Bad Girls, and Big House]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once a System 80 / 80A / 80B game has been methodically gone through with board design grounding flaws and connectors corrected, they are just as reliable as any of their contemporaries.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Games==&lt;br /&gt;
===System 80 Prototype===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|The Incredible Hulk || 1979 || Unknown (10 presumed, 4 confirmed) || 500 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit || A small number of games were used as a testing platform, which featured the system 80 boardset instead of the system 1 boardset. Confirmed games include serials 01440, 01442, 01443, 01447.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80 1st Generation===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|The Amazing Spiderman|| 05-1980 || 7625 || 653 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Panthera|| 06-1980 || 5220 || 652 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||   6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Circus|| 06-1980 || 1700 || 654 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit || Ultra Widebody &lt;br /&gt;
|-&lt;br /&gt;
|Counterforce|| 06-1980 || 3870 || 656 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||   6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Star Race|| 08-1980 || 870 || 657 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit || Ultra Widebody  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80 2nd Generation===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;Sound&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|James Bond|| 10-1980 || 3625 || 658 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Time Line|| 12-1980 || 3167 || 659 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Force II|| 02-1981 || 2000 || 661 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Pink Panther|| 03-1981 || 2840 || 664 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Mars, God of War]]|| 03-1981 || 5240 || 666 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || First Gottlieb® with speech, lane change, and multi-ball&lt;br /&gt;
|-&lt;br /&gt;
|Volcano|| 09-1981 || 3655 || 667 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || Export games used [[Media:Gtb_sys80_sound.JPG | sound only]] board&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Hole]]|| 10-1981 || 8774 || 668 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || First Gottlieb® with 2-Level playing area, Export games used [[Media:Gtb_sys80_sound.JPG | sound only]] board and a simple single backglass with no spinning disc.&lt;br /&gt;
|-&lt;br /&gt;
|[[Haunted House]]|| 06-1982|| 6835 || 669 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 6-digit || First game with 3-Level playing area, Sound only, but used sound &amp;amp; speech board w/o the speech chip installed.&lt;br /&gt;
|-&lt;br /&gt;
|Eclipse|| 1982 || 193 || 671 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit || Production game and available as a kit for James Bond 007 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80A===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Devil&#039;s Dare|| 08-1982 || 3832 || 670 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || Export games used the [[Media:Gtb_sys80_sound.JPG | sound only]] board&lt;br /&gt;
|-&lt;br /&gt;
|[[Caveman]]|| 09-1982 || 1800 || PV810 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || Pinball / Video game hybrid &lt;br /&gt;
|-&lt;br /&gt;
|Rocky|| 09-1982 || 1504 || 672 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|[[Spirit]]|| 11-1982 || 1230 || 673 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Punk!|| 12-1982 || 959 || 674 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board  &lt;br /&gt;
|-&lt;br /&gt;
|Striker|| 11-1982 || 910 || 675 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Krull|| 02-1983 || 10 || 676 || [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Goin&#039; Nuts|| 02-1983|| 10 || 682 || [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Q*bert&#039;s Quest|| 03-1983 || 884 || 677 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Super Orbit|| 05-1983 || 2100 || 680 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]]  || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board &lt;br /&gt;
|-&lt;br /&gt;
|Royal Flush Deluxe|| 06-1983 || 2000 || 681 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]]  || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board  &lt;br /&gt;
|-&lt;br /&gt;
|[[Amazon Hunt]]|| 09-1983 || 1515 || 684 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]] or [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board. Later production games used the [[Media:Gtb_sys80a%26b_sound.JPG|sound only]] piggyback sound board &lt;br /&gt;
|-&lt;br /&gt;
|Rack &#039;Em Up!|| 11-1983 || 1762 || 685 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Ready... Aim... Fire!|| 11-1983 || 390 || 686 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Jacks to Open|| 05-1984 || 2350 || 687 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Star]]|| 06-1984 || 1065 || 689 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || 689A Denotes a revision in the ROM code&lt;br /&gt;
|-&lt;br /&gt;
|The Games|| 08-1984|| 1768 || 691 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Touchdown|| 10-1984 || 711 || 688 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|El Dorado City of Gold|| 09-1984 || 905 || 692 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Ice Fever|| 02-1985 || 1585 || 695 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80B===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Chicago Cubs Triple Play|| 05-1985 || ~1365 || 696 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Bounty Hunter|| 07-1985 || 1220 || 694 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Tag Team Pinball|| 09-1985 || 1220 || 698 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] ||  Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Rock|| 10-1985 || 1875 || 697 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 || DIP switches 7 and 8, while listed as &amp;quot;spares&amp;quot;, 7 is actually used to turn attract sounds on / off.  There is an addendum added to the first page of the manual stating as such.&lt;br /&gt;
|-&lt;br /&gt;
|Raven|| 03-1986 || 3550 || 702 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Rock Encore|| 04-1986 || 245 || 704 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||Production game using same playfield art as Rock, but mainly available as a conversion kit for Rock&lt;br /&gt;
|-&lt;br /&gt;
|Hollywood Heat|| 06-1986 || 3400 || 703 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Genesis|| 09-1986 || 3500 || 705 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings|| 10-1986 || 3260 || 707 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break|| 04-1987 || 3550 || 706 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo|| 02-1987 || 4315 || 708 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]||  Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Arena|| 06-1987 || 3099 || 709 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]||Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Victory|| 10-1987 || 3315 || 710 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Lady|| 02-1988 || 2700 || 711 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|TX Sector|| 03-1988 || 2336 || 712 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War|| 04-1988 || 2130 || 714 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Excalibur|| 11-1988 || 1710 || 715 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||Start of the MA-1133 CPU Board. No actual speech callouts are present in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls|| 11-1988 || 2500 || 717 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||  &lt;br /&gt;
|-&lt;br /&gt;
|[[Big House]]|| 04-1989 || 1977 || 713 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 || &lt;br /&gt;
|-&lt;br /&gt;
|Hot Shots|| 04-1989 || 2342 || 718 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||  &lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters Inc.|| 08-1989 || 2000 || 719 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 || Uses 3 sound boards - uses 50v to power flippers &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game date of release, production numbers, and model number provided by the Internet Pinball Database - http://www.ipdb.org&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
===Recommended Documentation===&lt;br /&gt;
====Manuals====&lt;br /&gt;
* A game manual.  Pinball Resource has many factory originals still left, and reprints of everything else.&lt;br /&gt;
&lt;br /&gt;
====Theory of Operation &amp;amp; Repair Guides====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Gottlieb Star Series 80 Service Manual&lt;br /&gt;
|[[file:Gottlieb-star-series-80-service-manual-cover.jpg|thumb|left|140px]][[file:Gottlieb-star-series-80-service-manual-cover-alt.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Information on how system 80 operates, with troubleshooting information outlined.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1983 Technical Seminar Workbook&lt;br /&gt;
|[[file:Gottlieb-technical-seminar-workbook-1983-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Information on how system 80 operates, with troubleshooting information outlined.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parts Catalogs====&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; schematics, and diagrams for controlled lamp, solenoid, and rubber locations. Gottlieb tended to publish a lot of game-specific information in parts catalogs. These have exploded diagrams of assemblies, particularly in earlier games that had the thinner, much less helpful manuals. Playfield parts, lamps, and switches are all diagrammed out. These also have collected service bulletins. Reprints are available from Pinball Resource.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1982 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1982-parts-catalog-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Counter Force, Star Race, James Bond, Time Line, Force II, Pink Panther, Mars God Of War, Volcano, Black Hole, Haunted House, Devil&#039;s Dare, Caveman, Rocky. This catalog also features system 1 games.&lt;br /&gt;
|Includes parts assemblies, plus switch matrix and controlled lamp locations, board layouts, schematics, and board parts lists, coin door parts, and some cabinet parts. Includes System 1 and 80 parts and boards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1987 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1987-parts-manual-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Volcano, Black Hole, Haunted House, Devil&#039;s Dare, Rocky, Spirit, Rock, Striker, Q*bert&#039;s Quest, Super Orbit, Royal Flush, Amazon Hunt, Rack &#039;Em Up, The Games, Chicago Cubs Triple Play, Rock Encore, Ready Aim Fire, Touchdown, Bounty Hunter, Raven, Jacks To Open, El Dorado City Of Gold, Tag Team, Hollywood Heat, Alien Star, Ice Fever, Rock, Genesis&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1992 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1992-parts-manual-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Covers 80B games starting from Gold Wings and the first 9 System 3 titles (games #706-#730).&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One interesting note about the part numbers is that the single letter that preceded the number indicated the size of the paper that was used for the original drawing/blueprint of the part. Paper sizes A up through F were used.&lt;br /&gt;
&lt;br /&gt;
===Connector Designations===&lt;br /&gt;
All Gottlieb® machines have a common naming convention for all of the connectors in the game.  A specific connection uses two parts - a prefix and a suffix.  The prefix is the board number or an inline wire junction, and the suffix is the connection on the board or a sequential wire junction number.  When referencing a specific connector pin within a housing, a dash follows the connection number.  For example, the connector pin for the slam switch signal on the CPU board is A1J5-10.  The coin door connection used on Devil&#039;s Dare is A15P1 and A15J1 - the connector pin for switch return 7 on the coin door is A15J1-8.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following boards are assigned the same numbers throughout the System 80 / 80A / 80B platforms.&lt;br /&gt;
*CPU Board - A1&lt;br /&gt;
*Power Supply - A2&lt;br /&gt;
*Driver Board - A3&lt;br /&gt;
*Sound Board - A6&lt;br /&gt;
*Pop Bumper Driver Boards - A8&lt;br /&gt;
*Reset Board - A24&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There are several other board designations used, however, they change from game to game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Wiring Color Code===&lt;br /&gt;
&lt;br /&gt;
Unlike every other pinball manufacturer, which adopted a two-color wiring code system, Gottlieb® used three colors.  Most wiring in a Gottlieb® game used a white base color, which is the wire&#039;s insulation color, and three &amp;quot;striped&amp;quot; traces on each wire.  I state most cases, because there are some wires which only used two colors - the green insulated ground lines which have a single yellow trace, or only one color - the white ground wires used in System 80B games with no trace at all.  Below is the Gottlieb® color chart.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
|-&lt;br /&gt;
| Color || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#000000&amp;quot;&amp;gt;Black&amp;lt;/span&amp;gt;  &lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#A52A2A&amp;quot;&amp;gt; Brown &amp;lt;/span&amp;gt; &lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#800080&amp;quot;&amp;gt; Purple &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#808080&amp;quot;&amp;gt; Gray &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#000000; background:#FFFFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Does the color chart look familiar?  Well, if you have an electronics background, it should.  The Gottlieb® wire code system is the same as the resistor color coding system.&lt;br /&gt;
&lt;br /&gt;
Here are some examples of the color coding system.  The color wire code for switch strobe line 0 is 400.  400 would be a white insulated wire with a yellow trace and two black traces, or commonly referred to as a yellow-black-black wire.  The ground lines in early System 80 games are code 54.  54 would be a green insulated wire with one yellow trace.&lt;br /&gt;
&lt;br /&gt;
There is one word of caution, which should be pointed out.  If the connections on A1J2 and A1J3 are being replaced, there are wire colors on these connections which are very similar.  Although each wire is located on a different housing, please proceed with caution, as it can be difficult to see all three traces without spinning the wire around.  The wires which come to mind are 344 and 677 on A1J2, and 433 and 766 on A1J3.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Matrix===&lt;br /&gt;
====Switch Matrix Wire Coloring====&lt;br /&gt;
[[File:GottliebSystem80A1J6SwitchMatrixWireColors.png|right|thumb|500px|Gottlieb® System 80 Switch Matrix Wire Coloring at Connector A1J6. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Wire colors used for the switch matrix, as connected to A1J6 on the MPU, were identical across all Gottlieb System 80/80A/80B games. They are, from pin 1 to 19, and right-to-left &amp;lt;b&amp;gt;(backwards)&amp;lt;/b&amp;gt; as you view the front of the connector as installed on the MPU...&lt;br /&gt;
#yellow-black-black&lt;br /&gt;
#yellow-brown-brown&lt;br /&gt;
#yellow-red-red&lt;br /&gt;
#yellow-orange-orange&lt;br /&gt;
#yellow-yellow-yellow&lt;br /&gt;
#yellow-green-green&lt;br /&gt;
#yellow-blue-blue&lt;br /&gt;
#yellow-purple-purple&lt;br /&gt;
#white (ground)&lt;br /&gt;
#blue-black-black&lt;br /&gt;
#blue-brown-brown&lt;br /&gt;
#blue-red-red&lt;br /&gt;
#blue-orange-orange&lt;br /&gt;
#blue-yellow-yellow&lt;br /&gt;
#blue-green-green&lt;br /&gt;
#blue-blue-blue&lt;br /&gt;
#blue-purple-purple&lt;br /&gt;
#blue-slate-slate (+5VDC)&lt;br /&gt;
#empty&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; that not all games use all rows and/or all columns of the switch matrix. Unused switch matrix circuits are not wired.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Switch Numbering====&lt;br /&gt;
[[File:Sys80 switch matrix.png|left|thumb|600px|Gottlieb® System 80 Switch Matrix]]&lt;br /&gt;
The Gottlieb® System 80 / 80A / 80B switch matrix consists of a maximum of 64 switches.  There are a total of 8 switch strobes and 8 switch returns. However, not every switch in the matrix is used on every System 80 game.&lt;br /&gt;
&lt;br /&gt;
Just like the System 1 switch numbering system, the System 80 switch numbers have a similar naming convention.  Except, the System 80 switch numbering system is the opposite of System 1.  If you are accustomed to working on System 1 games, pay close attention.  With Gottlieb® System 80 switches the first number of the switch is its strobe number, while the second number is switch&#039;s return number.  An example would be switch 54.  Switch 54 is located on strobe 5 and return 4 of the switch matrix.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Strobe 0&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-1 / A1J5-2)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 1&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-2 / A1J5-3)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 2&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-3 / A1J5-4)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 3&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-4 / A1J5-5)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 4&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-5 / A1J5-6)&lt;br /&gt;
! Strobe 5&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-6 / A1J5-7)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 6&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-7)&lt;br /&gt;
!Strobe 7&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-8 / A1J5-9)&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 0 (A1J6-10)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 00&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 10&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 20&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 30&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 40&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 50&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 60&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 70&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 1 (A1J6-11)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 01&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 11&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 21&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 31&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 41&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 51&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 61&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 71&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 2 (A1J6-12)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 02&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 12&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 22&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 32&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 42&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 52&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 62&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 72&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 3 (A1J6-13)&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 03&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 13&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 26&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 33&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 43&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 53&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 63&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 73&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 4 (A1J6-14)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 04&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 14&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 24&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 34&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 44&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 54&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 64&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 74&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 5 (A1J6-15)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 05&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 15&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 25&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 35&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 45&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 55&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 65&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 75&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 6&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-16 / A1J5-8)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 06&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 16&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 26&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 36&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 46&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 56&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 66&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 76&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 7&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-17 / A1J5-1)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 07&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 17&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 27&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 37&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 47&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 57&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 67&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 77&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
====The &amp;quot;Missing&amp;quot; Gottlieb® System 80 Switches====&lt;br /&gt;
&lt;br /&gt;
With the Gottlieb® System 80 series of games, there are some switch assignments that are designated the same throughout the System 80, 80A, and 80B platforms.  These switches are typically not listed in the switch matrix portion of the manual.  You have to review the cabinet schematics, and decipher what switches use what return and strobe.  However, it appears that Gottlieb® / Premier® changed this section of the schematic starting with Excalibur or Bad Girls by no longer listing the strobes for these switches.  So, below are the &amp;quot;missing&amp;quot; switch assignments for any Sys80B.  All the info applies for Sys80 and Sys80A, except the two advance buttons, which weren&#039;t used prior to Sys80B.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;06&#039;&#039;&#039; - left advance button, also pause both lamp and relay/ solenoid tests (Sys80B only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;07&#039;&#039;&#039; - play / test switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;16&#039;&#039;&#039; - right advance button (Sys80B only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;17&#039;&#039;&#039; - left coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;27&#039;&#039;&#039; - right coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;37&#039;&#039;&#039; - center coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;47&#039;&#039;&#039; - replay button&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;57&#039;&#039;&#039; - plumb bob and ball roll tilts (these have the same switch assignment as the playfield tilt switch)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Black Hole is an exception.  The switch assigned for the tilt on Black Hole is 26.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The coin door slam switch is not part of the switch matrix.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Language Selection ===&lt;br /&gt;
&lt;br /&gt;
The only way to change the language displayed is to install the correct language ROMs. Gottlieb didn’t incorporate a “soft” method of changing language selection. &lt;br /&gt;
&lt;br /&gt;
===Enabling Free Play===&lt;br /&gt;
Free play options were unavailable in the original System 80/80A/80B game code. However, there are some hardware modifications that can be done, stacked switches can be added to the start/credit button, or  EPROMs with free play code can replace original PROMs.&lt;br /&gt;
&lt;br /&gt;
====Free Play EPROMs====&lt;br /&gt;
For system 80/80A, the U2/U3 PROMs can be replaced with an [http://www.flipprojets.fr/Freeplay_EN.php EPROM with free play code]. Replacing U2/U3 will require an adapter, such as the [https://www.greatplainselectronics.com/proddetail.asp?prod=140-101 module from GreatPlainsElectronics (no longer available)], [https://lisy.dev/u2u3-_adapter.html LISY], [https://www.flippp.fr/u2u3pcb.php?lg=en flippp], or a [http://www.actionpinball.com/tech/sys80mod.php#system custom adapter board]&lt;br /&gt;
&lt;br /&gt;
For System 80B, the game PROM can be replaced with an [http://www.flipprojets.fr/Proms80B_EN.php EPROM with free play code].&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80 Games====&lt;br /&gt;
Early Gottlieb® solid state pinball machines, prior to 1990, did not have a free play option available within the game settings.  With this simple modification, a game can be set up for free play.  First, identify the diode strip in the bottom of the cabinet.  Once the diode strip is found, locate the credit button and coin switch strobe line wires.  The wires will be located on the left of the diode strip - the non-banded side of the diodes.  Below is a list of the wires.&lt;br /&gt;
&lt;br /&gt;
* Credit button wire - Green-Yellow-Yellow&lt;br /&gt;
* Left coin switch wire - Green-Brown-Brown&lt;br /&gt;
* Center coin switch wire - Green-Orange-Orange&lt;br /&gt;
* Right coin switch wire - Green-Red-Red&lt;br /&gt;
&lt;br /&gt;
[[File:Gtbsys80board.jpg|300px|thumb|left|Typical location of System 80 diode board in cabinet]]&lt;br /&gt;
[[File:System80FreePlayJumper.jpg‎|300px|thumb|right|Gottlieb® System 80 Black Hole diode board with jumper (yellow wire) to implement free play]]&lt;br /&gt;
&lt;br /&gt;
Solder a small lead wire from the credit button wire to any of the coin switch wires. The wires will change to different colors on the other side of the diode. You want to solder to the side of the diode (non-banded) with the color wire specified above. &lt;br /&gt;
&lt;br /&gt;
Make sure that the diode, credit button wire, and coin switch wire are still soldered securely to the diode strip terminal when finished.  If soldering is not an option, use a small alligator clip test lead. Now, when the credit button is pressed, a credit will be incremented and decremented. A game can be easily started without the need to open the coin door to trip the coin switches anymore.&lt;br /&gt;
&lt;br /&gt;
For this &amp;quot;hack&amp;quot; to work properly (adding a credit and then decrementing a credit), the MPU DIP switches for the associated coin chute must be configured so that one coin drop adds one credit. In other words, if the DIP switches are set to require more than one coin drop through the associated chute, the free play &amp;quot;hack&amp;quot; will not work correctly because the &amp;quot;hack&amp;quot; mimics a single coin drop.&lt;br /&gt;
&lt;br /&gt;
Please note that this modification does not apply to Gottlieb® System 80A and System 80B machines. System 80A and 80B machines use diode boards with edge connections, which are typically located on the cabinet wall near the left flipper cabinet switch. Jumpering the diodes on System 80A and 80B games do not give the intended free play results of jumpered System 80 diodes. This is attributed to how the diode boards are physically placed differently in circuit with respect to the switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TimeLineFreePlay.jpg‎|300px|thumb|left|Gottlieb® System 80 Time Line diode board with jumper (the red wire...I mean...it&#039;s a red flippin&#039; wire. You HAVE to be able to see it!) to implement free play]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left ties the center coin chute wire (Green-Orange-Orange) to the credit button wire (Green-Yellow-Yellow).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80A Games====&lt;br /&gt;
[[File:ExampleSwitchStack.jpg ‎‎|300px|thumb|left|A &amp;quot;donor&amp;quot; switch pair.]]&lt;br /&gt;
[[File:System80AStackedSwitch.jpg ‎ ‎‎|300px|thumb|right|Donor switch pair atop original credit button switch pair.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There is no method to implement free play for System 80A games at this time, other than &amp;quot;stacking&amp;quot; the credit button switch with one of the coin drop switches.&lt;br /&gt;
&lt;br /&gt;
The image at left shows a &amp;quot;donor&amp;quot; switch pair. A diode is not required on the switch as switch isolation diodes for coin door switches are located elsewhere in the game. This switch pair is from an early Williams solid-state game and is a bit too long. As implemented, the switch tabs were clipped, an additional 3/16&amp;quot; hole was drilled forward of the existing two holes, so that the switch pair length approximated the original credit button length. The insulating fish paper is necessary and will be reused.&lt;br /&gt;
&lt;br /&gt;
The image at right shows both the original credit button switch pair (inside) and the new switch pair with the coin drop wires from one of the coin chutes soldered tightly. The two switch pairs are insulated from each other with fish paper from the donor switch. Two new 5x40 by 1 inch screws have been used to secure the switch stack tightly. The original screws are too short for two switches. The additional switch has been adjusted to close just after the credit button switch closes.&lt;br /&gt;
&lt;br /&gt;
This implementation attempts to start a game, then adds a credit, making it normal to have to press the credit button twice if the game has no credits. One might think that swapping the switches would work better by adding a credit and then starting a game. However, at least for this game (Spirit), doing this didn&#039;t work. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80B Games====&lt;br /&gt;
A System 80B game does not have a built-in free play option available, so the fallback option to add credits is usually to open the coin door and trip the coin switches. However, there are a couple of methods that can be used to avoid doing that.&lt;br /&gt;
&lt;br /&gt;
=====Free Play (80B) Diode Board Modification=====&lt;br /&gt;
Locate the diode board used for all of the coin door switches (normally inside the cabinet to the left of where the coin box would be placed). Remove the diode board. Add a jumper between pin 4 and pin 10 of the diode board on the solder side of the board, (this can be done on the component side instead). Make certain that the jumper is soldered onto the banded side of the diodes. This jumper essentially ties the right advance button on the front of the cabinet to the center coin switch.&lt;br /&gt;
&lt;br /&gt;
Now, when the right advance button is pressed, credits will be added to the game. There have not been any unwanted side effects observed when the right advance button is pressed while scrolling through characters used to enter high score initials.&lt;br /&gt;
&lt;br /&gt;
An alternative method that achieves the same result is to use a jumper wire with minigrabber ends and clip them on to the bottom of the 4th and 9th diodes (from the right) on the front of the board. This requires no soldering and the diode board doesn&#039;t even need to be removed.&lt;br /&gt;
&lt;br /&gt;
The jumper modification should work on games from Chicago Cubs Triple Play to Excalibur. Hot Shots, Bad Girls, Big House, and Bone Busters, Inc. do not have a diode board for the coin door, so this specific modification cannot be done on those titles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=400 class=center&amp;gt;&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board.JPG|Typical location of System 80B diode board on cabinet wall&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Added.JPG|Added jumper to back of diode board&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Location_Front.JPG|Location to add jumper to front of diode board&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Added_To_Front.JPG|Added minigrabber jumper to front of diode board&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Free Play ROM (80B) =====&lt;br /&gt;
Another option is a free play ROM, produced by a group of kindly fellows in France. By burning the revised image into a 2764, and installing the new ROM on the daughter card, the game will now be on free play. Their implementation notices when zero credits are on the game and the credit button has been pressed. The new code then adds 20 credits to the game, and starts a game. The System 80B free play ROMs can be found [http://www.flipprojets.fr/Proms80B_EN.php here].&lt;br /&gt;
&lt;br /&gt;
[[image:PinSideLogo.png]] PinSider &amp;quot;McZonk&amp;quot; has hacked the 80B ROM set to include a very nice free play option. This code modification displays the letters &amp;quot;FP&amp;quot; on the display in lieu of the credit count when enabled. More information regarding this modification can be found on [https://pinside.com/pinball/forum/topic/free-play-mod-for-raven the Pinside discussion thread here].&lt;br /&gt;
&lt;br /&gt;
=== Bookkeeping &amp;amp; Diagnostics ===&lt;br /&gt;
[[File:GTB sys80 test button.jpg|300px|thumb|left|Gottlieb® System 80 Coin Door Test Button Highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
To enter the bookkeeping / diagnostic mode, open the coin door and press the red momentary switch. (Note this switch has no credit function)  Depending on the particular game, the self test button may be mounted on a bracket located on the coin door or just inside the cabinet near the coin door hinge.  Upon pressing this button, the 4-digit status display used with System 80 and System 80A games will display &amp;quot;&#039;&#039;&#039;00&#039;&#039;&#039;&amp;quot; in the credit window. Pressing the self test button again will advance to the next step in the bookkeeping.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an option to bypass all of the bookkeeping functions, entering diagnostic mode directly.  To achieve this, the self test button must first be pressed.  &amp;quot;&#039;&#039;&#039;00&#039;&#039;&#039;&amp;quot; will shown on the status display.  Then, the credit / start button should be pressed once.  The status display should now show &amp;quot;&#039;&#039;&#039;16&#039;&#039;&#039;&amp;quot;. &amp;quot;&#039;&#039;&#039;16&#039;&#039;&#039;&amp;quot; is the first test in diagnostic mode.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bookkeeping (System 80/80A)&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1 - Coins thru left chute&amp;lt;br&amp;gt;&lt;br /&gt;
2 - Coins thru right chute&amp;lt;br&amp;gt;&lt;br /&gt;
3 - Coins thru center chute&amp;lt;br&amp;gt;&lt;br /&gt;
4 - Total plays&amp;lt;br&amp;gt;&lt;br /&gt;
5 - Total replays&amp;lt;br&amp;gt;&lt;br /&gt;
6 - Game percentage&amp;lt;br&amp;gt;&lt;br /&gt;
7 - Extra ball&amp;lt;br&amp;gt;&lt;br /&gt;
8 - Total tilts&amp;lt;br&amp;gt;&lt;br /&gt;
9 - Total slam tilts&amp;lt;br&amp;gt;&lt;br /&gt;
10 - Number of times the HSTD has been beaten&amp;lt;br&amp;gt;&lt;br /&gt;
11 - First high score level&amp;lt;br&amp;gt;&lt;br /&gt;
12 - Second high score level&amp;lt;br&amp;gt;&lt;br /&gt;
13 - Third high score level&amp;lt;br&amp;gt;&lt;br /&gt;
14 - High score to date score&amp;lt;br&amp;gt;&lt;br /&gt;
15 - Average game time &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Diagnostics&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
16 - Lamp test&amp;lt;br&amp;gt;&lt;br /&gt;
17 - Coil test (will cycle and display coil number of coils used in the game. Coin counter coils, if installed, are excluded)&amp;lt;br&amp;gt;&lt;br /&gt;
18 - Switch test. (99 = no switches closed)  You can check switch numbers by pressing them on the playfield during this step.&amp;lt;br&amp;gt;&lt;br /&gt;
19 - Display test. The displays will cycle through each digit&amp;lt;br&amp;gt;&lt;br /&gt;
20 - Memory test. (99 = no fault)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80-7641-2Error.jpg|300px|thumb|left|Gottlieb® System 80 &amp;quot;7641&amp;quot; Error]]&amp;lt;br&amp;gt;&lt;br /&gt;
An example of a ROM image checksum error (or perhaps a ROM memory access error) displayed during test 20 is pictured at left. During test 20, if a checksum error is detected, the ROM code in U2/U3 will indicate &amp;quot;7641-X&amp;quot; in the player 1 display window, with &amp;quot;X&amp;quot; being &amp;quot;1&amp;quot; to indicate PROM 1 or &amp;quot;2&amp;quot; to indicate PROM 2. If you have followed the procedure to combine the original game ROMs into a single 2716, this error message is an indicator that the checksum of either the 1st half or the 2nd half of that ROM failed. Replace the ROM.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80A5101.jpg ‎|300px|thumb|left|Gottlieb® System 80A &amp;quot;5101&amp;quot; Error]]&amp;lt;br&amp;gt;&lt;br /&gt;
An example of a probable 5101 CMOS RAM error (or perhaps a CMOS RAM memory access error) displayed during test 20 of a System 80A &amp;quot;Spirit&amp;quot; game is pictured at left. During test 20, if a RAM error is detected, &amp;quot;5101&amp;quot; will be displayed in the player 1 display window.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
System 80B uses the same process as System 80/80A to enter bookkeeping / diagnostics.  The only difference is upon pushing the self test button the first time, the top alphanumeric display will display &amp;quot;&#039;&#039;&#039;TEST MODE&#039;&#039;&#039;&amp;quot;.  Pressing the self test button again will enter bookkeeping mode, while pressing the credit / start button will enter diagnostics mode.  After entering either mode, pressing the self test button will advance through each step in the appropriate mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80BZ5Error.jpg ‎|300px|thumb|left|Gottlieb® System 80B &amp;quot;ERROR- Z5&amp;quot;]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80B memory test will throw a memory error, &amp;quot;ERROR- Z5&amp;quot; as shown at left. This could indicate a failed 5101 (most likely) or it could mean that the processor can not access the 5101 due to chip select, address signal line, or data line signal line issues.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following notes apply to all System 80/A/B games.&lt;br /&gt;
*Any diagnostic test can be repeated by pressing the credit / start button.&lt;br /&gt;
*Waiting 60 seconds will reset the CPU and return the game to attract mode. &lt;br /&gt;
*The slam switch or tilt switch can be triggered to exit diagnostics. This is probably the only benefit of keeping the slam switch functional. However, considering the sometimes strange side effects which can arise from a maladjusted or malfunctioning slam switch, [[Gottlieb_System_80#Slam_Switch_Modification | disabling the slam switch]] is generally a better idea.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Default High Score To Date (HSTD)====&lt;br /&gt;
If a high score to date is not explicitly set (setting 14), then some (most) games use a default HSTD of either 770,000 or 790,000. Some games (such as Volcano or Black Hole) also have an auto-reset back to the default HSTD value after a player&#039;s score exceeds 980,000.&lt;br /&gt;
&lt;br /&gt;
====Pausing the Lamp and Solenoid Test (System 80B Only)====&lt;br /&gt;
[[File:Gtb sys80B left advance.jpg|left|thumb|300px|The left advance button on a System 80B Game]]&amp;lt;br&amp;gt;&lt;br /&gt;
The following only applies to System 80B lamp and solenoid tests.  A little known fact is that the lamp and solenoid tests can be &amp;quot;paused&amp;quot; on a single lamp or single solenoid.  To stop whichever item is being tested during lamp or solenoid test, and repeat the test on the particular item, simply push and hold in the left advance button located on the front of the cabinet, as shown in the picture to the left.  The left advance button can then be released, pressed, and held in again to step to the next item in the test.  This is a particularly nice feature, because the lamps and solenoids or relays tend to be pulsed rather quickly in test, and cannot be observed very well, until the test repeats itself.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rubber Ring Chart===&lt;br /&gt;
Although the Gottlieb® System 80 game manuals do list the location and part numbers for rubber rings used, some fail to list the actual rubber ring size.  Below is a handy chart, which lists the Gottlieb® rubber OEM number and its size.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gottlieb® #&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|A-14793 ||23/64&amp;quot; White Mini-Post&lt;br /&gt;
|-&lt;br /&gt;
|A-15705 ||27/64&amp;quot; White Mini-Post&lt;br /&gt;
|-&lt;br /&gt;
|A-10217 ||5/16&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-17493 || 7/16&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10218 || 3/4&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10219 || 1&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10220 || 1-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10221 || 2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10222 || 2-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10223 || 3&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10224 || 3-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10225 || 4&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10226 || 5&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-13151 || 3/8 x 1-1/2&amp;quot; Standard Red Flipper&lt;br /&gt;
|-&lt;br /&gt;
|A-13149 || 3/8 x 1&amp;quot; - Small Beaded Red Flipper&lt;br /&gt;
|-&lt;br /&gt;
|A-1344 || Rebound Rubber&lt;br /&gt;
|-&lt;br /&gt;
|1872 || Shooter Tip&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
&lt;br /&gt;
===[[System 80 / 80A / 80B Board Set]]===&lt;br /&gt;
Clicking the link above will direct you to a new page showing all of the System 80/80A/80B boards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 boards 3.png‎|800px|center|Gottlieb® System 80 Board Diagram]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following functional block diagram depicts the main PCBs and the input/output signals between them (#n = wire count).&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:sys80b_IO_lines.png|800px|center|Gottlieb® System 80/B functional blocks and I/O lines]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[System 80 / 80A / 80B Satellite Boards]]===&lt;br /&gt;
Clicking the link above will direct you to a new page showing all of the System 80/80A/80B satellite boards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Supplies===&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Power Supply====&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 psu.JPG‎|300px|thumb|left|System 80 / 80A Power Supply]]&lt;br /&gt;
[[File:Gtb sys80 psu back.JPG|300px|thumb|right|System 80 / 80A Power Supply - Showing the Large Heat Sink]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 / 80A power supply is very similar to the System 1 power supply, where as the circuit board is secured to a large &amp;quot;hot plate&amp;quot; heat sink. This style power supply is used for all System 80 and 80A games from Spiderman to Ice Fever, and is the source of the following:&lt;br /&gt;
* +5 VDC logic power&lt;br /&gt;
*+8 VDC offset voltage needed for the displays&lt;br /&gt;
*+60 VDC for the 6 or 7 digit displays&lt;br /&gt;
*+42 VDC for the status display&lt;br /&gt;
*Ground from earth ground located on the transformer panel&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the System 1 power supply, the +5 VDC logic power is no longer rectified and filtered on the power supply itself.  This process is now handled by a bridge rectifier and a large filtering capacitor located on the transformer panel.  The System 80 power still employs a [http://en.wikipedia.org/wiki/Crowbar_%28circuit%29 crowbar circuit] for the logic power, which protects from over-voltage situations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although these power supplies are fairly reliable, there are some drawbacks to the design.  By incorporating a large heat sink for the PMD10K40 / 2N6059 TO-3 transistor on the board, a lot of heat is dissipated throughout the whole board.  This in turn will limit the life expectancy of the other electronic components on the board.  Equally, the heat sink must be removed in order to perform component level repairs to the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Sound &amp;amp; Speech Power Supply==== &lt;br /&gt;
&lt;br /&gt;
A sound &amp;amp; speech board (S&amp;amp;S) is used starting with Mars God of War (MGOW).  Because of the voltages needed to drive some of the components on the S&amp;amp;S board, this secondary power supply is added to the power train.  The voltages generated from this board are:&lt;br /&gt;
*+12 VDC used for the analog inverters and voice synthesizer chip&lt;br /&gt;
*-12 VDC used for the analog inverters&lt;br /&gt;
*+30 VDC used by the sound amplifier (LM379)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 sands power1.JPG|300px|thumb|left|System 80 Sound &amp;amp; Speech Power Supply (1st Generation)]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There are two different variations of this power supply.  The first style is used only with MGOW and Volcano, and is not a printed circuit board (PCB).  The electronic components were screwed to a block of wood, which is located on the left wall of the lower cabinet.  Conducting tests and repairs to this style power supply can be awkward and difficult.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys80 s&amp;amp;s psu.JPG|300px|thumb|left|System 80/80A Sound &amp;amp; Speech Power Supply (2nd Generation)]]&lt;br /&gt;
[[File:System80SpeechAndSoundPS.jpg|300px|thumb|right|System 80/80A Sound &amp;amp; Speech Power Supply (2nd Generation), with test points added. Unstuffed component locations facilitate easy addition of voltage test points The ground test point requires a hole to be drilled in the PCB. Negative 12V is measured at the non-banded end of the 1N4742 zener diode.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Black Hole, the S&amp;amp;S power supply is now on a circuit board (MA-188), which is located in the head of the game with the other circuit boards.  Even though each style of S&amp;amp;S power supply uses different components for the generation of +12 VDC, the end result is the same.  The S&amp;amp;S power supply was no longer used when Gottlieb® went a step backwards, and installed the System 80A sounds only board with the piggyback board.  This change occurred during the run of Amazon Hunt.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The generation 1 and generation 2 sound board power supplies are not pin compatible. One could be exchanged for the other by rearranging connections of a 9-pin molex connector. However, this is not recommended.&lt;br /&gt;
&lt;br /&gt;
====System 80B Power Supplies====&lt;br /&gt;
&lt;br /&gt;
Starting with Chicago Cubs, the Gottlieb® power train went through a bit of a face lift. The System 80B platform uses two separate boards to supply power.  This design change is mainly due to the single display board, which rectifies the high voltage on the board itself.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80b psu.JPG|300px|thumb|left|System 80B +5 VDC Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
The small power supply with the finned heat sink is only used to generate +5 VDC for logic power.  Although, removing the heat sink is not necessary to work on the board, this power supply has its own set of issues.  First, it does not have a crow bar circuit.  If the LM338K voltage regulator fails, and fails whereas the voltage increases drastically, it can destroy electronic components on the other circuit boards.  Secondly, it&#039;s not as bad, but heat is still dissipated throughout the board.  Third, the adjustable potentiometer (pot) on the power supply is prone to failure, due to dirt, dust, and contaminants.  Finally, it is typical for the header pins on the input and output of the board to develop cracked solder joints.  The two latter problems can easily be overcome, and will be addressed in the [http://pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Recommended_Repairs_for_the_System_80B_Power_Supply_Board Recommended Repairs for the System 80B Power Supply Board] section below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80b aux psu.JPG|300px|thumb|left|System 80B Auxiliary Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Rock, the second power supply is added, and is referred to as the auxiliary power supply. The primary functions of this board is used to power the sound board, and amplify the audio output. This sound amplifier board is used in concert with MA-766 and MA-886 sound boards. A breakdown of the voltages supplied by the auxiliary power supply are as follows:&lt;br /&gt;
*-12 VDC&lt;br /&gt;
*+12 VDC&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80B-MA1017AuxPowerSupply.jpg |300px|thumb|left|System 80B Auxiliary Power Supply with .156 headers versus edge connector]]&lt;br /&gt;
[[File:BoneBustersSpecificAmpBoard.jpg |300px|thumb|right|A BoneBusters Inc specific Auxiliary Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
This Auxiliary Power Supply board changed with the release of Bad Girls. Edge connections were no longer used. Instead, .156&amp;quot; header pins were added to the board as shown at left. Note that the System 80B Auxiliary Power Supply board is slightly different from the System 3 Auxiliary Power Supply board. The System 80B board uses a 1K ohm, 2 watt resistor at R8. The System 3 board uses a 330 ohm 1/2 watt resistor at that location.&lt;br /&gt;
&lt;br /&gt;
[http://www.ipdb.org/machine.cgi?id=347 Bone Busters Inc.] uniquely used a modified Auxiliary Power Supply board as pictured at right. A connection was made between pin 12 and the intersection of R1 and R2 to connect the audio output of the second, less populated sound board to the amplifier circuitry. A 1.8K ohm 1/4 watt resistor makes the connection while balancing the audio level from this input. No other game used pin 12 or this configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===CPU Board===&lt;br /&gt;
[[File:Gtb sys80 cpu divided.png‎|300px|left|thumb|Gottlieb® System 80 CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 CPU board is a 6502 based microprocessor system. The 6502 microprocessor (the very same one used in the first Apple computer and the Atari 2600) executes the basic operating system contained in the masked ROMs at U2/U3.  The masked ROMs at U2 and U3 have the same code for all of the different generations of the System 80 platform.  U2 and U3 code changed with the System 80A platform.  The game code &amp;quot;personality&amp;quot; augments the basic operating system PROM(s).  Early System 80 games which used two ROMs at PROM1 and PROM2 positions were masked ROMs.  Later, when the game code could be held in a single 2716, an EPROM was used instead. Battery-backed memory for audits and adjustable game parameters is added via a 5101 256x4 bit CMOS memory at Z5. &amp;quot;Scratchpad&amp;quot; memory is contained in the three 6532 RIOTs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Control of peripheral devices (in this case lamps, displays, solenoids, switches and sound) is accomplished via three 6532 RIOTs (RAM-I/O-Timer) at U4, U5, and U6. Each RIOT in turn controls it&#039;s own &amp;quot;subsystem&amp;quot; to drive these devices.&lt;br /&gt;
&lt;br /&gt;
*Switch matrix (U4)&lt;br /&gt;
*Displays (U5)&lt;br /&gt;
*Solenoids (U6)&lt;br /&gt;
*Lamps (U6)&lt;br /&gt;
*Sound (U6)&lt;br /&gt;
&lt;br /&gt;
There are four generations of the System 80 board.  All of the CPU boards can be easily identified by their revision numbers notated just below the operator adjustable dip switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====1st Generation CPU Board====&lt;br /&gt;
[[File:GTB sys80 CPU 1st ver.JPG|300px|thumb|left|System 80 CPU Board - 1st Generation]]&amp;lt;br&amp;gt;&lt;br /&gt;
The first generation CPU is used in the first 5 System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-001&lt;br /&gt;
*DET PB03-D102-001&lt;br /&gt;
*REV B&lt;br /&gt;
This board uses two masked PROM chips for the game code.  The chips are typically labeled with the three digit game model number followed by /1 or /2, designating the game PROM position.  An example of this naming convention is shown in the pic to the left.  652/1X and 652/2X are game PROM 1 and PROM 2 for Panthera.  The &amp;quot;X&amp;quot; in this case designates a code revision.  The masked ROMs at position U2 and U3 are not socketed on this board.&amp;lt;br&amp;gt;&lt;br /&gt;
With some simple modifications, this board is upward compatible to use a single 2716 EPROM placed in the PROM 1 socket of the board.  With the change of U2 and U3, this board can be used in System 80A games.  The board could potentially be used in a System 80B game with many modifications, and the addition of a daughter board, however, it is not recommended.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:EarlySystem80MPUFactoryCutJumper.jpg|300px|thumb|left|The corrected trace layout error in the 1St generation System 80 MPU]]&amp;lt;br&amp;gt;&lt;br /&gt;
This generation of board has a trace layout error that was corrected by a cut and jumper which moves the trace that terminates at Z5 (5101) pin 20 from Z36 pin 10 to pin 9.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB sys80 cpu front scale.png|300px|thumb|left|System 80 CPU Board - 1st Generation (Front)]]&lt;br /&gt;
[[File:GTB sys80 cpu back scale.png|300px|thumb|right|System 80 CPU Board - 1st Generation (Back)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;skeletal&amp;quot;, semi-populated board scans can be very useful when having to replace or follow traces on a CPU board.  Although the scans are of the 1st generation CPU board, most areas can be used for other generation CPU boards too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====2nd Generation CPU Board====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Placeholder for System 80 CPU Board - 2nd Generation]]&lt;br /&gt;
The second generation CPU is used in some System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-??? (check boards for the suffix)&lt;br /&gt;
*DETAIL PB03-D107-001&lt;br /&gt;
This board uses a single 2716 EPROM chip for the game code located at the PROM 1 socket position.  The chips are typically labeled with the three digit game model number.  Occasionally, the chip&#039;s game number label will be followed by /1, /2, /3, or even /4. In this case, the number following the slash is the code revision number.  An example of this naming convention is 658 /2, which is a game PROM for James Bond - code revision 2.  The masked ROMs at position U2 and U3 are not socketed on this board either.&amp;lt;br&amp;gt;&lt;br /&gt;
With the change of U2 and U3, this board can be used in System 80A games.  The board could potentially be used in a System 80B game with many modifications, and the addition of a daughter board, however, it again is not recommended.  The second generation CPU is backward compatible, provided a doubled up, single game PROM is used at the PROM 1 position.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====3rd Generation CPU Board====&lt;br /&gt;
[[File:GTB sys80 CPU 2nd gen.JPG|300px|thumb|left|System 80 CPU Board - 3rd Generation]]&lt;br /&gt;
The third generation CPU is used in some System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-011&lt;br /&gt;
*DETAIL PB03-D107-003&lt;br /&gt;
This board is essentially the same as the second generation board, except an eyelet ground trace was placed just above Z33 on the board.  This ground trace was never used.  All information which applies to the second generation CPU board, applies to this board.  The third generation CPU is backward compatible, provided the same is done to it as the 2nd generation board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====4th Generation CPU Board (System 80A)====&lt;br /&gt;
[[File:GTB sys80A CPU.JPG|300px|thumb|left|System 80A CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fourth generation CPU is used in all System 80A games, and is marked with the following:&lt;br /&gt;
*D 20869&lt;br /&gt;
This board is the same as the third generation board, except the U2 and U3 masked ROM chips have different code, and are now socketed.  The PROM 2 socket is no longer populated on the board.  The fourth generation CPU is backward compatible, provided the System 80 ROM code is installed at U2 and U3.  If used on a game with the 1st generation CPU, the game code must be doubled up on a 2716 EPROM, and installed at the PROM 1 position.  This board is forward compatible with System 80B, provided all of the above outlined modifications are performed.  Out of all the System 80 CPU boards, this is the most compatible with System 80B, due to using the same base circuit board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5th Generation CPU Board (System 80B)====&lt;br /&gt;
[[File: GottliebSystem80BMPUChris.jpg|300px|thumb|left|System 80B CPU Board (Refurbished; battery removed, NVRAM module installed)]]&lt;br /&gt;
The fifth generation CPU is used in all System 80B games, and is marked with the following:&lt;br /&gt;
*D 20869&lt;br /&gt;
Even though the base circuit board is identical to the fourth generation CPU board, it&#039;s being named the fifth generation board, due to all of the major changes.  The U2 and U3 masked ROM and sockets have been replaced with a piggyback daughter board soldered via header pins mounted in the U3 position.  The daughter board uses a 2764 EPROM.  Most of the related display segment and digit chips are no longer populated.  This is due to the single display board handling these functions on its own board.  The missing chips once used for the displays are Z19, Z21, Z22, Z23, Z24, and Z25. Equally, jumpers have been placed where Z19 and Z21 once resided. The fifth generation CPU is backward compatible, after the daughter board has been removed, and the missing display chips populated.  Note that there technically are two different 80B CPU boards - MA-774 and MA-1133.  The only difference between these two boards is a cut trace on the component side and a long trace wire added on the solder side from the E3 jumper to pin 35 of TC1. This modification is done to increase the ROM size of PROM 2 from a 2716 to a 2732.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Any of the Gottlieb® System 80 / 80A / 80B CPU boards are compatible cross platform.  It&#039;s just matter of how much work must be done to modify each board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80B CPU Jumper Settings=====&lt;br /&gt;
[[File:GTB Sys80B Jumpers.jpg|300px|thumb|left|The location of jumpers discussed...]]&lt;br /&gt;
All System 80B games have the E1 and E2 jumpers installed.  Jumpers E8, E9, E10, E11, E12 are unused in all games.&lt;br /&gt;
&lt;br /&gt;
The first five System 80B games, Chicago Cubs, Bounty Hunter, Tag Team Pinball, Rock, and Rock Encore, use a single ROM at the daughterboard chip socket. Therefore, jumpers associated with PROM 2 connections may not be installed. If jumpers are installed, it doesn&#039;t matter what position(s) they are placed in.&lt;br /&gt;
&lt;br /&gt;
For all games after the first five System 80B games and prior to the last five, jumpers E4, E5, and E7 should be installed.&lt;br /&gt;
&lt;br /&gt;
For the last five System 80B games, Excalibur, Bad Girls, Big House, Hot Shots, and Bone Busters, jumpers E3, E5, and E7 should be installed.&amp;lt;br&amp;gt;&lt;br /&gt;
For Night Moves (made by International Concepts using the 80B board set), these same jumpers should be installed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;The last five System 80B games, along with Night Moves, used a 2732 PROM at the &amp;quot;PROM 1&amp;quot; position.  The socket is marked PROM 1&amp;quot;, but PROM 2 is inserted into this chip socket . Additional modifications to the PCB may be necessary. See [[Gottlieb_System_80#...using_an_MA-1133_or_MA-774_MPU_in_games_that_REQUIRE_a_2732 | &amp;quot;...using an MA-1133 or MA-774 MPU in games that require a 2732&amp;quot;]], for more information.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====U2/U3 ROM Part Numbers====&lt;br /&gt;
[[File:GottliebSystem80ROMs.jpg|300px|thumb|left|System 80 ROMs]]&amp;lt;br&amp;gt;&lt;br /&gt;
All Gottlieb System 80 U2/U3 ROMs will be labeled as pictured at left.&amp;lt;br&amp;gt;&lt;br /&gt;
U2 is labeled &amp;quot;R3273-12&amp;quot; on the center line. The top line is the part number, a 2332 ROM. The bottom line is the date code, in this case, the 15th week of 1981.&amp;lt;br&amp;gt;&lt;br /&gt;
U3 is labeled &amp;quot;R3272-12&amp;quot; on the center line. The top line is the part number, a 2332 ROM. The bottom line is the date code, in this case, the 12th week of 1981.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80AROMs.jpg|300px|thumb|left|System 80A ROMs]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb System 80A ROMs may be labeled in a few different ways since Gottlieb used several manufacturers to provide the ROMs. A clear indication that the ROMs are for System 80A games is that somewhere in the labeling, &amp;quot;XO-326 U2&amp;quot; or &amp;quot;XO-327 U3&amp;quot; will be shown as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MPU to Driver Board Wire Harness===&lt;br /&gt;
[[File:A1J4-to-A3J1Mapping.png|300px|thumb|left|The System 80/A/B MPU to Driver Board Wire Harness]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left indicates the wiring connections from the MPU to the Driver board via the beefy wire harness with two sided connectors. The pins used in both connectors are bifurcated pins, Molex part number: 08-03-0304.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Driver Board===&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 drvr pw.png|300px|thumb|left|The System 80A / 80B Driver Board]]&lt;br /&gt;
The System 80 Driver board is responsible for all controlled lamps, relays, and all solenoids in the game. The CPU controls the driver board operation via a simple interface between A1J4 on the CPU and A3J1 on the driver board.  Although the driver board went through some minor changes over the years, the same board can be adapted for all of the System 80 platforms.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
To control the games&#039; total of 52 &#039;&#039;&#039;lamp circuits&#039;&#039;&#039;, the interface provides &amp;quot;device select&amp;quot; signals for each of the 74175s (Quad-D Flip-Flops) on the driver board, and 4 &amp;quot;bits&amp;quot; of data that is loaded (or &amp;quot;clocked&amp;quot;) into a particular 74175 via the aforementioned device selects. Each lamp is driven discretely by a particular output of a particular 74175, which in turn drives an MPS-A13 or MPS-U45 transistor, (NDS-U45 transistors were used in place of MPS-U45s in some cases). Gottlieb® did not implement a &amp;quot;lamp matrix&amp;quot; as some other manufacturers did.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80DriverBoardFront.jpg|600px|thumb|left|The System 80A / 80B Driver Board Component Side]]&lt;br /&gt;
[[File:GottliebSystem80DriverBoardBack.jpg|600px|thumb|right|The System 80A / 80B Driver Board Solder Side]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is noteworthy that there are some dedicated lamp transistors, which control specific game relays across the System 80 / 80A platforms.  Relays such as the game over, tilt, and coin lockout relays are controlled by Q1, Q2, and Q3 respectively.  The tilt and game over relays use the same designation for the System 80B platform, however, the use of a coin lockout relay was abandoned by this time. One neat feature of the driver board circuitry is that lamp &amp;quot;n&amp;quot; is driven by transistor Q&amp;quot;n+1&amp;quot;. i.e. L12 is driven by Q13.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_drvr_board_coin_ctrs.JPG|400px|thumb|left|Driver Board with Coin Counter Transistors Highlighted ]]&amp;lt;br&amp;gt;&lt;br /&gt;
To control the games&#039; &#039;&#039;&#039;solenoids circuits&#039;&#039;&#039;, the driver board uses signals directly from the CPU to enable transistors on the driver board which turn on up to 9 solenoids.  For solenoid control, the driver board uses MPS-U45, 2N3055, and 2N6043 transistors.  Starting and ending with the System 80 platform, (games from Spiderman to Haunted House), three transistors were reserved to drive optional mechanical coin counters. These mechanical coin counter solenoids and associated transistors are: solenoid 3 (Q54), 4 (Q55), and 7 (Q56). Starting with the System 80A platform, (Devil&#039;s Dare), these transistors were no longer reserved for coin counters, and were used for other functions. Equally, the 3 diodes associated with these 3 transistors were changed to 3 zero ohm jumpers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The games&#039; &#039;&#039;&#039;sound&#039;&#039;&#039; signals (S1, S2, S4, S8) also pass through the driver board at Z13, a 7404 Hex Inverter. See below for S16 and S32.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Repurposed Driver Board Circuits====&lt;br /&gt;
[[File:Gtb under pf transistor.JPG‎|400px|thumb|left| A Typical Remote Transistor Mounted Under the Playfield]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since quite a few System 80 games employ more than 9 solenoids, and since the original driver board design will drive a maximum of 9 solenoids, Gottlieb® repurposed some lamp outputs to drive &amp;quot;under-playfield transistors&amp;quot; which drive additional solenoids.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb ma1011 trans board.JPG‎|400px|thumb|left| A Typical Transistor Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once playfields became littered with numerous &amp;quot;under-playfield transistors&amp;quot;, Gottlieb® opted to merge some of these transistors into a transistor driver board.  The transistor driver board started to appear on Gottlieb® games nearly midway through the System 80B platform, with the game Victory.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sound S16 and S32 signals are also repurposed lamp outputs. For instance, Haunted House and Black Hole both repurpose L9 to S16. Robo-War repurposes lamp 4 to S16. Note that S16 is not consistently implemented across the System 80 family. Note also that references to the usage of S32 are difficult to find.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Auxiliary Lamp Driver Boards===&lt;br /&gt;
[[File:Gtb aux lamp 5.JPG|300px|thumb|left| An MA-138 Auxiliary Lamp Driver Board Using MPS-U45 Transistors]]&lt;br /&gt;
[[File:Gtb aux lamp MA866 2N6043.JPG|300px|thumb|right| An MA-866 Auxiliary Lamp Driver Board Using 2N6043 Transistors]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Time Line, several System 80/80A/80B platform games use auxiliary lamp driver boards. These boards are commonly referred to as &amp;quot;chaser boards&amp;quot; or &amp;quot;lamp chaser boards&amp;quot;. The reason for either of these nicknames is because these boards are used to control lamps for effect. They are either placed in the backbox or under the playfield. With later System 80B games, they were located in the lower cabinet. Location is typically dependent upon what lamps are being controlled. The auxiliary lamp driver boards are not directly controlled by the CPU. The only signals needed for an auxiliary lamp driver board to function is +5V and ground.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several different variants of auxiliary lamp driver boards used. The earliest versions use MPS-U45 transistors to control up to 10 lamp circuits, with no more than 3 lamps per circuit. Both 5 and 10 transistor versions of this board exist. Some later boards use NDS-U45 transistors instead of MPS-U45 transistors. It is assumed this is due to a the cost or lack of MPS-U45 transistors during production. Either of these versions of boards are interchangeable with one another. Finally, there are some boards used in later games which use 2N6043 transistors. These are designed to control #67 flash lamps, but sometimes circuits with 3 or more #44/45/555 lamps. These boards are compatible with previous board versions, and can be used as a drop-in replacement. &lt;br /&gt;
&lt;br /&gt;
The main differences between the auxiliary lamp boards are number of transistors used to drive lamps, the electrical load of the lamps that can be supported, and the resistor (R13) used to control the rate at which the lamps flash or &amp;quot;chase&amp;quot;. Boards using 2N6043 transistors have different resistor values for resistors R2-R11 than boards which use MPS-U45s or NDS-U45s.&lt;br /&gt;
&lt;br /&gt;
MPS-U45, NDS-U45, and CEN-U45 transistors are not substitutes for 2N6043 transistors because of differences in amperage (U45 series transistors are rated for 2A, while 2N6043 is rated for 8A). A viable replacement transistor for the 2N6043 is the TIP102.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In summary: an auxiliary lamp driver board with 2N6043 transistors is backwards compatible with any game (Arena&#039;s board with no transistors may be an exception); just change the R13 timing resistor to suit the game. Because of power requirements, a board with U45-series transistors should only be used in games that only have &#039;&#039;&#039;at most&#039;&#039;&#039; three #44/47/555 lamps on each controlled circuit, and &#039;&#039;&#039;do not&#039;&#039;&#039; control #67 flasher bulbs; and then just change the R13 timing resistor to suit the game.&lt;br /&gt;
&lt;br /&gt;
List of auxiliary lamp driver boards variations:&lt;br /&gt;
&lt;br /&gt;
* MA-121: 10 MPS-U45 transistors, R13 820K Ohm&lt;br /&gt;
* MA-138: 5 MPS-U45 transistors, R13 330K Ohm&lt;br /&gt;
* MA-210: 10 MPS-U45 transistors, R13 330K Ohm &lt;br /&gt;
* MA-234: 10 MPS-U45 transistors, R13 270K Ohm&lt;br /&gt;
* MA-339: 10 MPS-U45 transistors, R13 560K Ohm (Specs assumed assigned to MA-339, but the MA-339 part number was not explicitly documented in game schematics) &lt;br /&gt;
* MA-789: 10 NDS-U45 transistors, R13 680K Ohm&lt;br /&gt;
* MA-866: 10 2N6043 transistors, R13 680K Ohm&lt;br /&gt;
* MA-936: No transistors, R13 516K Ohm&lt;br /&gt;
* MA-1169: 10 NDS-U45 transistors, R13 10M Ohm &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Game&lt;br /&gt;
!style=&amp;quot;white-space: nowrap;&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;Part #&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Total Transistors&lt;br /&gt;
!Total Lamp Circuits Controlled&lt;br /&gt;
!Total Lamps Controlled&lt;br /&gt;
!R13 Resistor Value&lt;br /&gt;
!Controls&lt;br /&gt;
!Location&lt;br /&gt;
!Notes&lt;br /&gt;
|- &lt;br /&gt;
|Time Line||MA-121||10||10||10||820K Ohm||Chaser lamps behind nuclear symbol on backglass||In backbox||&lt;br /&gt;
|- &lt;br /&gt;
|Mars:God of War||MA-210||10|| ||28||330K Ohm||Backglass perimeter chaser lamps||In backbox||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Mars:God of War||MA-138||5|| ||10 (LEDs)||330K Ohm||LEDs behind tube||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Volcano||MA-339||10|| ||20||560K Ohm||Upper backglass perimeter chaser lamps and volcano effect behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Black Hole||MA-234||10||10||28||270K Ohm||Backglass perimeter chaser lamps||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Haunted House||MA-234||10||7||21||270K Ohm||Behind backglass lightning effect lamps||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Rocky||MA-339||10||10||19||560K Ohm||Behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Spirit||MA-339||10||10||20||560K Ohm||Behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Tag Team Pinball||MA-121||10|| ||20||820K Ohm||Multiball insert illumination||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Rock||MA-789||10||10||18||680K Ohm||Extra ball insert path||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Rock Encore||MA-789||10||10||18||680K Ohm||Extra ball insert path||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Raven||MA-789||10||10||20||680K Ohm||Inserts leading to ramp||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Hollywood Heat||MA-789||10||10||20||680K Ohm||Ramp insert illumination||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Genesis||MA-866||10||10||10 (#67 Flashers)||680K Ohm||In top of backbox ||Under PF||Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Genesis||MA-866||10||10||10 (#67 Flashers)||680K Ohm||Around playfield window ||Under PF||Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings||MA-866||10||7||14 (#67 Flashers)||680K Ohm||Flashers in topper ||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings||MA-789||10||10||10||680K Ohm||Inserts leading to ramp ||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo||MA-789||10||5||5||680K Ohm||Behind $10,000,000 sign||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo||MA-866||10||10||30||680K Ohm||Lamps around perimeter of topper||Under PF||2 of 2 Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break||MA-789||10||10 ||30||680K Ohm||In topper||Under PF||1 of 2...installed only if topper is present&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break||MA-789||10||10 ||20||680K Ohm||Special shot and shooter loop||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Arena||MA-936||None|| ||10 (LEDs)||560K Ohm||LED strip under shooter lane wireform ||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Victory||MA-789||10||10||10 (#86 bulbs)||680K Ohm||Next to left ramp||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Victory||MA-789||10||10||10 (#86 bulbs)||680K Ohm||Next to right ramp||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Lady||MA-789||10|| ||5||680K Ohm||Loop right of the ramp||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War||MA-866||10||10||20||680K Ohm||Inserts in lower portion of playfield ||Lower cabinet||(1 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War||MA-866||10||10||10 ||680K Ohm||Under playfield glass stop||Lower cabinet||(2 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls||MA-789||10||5||5||680K Ohm||Drop target illumination ||Lower cabinet||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls||MA-1169||10||10||10 ||10M Ohm||Under playfield glass stop||Lower cabinet||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters||MA-789||10|| ||12||680K Ohm||Playfield inserts ||Under PF||(1 of 2) Uses NSD-U45&lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters||MA-866||10|| ||20 (#67 flashers)||680K Ohm||Backbox lamp insert||In backbox||(2 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound Boards===&lt;br /&gt;
&lt;br /&gt;
Gottlieb® uses different sound boards throughout the course of all System 80 platforms.  Several of the sound boards cross platforms too.  Out of all of the sound boards used, there is really only about three base units total with variations made to each one.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sounds Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound.JPG|300px|thumb|left|Gottlieb® System 80 Sound Board MA-55 (Sounds only)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The first System 80 sound board is capable of sound only.  Based on the 6503 CPU architecture, this sound board is very similar to the System 1 Multi-Mode sound board.  However, there are a couple of differences between the two boards.  First, the +12VDC is no longer rectifed on the sound board.  The +12VDC power comes from the power supply.  Secondly, the +5VDC is no longer regulated on the sound board. The System 80 sound receives +5VDC from the power supply also.  Finally, the pin outs for the System 1 sound board and the System 80 sound board are completely different.  Even though either board will plug into either platform,  &#039;&#039;&#039;DO NOT PLUG A SYSTEM 1 SOUND BOARD INTO A SYSTEM 80 GAME AND VICE VERSA!!!&#039;&#039;&#039;  If this is done, bad stuff will happen.  &lt;br /&gt;
&lt;br /&gt;
Unfortunately, there are two chips on this style of board which are very difficult to source. This sound board uses a 6503 CPU and 6530 RIOT chip with special embedded code. 6530 chips marked with R3016-11 are for this System 80 sound board. 6530 chips marked with a R3014-12 or R3014-13 are for the earlier System 1 sound board. The two chips are not cross-compatible since they each have different code embedded in them for each game system.&lt;br /&gt;
&lt;br /&gt;
In addition to being used in early System 80 games, this sounds-only board was also used in the export versions of Black Hole, Volcano, and Devil&#039;s Dare.&lt;br /&gt;
&lt;br /&gt;
If the sound board is missing or cannot be repaired, there are daughter boards and aftermarket boards available.  A daughter board called the &amp;quot;[https://coinop.mally.eu/produkt.php?bestellnr=101647&amp;amp;details=1 MIOT adapter]&amp;quot; ([[media:Coinop.mally.eu_MOIT_adapter_manual_german.pdf|German manual here]]) is a replacement for the 6530 chip for both System 1 and System 80 sounds boards, produced in Germany however the webstore has been closed since at least [https://web.archive.org/web/20201218021701/http://coinop.mally.eu/ December 2020]. Pascal Janin in France has made a replacement sound board for both the original 2nd generation sound boards, and combination System 1 2nd gen boards / System 80/80A sound boards. These boards can purchased directly from Pascal - [http://www.flippp.fr/pifx1.php 2nd gen sound] &amp;amp; [http://www.flippp.fr/pifx.php combination Sys1 / Sys80/80A sound] . Although Pascal does not have US distributors, [http://www.bigdaddy-enterprises.com/ProductPages/flippp.html Big Daddy Enterprises], sometimes has these sound boards available too. There is an FPGA (TDA7267) based replacement board by LISY called the [https://www.lisy.dev/gosof.html GOSOF] which emulates System 1, 80, 80A, and early 80B.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Prototype Sounds Only Board as found in System 80 Hulk&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Images below capture a factory original Sounds only board prototype, complete with cuts (on component side) and jumpers (on solder side). Note the sound ROM marking of &amp;quot;500&amp;quot;, the game number assigned to the System 80 Hulk prototype (10 units built). Also note the &amp;quot;extra&amp;quot; 24 pin IC labeled 7681-5 in the center of the board. This IC is not present on production versions of this board. Just a guess, but since this board has a 6532 installed vs the production 6530 (40 pin IC), the 7681 appears to be ROM space to drive the sound program.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=450px heights=250px perrow=2 caption=&amp;quot;System 80 Hulk Prototype Sound Only Board&amp;quot;&amp;gt;&lt;br /&gt;
File:System80HulkSoundsOnlyBoardFront.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Component side. Note &amp;quot;cut&amp;quot; at pin 21 of the center 24 pin IC.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80HulkSoundsOnlyBoardBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Solder side. Note factory green jumpers.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound &amp;amp; Speech Board====&lt;br /&gt;
[[Image:Gtb sys80&amp;amp;a s&amp;amp;s.JPG|300px|thumb|left|Gottlieb® System 80 / 80A B-20887-2 Sound &amp;amp; Speech Board]]&lt;br /&gt;
[[File:GTB SS B-20887-3 Front.JPG|300px|thumb|right|Gottlieb® System 80 / 80A B-20887-3 Sound &amp;amp; Speech Board]]&lt;br /&gt;
Starting with Mars God of War, the second System 80 sound board has the capability of speech.  Ironically, this board is commonly referred to as the &amp;quot;sound and speech board&amp;quot;, and was brought over from the Gottlieb® video game division at the time.  Fortunately, Gottlieb® chose the 6502 CPU architecture just like the CPU board.  There is a 6532 RIOT used also.  The downside to this board is the now rare LM379S amp and SC-01 phoneme speech chip are both difficult to acquire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are approximately three renditions of this board.  Each will be marked with [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Different_Revisions_of_the_Sound_and_Speech_Boards B-20887-X].  The &amp;quot;X&amp;quot; denotes a suffix of 1, 2, or 3.  If the board has [http://en.wikipedia.org/wiki/Wire_wrap wire wrap] or resistors added to the solder side of the board, do not assume that it is some sort of diabolical, weird hack.  These were recommended upgrades either done by the factory or out in the field.  With each higher revision number, less wire wrap and resistors are present on the solder side of the board.  However, each board revision typically has some degree of wire wrap added to it.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Schematics corresponding to the -1 revision of the board can be found in the Mars, God of War and Volcano manuals. Schematics corresponding to the -3 revision of the board can be found in the Black Hole and Haunted House manuals.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound MA483 pig.JPG|300px|thumb|left|Gottlieb® System 80 / 80A Sound Board w/ MA-483 Piggyback Board (replaces LM379S amp)]]&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback.JPG|300px|thumb|right|Gottlieb® MA-483 Piggyback Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
To reduce costs, Gottlieb® abandoned the speech option, and went a step backwards with a board generating sounds only.  In doing so, they used the same B-20887-3 base board as the most current sound and speech board.  The SC-01 speech chip socket in addition to the 74xx TTL chips, one of the LM741 op amps, and discrete components associated with the speech circuit were not installed on the board.  By the time this board was first used, the LM379S amp was too costly and difficult to source.  The solution was to add a single-side, piggyback board (as shown in the picture) with a TDA2002 amplifier and other necessary components.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this board is used as a replacement in a game which uses a sound &amp;amp; speech power supply, (Haunted House for example), modifications to the sound and speech board power supply must be made.  This is due to the higher voltages necessary to operate the LM379S amp versus the TDA2002. If this board is installed in a game where the sound and speech board power supply has not been modified, destruction of the TDA2002 amp is inevitable.&lt;br /&gt;
&lt;br /&gt;
The procedure to modify the speech board power supply can be found [[#Using_the_MA-483_Sound_Amp_Board_on_a_Sound_and_Speech_Board|here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:GottliebSystem80SoundMA483WithPigAndDip.jpg ‎|300px|thumb|left|Gottlieb® System 80 / 80A Sound Board w/ MA-483 Piggyback Board and DIP switch bank]]&amp;lt;br&amp;gt;&lt;br /&gt;
A slightly different variant of this board was used in Royal Flush Deluxe. This revision of the board included the 8 position DIP switch bank.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Only Board with Piggyback====&lt;br /&gt;
[[File:GottliebSystem80ABSoundsOnlyWithPiggyback.jpg ‎|300px|thumb|left|Gottlieb® System 80A/80B Sound Board MA-490 w/MA-488 Piggyback Board (Sounds only)]]&lt;br /&gt;
[[File:Gtb piggyback sound factory trace wire.JPG|300px|thumb|right|Gottlieb® System 80A/80B Sound Board w/Factory Trace Wire]]&lt;br /&gt;
[[File:GottliebSoundsOnlyCut.jpg ‎|300px|thumb|left|Gottlieb® System 80A/80B Sound Board w/Factory &amp;quot;cut&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
To reduce costs even more, Gottlieb® started using a modified sound only board originally released with Spiderman in 1980. This &amp;quot;new&amp;quot; sound board was used during the production of Amazon Hunt, and continued until Tag Team Pinball. The main modification of the board was the addition of a piggyback board. The piggyback board was used to increase the size of the sound ROM by using a 2716 EPROM. The original game ROM location was neither socketed or stuffed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two other noteworthy modifications are an added factory trace wire on the solder side of the board, and a cut trace between pin 8 of U7 (7404) and a header pin on the component side of the board. The added trace wire runs from pin 3 of U1 (6503 CPU) to pin 18 of U2 (piggyback header pins). Both of these modifications should remain intact for the board to function properly.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is also worth mentioning that this is one of the few instances where Gottlieb® used a double-sided piggyback board.  The benefit of using a double-sided board is the decreased chance of cracked header pins, where the header pins attach to the underside of the piggyback board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (two button)====&lt;br /&gt;
[[Image:GTB Sys80B Sound.JPG|300px|thumb|left|Gottlieb® System 80B MA-766 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
And now for something completely different.  Well, not really.  The MA-766 sound board hit the scene with Rock, but a similar design was already used prior by the Gottlieb® video game division (Mylstar) when it existed.  It is based on the 6502 CPU architecture, but uses two 6502s instead of one.&lt;br /&gt;
&lt;br /&gt;
Two momentary push button switches are present on the board - SW1 and SW2.  Upon pushing SW1, the sound board should output a single blip (tone).  SW2 is used to manually reset the CPU on the sound board.  A bank of 4 dipswitches is located adjacent to SW1.  Dipswitches 1-3 should always be off, while dipswitch 4 should remain on for proper function.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (one button)====&lt;br /&gt;
[[Image:Gtb sys80b MA886 sound.JPG|300px|thumb|left|Gottlieb® System 80B MA-886 Sound Board]]&lt;br /&gt;
[[Image:GTBMA886SoundDepop.jpg|300px|thumb|right|Gottlieb® System 80B MA-886 Sound Board, only partially populated (found in Big House, Bad Girls, etc.]]&lt;br /&gt;
The MA-886 board is essentially the same as the previous sound board, except it uses 2 separate .156&amp;quot; header pin connections instead of edge connectors for inputs / outputs. Some other obvious changes are the omission of momentary test button SW1, the omission of the 4-bank dipswitch, the omission of YROM2 socket. In addition, a socket is sometimes populated at position S4 and neither AY-3-8913 orator chip is populated.  Momentary test button SW2 is still preset, and is still used to manually reset the board&#039;s processor.  The lack of YROM2 is because the MA-886 board allows for the use of larger EPROMs.  The S4 socket has been added on some boards, and is used to transfer data via a ribbon cable to an auxiliary sound board (MA-1033 or MA-1294). These boards also stuff R58 with a 10K 1/4W resistor and may have JP8 cut or not stuffed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Bone Busters Sound Board=====&lt;br /&gt;
[[Image:MA766-719A.jpg ‎|300px|thumb|left|Gottlieb® System 80B MA-886-719A Sound Board]]&lt;br /&gt;
The MA-886-719A sound board (also noted as MA-1299-719 in the manual) is an additional sound board found only in Bone Busters. It is based on the MA-886 sound board, but it is a stripped down version with much fewer populated components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Amazon Hunt II Sound Board=====&lt;br /&gt;
[[Image:placeholder.jpg|300px|thumb|left|Gottlieb® System 80B MA-982 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-982 sound board is used only in the conversion game: Amazon II. It is based on the MA-886 sound board, but it is a stripped down version with much fewer populated components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Auxiliary Sound Board====&lt;br /&gt;
There are two versions of the auxiliary sound board.&lt;br /&gt;
&lt;br /&gt;
[[Image:MA1033AuxSound.jpg|300px|thumb|left|Gottlieb® System 80B MA-1033 Auxiliary Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-1033 auxiliary sound board was used in System 80B games including: Bad Girls, Big House, and Hot Shots, as well as one System 3 game: Lights, Camera, Action.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys3 sound MA-1294.JPG|300px|thumb|left|Gottlieb® System 80B MA-1294 Auxiliary Sound Board]]&lt;br /&gt;
The MA-1294 auxiliary sound board was only used in one System 80B game, Bone Busters, as well as System 3 games including: Hoops, Bell Ringer, Silver Slugger, Car Hop, Deadly Weapon, Title Fight, and Vegas.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Speakers===&lt;br /&gt;
[[File:Panthera Head Speaker.jpg|thumb|left|300px|Typical speaker located in the head of a System 80 game (Panthera)]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80 games use a dual speaker system.  In most cases, (where there is a grill above the backglass), there is a 6-1/2&amp;quot;, 8 ohm, low wattage speaker in the lower cabinet, and a second one in the head, behind the grill in the backbox.  Some games, like Haunted House, have two speakers in the lower cabinet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB-80a-the-games-speaker.jpg|thumb|left|300px|Single speaker from an 80A game (The Games)]]&amp;lt;br&amp;gt;System 80A games may have two speakers or just one. Again, these are 6-1/2&amp;quot;, 4 ohm, low wattage speakers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Tag Team Speaker.jpg|thumb|left|300px|Single speaker from an early 80B game (Tag Team)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Early System 80B games, Chicago Cubs, Tag Team, and Bounty Hunter, all use a single 6-1/2&amp;quot; 4 ohm speaker in the lower cabinet.&lt;br /&gt;
&lt;br /&gt;
Starting with Rock, 80Bs use a 6-1/4&amp;quot; in the cabinet and a small speaker on the left of the display panel.  The last few 80B games, where the speaker panel is located above the translite, use three speakers total (2 above the translite and 1 in the lower cabinet).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Displays===&lt;br /&gt;
====System 80====&lt;br /&gt;
[[Image:GottliebSixDigitDisplay.jpg|300px|thumb|left|Gottlieb® 6 Digit Display]]&lt;br /&gt;
[[Image:GTB 6 digit display back.JPG|300px|thumb|right|Gottlieb® 6 Digit Display (Back)]]&lt;br /&gt;
&lt;br /&gt;
[[Image:GTB status display.JPG|300px|thumb|left|Gottlieb® 4 Digit Display]]&lt;br /&gt;
[[Image:GTB status display back.JPG|300px|thumb|right|Gottlieb® 4 Digit Display (Back)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80=====&lt;br /&gt;
Display test is step number 19 System 80 games. Each display, including the credit/match display participates in &amp;quot;walking&amp;quot; each digit (0 through 9 beginning with 0) across each display. The &amp;quot;walking&amp;quot; begins at the match side of the credit/match display, then moves to players 1 and 3, then to players 2 and 4. After a &amp;quot;9&amp;quot; is walked through all displays, the cycle starts again with &amp;quot;0&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A====&lt;br /&gt;
[[Image:GTB 7 digit display.JPG|300px|thumb|left|Gottlieb® System 80A 7 Digit Display]]&lt;br /&gt;
[[Image:GTB 7 digit display back.JPG|300px|thumb|right|Gottlieb® System 80A 7 Digit Display (Back)]]&lt;br /&gt;
[[Image:GTB status display.JPG|300px|thumb|left|Gottlieb® 4 Digit Display]]&lt;br /&gt;
[[Image:GTB status display back.JPG|300px|thumb|right|Gottlieb® 4 Digit Display (Back)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80A=====&lt;br /&gt;
Display test is step number 19 System 80A games. Each display lights every position, and advances through all of the numbers starting with &amp;quot;0&amp;quot; and ending with &amp;quot;9&amp;quot;.  Once &amp;quot;9&amp;quot; is reached, the process starts over at &amp;quot;0&amp;quot; again.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B====&lt;br /&gt;
[[File:System80BDisplayFront.jpg‎|300px|thumb|left|Gottlieb® System 80B MA-644 Display Component Side]]&lt;br /&gt;
[[File:System80BDisplayBack.jpg‎|300px|thumb|right|Gottlieb® System 80B MA-644 Display Solder Side]]&lt;br /&gt;
System 80B games introduced the 20 alphanumeric character dual line display module. These displays evolved over time. The one pictured here was used in games Chicago Cubs Triple Play until Excalibur. The two large ICs found on this board (Rockwell 10941 segment driver and Rockwell 10939 digit driver) are long obsolete and very hard to obtain. Other components on the board are readily available.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board rectifies 32VAC via diodes CR1-CR4 to produce -45VDC and -15VDC for use by the segment and digit drivers. Should one or more of these diodes fail, the foil trace on the board sometimes acts like a fuse, and burns itself up. The picture at right shows a board that experienced this failure, along with a jumper to repair the damaged trace.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If an MA-644 or MA-999 display exhibits ghosting or partially-dimmed characters, one possible cause is failure of the VR1 zener diode. VR1 is used as a regulator to provide a DC offset to the AC filament voltage via the center tap (VCO) of the filament transformer output. In normal operation, the AC filament voltage oscillates entirely above the reference voltage such that the trough of the wave is approximately at the reference. If VR1 fails as a short, the DC offset drops and causes the AC filament voltage to center itself around the reference voltage rather than completely above it. Replacing VR1 should correct the issue without damaging the display. VR1 on an MA-644 is a 1N4737A (7.5V, 1W) zener; it normally passes about 10-12mA of current and dissipates approximately 50mW of power. The MA-999 variant of the display uses a 1N4739A (9.1V, 1W) zener.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[FILE:GTB_80B_Large_AlphN_Display.JPG|300px|thumb|left|Gottlieb System 80B MA-999 Alpha-Numeric Display Board with header pin connections. (Bad Girls)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The last System 80B games (Hot Shots, Big House, Bad Girls, and Bone Busters) all used a larger alphanumeric vacuum fluorescent display assembly.  This type of display used two sets of .156&amp;quot; header pins instead of the more familiar edge connection.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80B=====&lt;br /&gt;
[[File:Gtb alphanum display test.gif|thumb|left|300px|Simulation of System 80B display test]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Display test is test number 20 for System 80B.  All 40 of the alpha-numeric &amp;quot;digits&amp;quot; (both the top and bottom displays) will light starting with a &amp;quot;0&amp;quot;, next a &amp;quot;+&amp;quot;, then an &amp;quot;X&amp;quot;, and finally a &amp;quot;,&amp;quot;.  In doing this, all possible segments of all the display digits are lit at one point during display test.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Reset Board===&lt;br /&gt;
[[File:Gtb sys80 reset.JPG|thumb|left|300px|Gottlieb® System 80 / 80B MA-980 Reset Board]]&lt;br /&gt;
[[File:GTB Sys80B Newer Reset Board.jpg|thumb|right|300px|Gottlieb® System 80B MA-1143 Reset/Anti-Static Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Devil&#039;s Dare, the first System 80A game, the reset board became a staple of the Gottlieb® design to automatically reset the CPU board should the CPU lock up.  Apparently games locking up on location was an issue with System 80 games.  The reset board was created to resolve this issue, should the game lock up, and no one is present to manually reset the game by shutting it off and turning it back on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The MA-980 reset board is a small footprint PCB with the board designation of A24, and is located adjacent to the TC1 connector of the CPU board.  The connection on the reset board is A24P1, while the connection for TC1 of the CPU board is A24P2.  As long as someone can turn the game off, should it lock up, there is no need to keep the reset board connected.  In most cases, the aged reset boards are more troublesome if allowed to remain connected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTBResetBoardConnector.jpg|thumb|left|300px|Connection at TC1 to the reset board.]]&lt;br /&gt;
[[File:GTB_RW_3K_Pullup.JPG|thumb|right|300px|A 3.0Kohm resistor, added between pins 7 and 11 of TC1.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Along with adding the reset board, Gottlieb® added a 3.0Kohm resistor across pins 7 and 11 of the reset board connection at MPU connector TC1. If not using the reset board, it&#039;s advised to add this resistor to the back of the board, as shown at right. This resistor pulls the R/W (read/write) line high when not pulled down by the 6502.&lt;br /&gt;
&lt;br /&gt;
If using connector A24-P2, do not add the 3.0Kohm resistor.  Doing so will change the effective resistance to 1.5Kohms (value of resistors in parallel).&lt;br /&gt;
&lt;br /&gt;
The reset board connector also has a 1N270 diode soldered to it. There is no need to add this diode to the MPU since it&#039;s part of the reset board function.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;More Regarding the 3Kohm Pullup Resistor&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most MPU boards will work without the reset board but some MPU boards do refuse to work without the Read/Write pullup resistor.&lt;br /&gt;
&lt;br /&gt;
The 3K resistor was added for two reasons:&lt;br /&gt;
&lt;br /&gt;
#It provides a stable Read/Write signal at power-up. There is a tiny fraction of time at power up where data can be written into Z5 but due to gate Z36A, this data write is prevented. The resistor does provide a proper biasing to the Read/Write line at time of powerup.&lt;br /&gt;
#More importantly - A Rockwell 6502 has a minimum VOH of 2.4volts, a 4069 requires a minimum VIH of 4 volts.&lt;br /&gt;
&lt;br /&gt;
In other words:&amp;lt;br&amp;gt;&lt;br /&gt;
*The Read/Write output from U1 (pin 34) guarantees the output will be 2.4 volts or higher for a logic 1.&amp;lt;br&amp;gt;&lt;br /&gt;
*The 4069 located at Z36D (pin 9 input of Z36) requires the input to be 4 volts or higher for a logic 1.&amp;lt;br&amp;gt;&lt;br /&gt;
*The 3K pullup resistor pulls the Z36D input closer to the required voltage range.&lt;br /&gt;
&lt;br /&gt;
Do realize that even though this problem exists on all System 80/80A/80B boards but only a very small fraction of these Gottlieb boards exhibit any symptoms. The chances that you have one if these that exhibit symptoms is quite slim.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game ROMs===&lt;br /&gt;
====ROM Checksums====&lt;br /&gt;
A partial listing of ROM checksums can be found [https://flippers.com/catalog_oc/gottlieb-game-or-sound-prom-eprom-gals-gott-prom &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]. Thanks to &amp;lt;i&amp;gt;John Robertson&amp;lt;/i&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B ROM Text Message Modifications====&lt;br /&gt;
&lt;br /&gt;
[[File:Rambo.jpg|300px|thumb|left|&amp;quot;RAMBO&amp;quot; replacement text (shown on a LISY 80B display panel). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Text messages on the dual 20 alphanumeric displays of System 80B games can be modified in the ROM image. One popular mod is to change &amp;quot;RAVEN&amp;quot; to &amp;quot;RAMBO&amp;quot;, which is displayed at the start of a game on Raven.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video describing how to do this can be found [https://www.youtube.com/shorts/SvHguKodqhs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aftermarket Boards===&lt;br /&gt;
====Power Supply Boards====&lt;br /&gt;
=====Rottendog GPS081=====&lt;br /&gt;
[[File:GPS081-1.png|thumb|left|300px|Rottendog GPS081 Power Supply Board]]&lt;br /&gt;
[[File:RottendogGPS081schematic.png|thumb|right|300px|Rottendog GPS081 Power Supply Board Schematic Diagram]]&amp;lt;br&amp;gt;&lt;br /&gt;
This is a direct replacement for the original MA831. It uses a switching voltage regulator to derive the 5V DC supply from 12V DC, &lt;br /&gt;
instead of a linear voltage regulator, as in the original board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
===Initial Troubleshooting===&lt;br /&gt;
When attempting to troubleshoot a malfunctioning or non-booting game, there are a few initial steps to perform before diving into more serious troubleshooting.&lt;br /&gt;
&lt;br /&gt;
# If the MPU has damage from a leaky battery, the corrosion will need to be addressed.&lt;br /&gt;
# Clean all the edge connector contacts using a pink rubber eraser. This will remove any tarnish or grime that has built up over the years. Sandpaper or fiberglass scratchers can be used but do so sparingly. Avoid removing the actual copper traces. &lt;br /&gt;
# Check all fuses using a multimeter set to continuity test. Do not rely on a visual inspection. Sometimes a fuse will appear to be intact but actually may be blown. Fuses are located near the transformer and on the underside of the playfield.&lt;br /&gt;
# Check voltages on the fuses near the transformer to make sure they are as expected.&lt;br /&gt;
# Check the power supply voltages and make sure that they are as expected. The 5V trim POT can be adjusted to 5.10v to overcome voltage loss across connectors if necessary. As you &amp;lt;b&amp;gt;slowly&amp;lt;/b&amp;gt; adjust the voltage trim POT, continuously measure DC voltage across the filter cap adjacent to J1 on the MPU board. This 100uf capacitor filters the incoming 5VDC. Adjust the voltage slowly, cautiously. Do not adjust the voltage above 5.1VDC&lt;br /&gt;
# It is sometimes helpful to [[#Adding_Ground_and_5V_Connections_to_Interconnect_Harness|install the two jumper wires in the interconnect harness]] between the driver board and MPU. This overcomes interboard connector loss of 5VDC and Ground.&lt;br /&gt;
&lt;br /&gt;
These steps may help address a number of common issues before proceeding to some of the more specific problems that can occur with system 80 games.&lt;br /&gt;
&lt;br /&gt;
===Connectors, Connectors, Connectors===&lt;br /&gt;
Connectors, connectors, connectors!!!  Since the Gottlieb® System 80/80A/80B boardset primarily relies on Molex connectors to pass data and voltages from board to board, the connectors should be addressed first.  Before even attempting to turn a Gottlieb® System 80/80A/80B game on for the first time, worn or corroded edge connector contacts must be replaced.  Cleaning or burnishing connector contacts is not a viable option to ensure a game&#039;s reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Poor connector contacts are the number one reason why System 80/80A/80B games do not function properly.  Poor or missing connector contacts have a cascading effect too.  The end results of bad connector contacts can be, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
*voltages which mysteriously disappear and reappear&lt;br /&gt;
*increased resistance &lt;br /&gt;
*specific switches not functioning&lt;br /&gt;
*lamps locking on&lt;br /&gt;
*lamps not turning on&lt;br /&gt;
*displays not properly functioning&lt;br /&gt;
*coils not turning on&lt;br /&gt;
*coils locking on&lt;br /&gt;
*CPU boards not booting, booting sporadically, or randomly resetting&lt;br /&gt;
*driver boards not functioning or functioning sporadically&lt;br /&gt;
&lt;br /&gt;
So, it is very important that the connector contacts are shiny, have proper spring tension, and are properly crimped for the over all reliability of the game.  Random, flaky issues which happen either sporadically or all the time are attributed to poor connector contacts in nearly every case.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=450px heights=100px perrow=2 caption=&amp;quot;System 80 Connector (J6), The Good, The Bad, and The Ugly&amp;quot;&amp;gt;&lt;br /&gt;
File:System80ConnectorBadPins.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;An example of pins in desperate need of rehab.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80ConnectorGoodPins.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Ahhh...Much nicer after repinning.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SandedGottliebEdgeConnector.jpg|300px|thumb|left|Sanded (or possibly bare from the factory) card edge contacts will corrode and degrade the electrical connection.]]&lt;br /&gt;
[[File: GottliebEdgeConnectorRehab.jpg|300px|thumb|right|The two connector pads on the left have been lightly scratched with the fiberglass pencil. Even the small bit of oxidation or corrosion shown on the remaining pins is enough to prevent a connection.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A common (poor) practice is to sand the card edge contacts to the bare copper as shown at left. While this may alleviate issues in the short term, longer term the copper will oxidize and cause more problems. All copper oxidizes. Copper is beautiful on building rooftops when first installed but oxidizes to a light green patina over time. Card edge contacts will do the same thing. &lt;br /&gt;
&lt;br /&gt;
If the card edge contacts aren&#039;t bright and shiny, they can be cleaned off with a pink rubber eraser or lightly scratched with a fiberglass pencil. This will remove oxidation and grime without harming or thinning the finger contacts. If the contacts are corroded (due to battery damage) or have divots in them, lightly sand them, then re-tin them with a thin coat of solder. Either suck the excess solder off with a solder sucker or when heated, wipe the solder off with a rag. Avoid heating the card edge contacts too much as they will detach from the PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Replacing (Repinning) System 80 Connectors====&lt;br /&gt;
Replacing connectors in a pinball machine somehow adopted the term repinning. Repinning a System 80 connector housing isn&#039;t too bad overall.  On a difficulty scale of 1 to 10 (1 being the easiest to do) compared to all other makes and platforms made, System 80 connector replacement is about a 3.  One benefit regarding the System 80 IDC housings is that they are reusable.  Below are the steps to remove the connector from its housing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*First, grasp the housing in one hand. .&lt;br /&gt;
*Next, use the Molex tool pictured below by sliding it behind the pin to release the &amp;quot;barb&amp;quot; holding the pin in.&lt;br /&gt;
*Finally, pull gently but firmly on the wire.&lt;br /&gt;
&lt;br /&gt;
Conversely, a small &amp;quot;pocket&amp;quot; flat blade screwdriver can be used to remove the Molex connector.  After pushing the connector tab down, pull the wire out and downward a bit.&lt;br /&gt;
&lt;br /&gt;
Sometimes the connector comes out, and sometimes the wire pops out of the connector.  If the latter, use a small jeweler&#039;s screwdriver to gently pry the very end of the connector against the rectangular opening in the connector housing. You&#039;re trying to get the IDC &amp;quot;ears&amp;quot; of the connector to clear the housing. Sometimes the connector will easily come right out. If it doesn&#039;t, use small needle nose pliers with serrated jaws, to grab the &amp;quot;ear&amp;quot; of the connector, and pull it out.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Molex11-03-0016.jpg|300px|thumb|left|A Molex Contact Extraction Tool, Molex part number 11-03-0016]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some system 80 connector housings are &amp;quot;double sided&amp;quot; edge connectors. All of the connector housings that are double sided are black from the factory (blue colored housings are typically Jamma connectors used as replacements, and do not apply to this section of this guide).  To remove pins from these connector housings, you need a pricey yet effective tool called a Molex contact extraction tool, (commonly referred to as a Molex extractor). The Molex part number for the extractor is 11-03-0016, and can be purchased from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=11-03-0016&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= Great Plains Electronics] or other electronics vendors.  Slide the extractor behind the pin to release the &amp;quot;tang&amp;quot; that holds the pin in. Firmly grip the wire and pull the pin out of the connector.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of the repinning process can be found [https://www.youtube.com/watch?v=hErTlsFOMw4&amp;amp;t=5s here].&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] Another YouTube video of the repinning process, along with a &amp;quot;home made&amp;quot; tool, can be found [https://youtu.be/T_uj5F1fBgU here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Alternate Method of Replacing (Repinning) System 80 Connectors====&lt;br /&gt;
[[File:AlternateRepin1.jpg|300px|thumb|left|The repinning on a single sided connector]]&lt;br /&gt;
[[File:AlternateRepin2.jpg|300px|thumb|right|The repinning on a double sided connector]]&lt;br /&gt;
Some System 80 (and most System 1) connectors do not have the slot for depressing the pin ear. Most guides (as in the previous section) recommend purchasing a somewhat pricey tool to insert into the connector and depress the ear. This procedure is tedious and takes a bit of practice. If you have a decently equipped shop which includes a drill press, repinning these connectors using the following steps might be easier for you. Using this procedure, you can expect to replace each pin in less then a minute. I repinned an entire A1-J4 / A3-J1 harness in about 40 mins.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The procedure is to drill out the depression ear and pull out the pin:&lt;br /&gt;
&lt;br /&gt;
* Install a 1/16&amp;quot; bit in your drill.&lt;br /&gt;
* Set up a jig by clamping a straight edge to your drill press table. Set the jig so the hole will be 1/4&amp;quot; from the edge of the connector.&lt;br /&gt;
* Drill through the plastic housing on the back/bottom side.&lt;br /&gt;
* When you feel resistance from the metal pin, gently continue to drill until you feel and hear it destroy the pin ear.&lt;br /&gt;
* Repeat for the remaining pins.&lt;br /&gt;
* Gently pull wire by hand and it will come out very easily. Pliers shouldn&#039;t be required.&lt;br /&gt;
&lt;br /&gt;
The newly installed pins ears will correctly lock in place regardless of the holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The CPU / Driver Board Interconnect Harness===&lt;br /&gt;
[[File:Gtb sys80 harn2.JPG|300px|thumb|left|The A1-J4 / A3-J1 Interconnect Harness]]&lt;br /&gt;
[[File:Gtb sys80 harn1.JPG|300px|thumb|right|The A1-J4 / A3-J1 Interconnect Harness]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are 33 discrete signals which pass from the CPU board to the driver board via this connection.  Two of the connectors pass ground and +5v logic to the driver board [http://pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Adding_Ground_and_5V_Connections_to_Interconnect_Harness (two more can be added)].  The remaining signals are for lamp, solenoid, relay and sound control.  It is &#039;&#039;&#039;extremely important&#039;&#039;&#039; to have solid connectors installed in the CPU / driver board interconnect harness.  Without decent connections, lamps, coils, relays, and sound can either lock on or not turn on at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Adding Ground and 5V Connections to Interconnect Harness====&lt;br /&gt;
Yet one more power/ground update to make is to &amp;quot;double up&amp;quot; the 5VDC and ground connections between the MPU and the driver board. The OEM harness contains only one connection between the MPU and driver board for 5VDC and one connection for logic ground. This is an easy upgrade since spare connection positions are available in the connectors that lead to the correct edge contacts on each board.  Approximately 8 inches of wire and four bifurcated crimp on pins (bifurcated style, Molex 4366 series, Product Family KK, product ID: 08-03-0304 at [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=4366&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= Great Plains Electronics]) are needed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Crimp a pin to each end of each wire. The connectors at each end should face opposite directions. Doing this will avoid twisting the wire as you insert the pins into the connector housing. In the picture below, the red wire carries 5VDC, blue wire carries logic ground. These colors were chosen for illustrative purposes only. Any color wire will do, of course.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=3 caption=&amp;quot;MPU-to-Driver Board Harness Upgrade&amp;quot;&amp;gt;&lt;br /&gt;
File:S80HarnessUpgradeWires.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pins crimped to extra wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80HarnessSlots.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Spare pin positions in harness.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80HarnessUpgraded.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5VDC and ground upgraded.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ground updates===&lt;br /&gt;
&lt;br /&gt;
==== Recommended Ground Improvements for System 80/80A/80B Boards ====&lt;br /&gt;
&lt;br /&gt;
When the Gottlieb® System 80 board set was designed, for whatever reason, the designers did not physically attach each board to a common ground plane via a conductive back panel, standoffs and screws as Bally and Williams did. Instead, Gottlieb® relied on connectors and wires between each board to create a common ground. A poor connection due to dirty/damaged/fatigued connector pins will sever or introduce resistance into the ground between system components resulting in all sorts of odd behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To address this problem, it is important to examine each connector to ensure each pin is clean, and making solid contact (zero electrical resistance, 0 ohms) with the card edge conductor. The ultimate (and recommended) insurance is to add an additional wire from each board&#039;s ground to a common ground point. Historically, the recommended location to join separate board grounds is at the power supply. That ground is then connected to the ground strip (System 80/80A) or transformer assembly (System 80B) in the cabinet bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These ground upgrades were initially recommended and published on the Internet by [http://flippers.com/gottlieb_ground_cures.html#System80 John Robertson of John&#039;s Jukes].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=4 caption=&amp;quot;Recommended Board Ground Wire Locations&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB_Sys80_PSU_Ground.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80/80A Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80bPowerSupplyGroundMod.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B 5V Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80BAuxiliaryPowerSupplyCardEdge.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Auxiliary Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80a cpu brd grd.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;MPU Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80ab drvr brd grd.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Driver Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80 sound added ground.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80 Sound Only Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sound Speech ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Sound and Speech Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sound Speech power sup ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Sound and Speech Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb piggyback sound ground add.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80A/80B Sound Only Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GottliebSoundBoardGroundMod.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Sound Board (edge connector)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80SoundBoardHeaderGrounds.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Sound Board (header connector)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Aux Board Ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Chaser Lamp Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another design decision was to provide separate ground wires for groups of lamps and coils on the driver board. There are several variations used to tie the driver board lamp and solenoid discrete ground wires to the ground plane.  The most common method Gottlieb® used was passing the ground wires through a large, inline Molex connector. If a group of lamps and/or coils are not working, there is a significant probability that a ground is missing.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80GroundsTiedTogether.jpg|left|thumb|300px|Tying all board ground together at a single point, on a System 80 or 80A game.]]&lt;br /&gt;
[[File:Sys80B_BoardGrounds_Added.jpg|right|thumb|300px|Using the 5VDC power supply heatsink as a tie point to add ground mods to a &amp;quot;non-foil&amp;quot; back panel game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Once all of the board grounds have been installed, tie them all together to a single point, as shown at left on a Gottlieb System 80 or 80A game. Here, one of the screws on the power supply is a handy attach point. Note that the coating on the cold plate at that screw point should be sanded bare, as discussed in step 9 of this [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Recommended_Updates_and_Repairs_for_the_System_80.2F80A_Power_Supply_Board procedure].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For 80B games with &amp;quot;non-foil&amp;quot; back panels, one method is to use the +5V power supply heatsink as a tie point. Run a lead from the heatsink to the lower right bolt in the backbox. This bolt will have the factory ground straps secured to it. Make sure to sand or use a Dremel to remove the anodized coating from the heatsink where the grounds will be connected. This implementation eases subsequent board removal as fewer &amp;quot;eyelets&amp;quot; are involved to remove a specific board.&lt;br /&gt;
&lt;br /&gt;
The other method, and a good alternative for 80B games with the &amp;quot;foil&amp;quot; back panel where the heat sink is isolated from the back panel with nylon dual sided washers, is to use wires long enough to tie each board to the lower right bolt in the backbox.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80GroundTiedToCabinetGround.jpg|left|thumb|300px|Connecting all the grounds to cabinet ground (green/yellow wire).]]&amp;lt;br&amp;gt;&lt;br /&gt;
With the grounds all tied together at the power supply, tie that ground to the ground strip in the cabinet bottom. In the picture at left, the wire joined to all other grounds at the power supply is tied to a cabinet ground point (in this case the speaker housing). Cabinet ground points generally have a green wire with yellow tracer attached.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80GroundStrap.jpg|left|thumb|300px|System 80 Cabinet Bottom Ground Strip]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bottom board ground strap is where all grounds should come together for System 80 games.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Grounds Improvements for System 80A at Transformer Panel=====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|System 80A Grounds Cabinet Bottom Ground Strip]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Grounds Alien Star After.jpg|300px|thumb|left|Grounds at Transformer Panel (Alien Star)]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® did secure the grounds correctly on one particular game.  As seen in the adjacent pic, the grounds on Alien Star were attached discretely on the transformer panel.  These ground lines did not pass through a Molex connector like games before or games after.  Why Gottlieb® did not continue this practice is unknown.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Recommended Ground Improvements for System 80B====&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80A / 80B at the Transformer Panel - &amp;quot;The Games&amp;quot; to &amp;quot;Bounty Hunter&amp;quot;=====&lt;br /&gt;
After Alien Star, Gottlieb® either soldered wire leads directly to the male spade connector board on the transformer panel (games like Chicago Cubs), or used female spade connectors (games like The Games, Touchdown, and Ice Fever), and used square, inline 9-pin Molex connectors to connect to the wiring harness. These connections, if the pins in the connectors are in good shape, are solid and do not require upgrade or modification.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px&amp;gt;&lt;br /&gt;
File:Gottlieb-touchdown-transformer-panel.jpg|Grounds at Transformer Panel (Touchdown)&lt;br /&gt;
File:GTB Grounds Cubs.jpg|Grounds at Transformer Panel (Chicago Cubs Triple Play)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80B at the Transformer Panel - &amp;quot;Tag Team Pinball&amp;quot; to &amp;quot;Spring Break&amp;quot;=====&lt;br /&gt;
&lt;br /&gt;
Games in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*Tag-Team Pinball&lt;br /&gt;
*Rock&lt;br /&gt;
*Raven&lt;br /&gt;
*Rock Encore&lt;br /&gt;
*Hollywood Heat&lt;br /&gt;
*Genesis&lt;br /&gt;
*Gold Wings&lt;br /&gt;
*Monte Carlo&lt;br /&gt;
*Spring Break&lt;br /&gt;
&lt;br /&gt;
Ground connections used on System 80B games from Rock to Spring Break are the most unreliable style of ground connections Gottlieb® ever used.  These connections consist of two (sometimes three) small boards each with two gangs of 9-pin male connections. The boards are fastened to the left side of the transformer panel&#039;s metal chassis.  One problem with this is that the 9-pin female connection becomes loose, and in turn, ground connections become intermittent.  Another problem is the male pins on the boards suffer from cracked solder connections.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One common symptom of poor ground connections is multiple solenoids not functioning.  If removing the 9-pin Molex plug from the ground board, rotating it 90 degrees, and reconnecting it causes non-working solenoids to function, the ground connections are bad. Whether or not this test proves that the ground connections are bad, it is highly recommended to improve the ground connections for future reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The purpose of these changes is to remove one potentially failed connection out of the equation.  The grounds will then be secured directly to the transformer chassis via solderless eyelet crimp connectors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These ground upgrades were initially recommended and published on the Internet by [http://www.flippers.com/gottlieb_ground_cures.html#System3 John Robertson of John&#039;s Jukes].  Below are the steps to properly upgrade the grounds.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=100px perrow=3 caption=&amp;quot;Gottlieb® System 80B Ground Upgrades (Tag Team Pinball to Spring Break)&amp;quot;&amp;gt;&lt;br /&gt;
File:Gtb_sys80b_trans_ground_01.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The stock ground connections plugged into the ground connection boards on the left side of the transformer panel.  This pic is a view from the left side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 02.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Remove all connections from the transformer panel.  Then, unscrew the four 5/16&amp;quot; hex head screws which secure the transformer panel from the bottom of the cabinet.  Turn the transformer panel on its side.  This will allow better access to secure the ring terminals to the side of the chassis.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 03.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut all of the ground wires as close as possible to the 9-pin connection.  Remove the two boards with the 9-pin male wafer connections.  As can be seen in the pic, Gottlieb® did actually secure the discrete transformer panel grounds to the panel&#039;s chassis with a single, soldered eyelet connector.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 04.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All the ground wires are to have their insulation stripped back longer than usual - approximately 3/4&amp;quot;.  Solderless ring terminals are crimped onto the ground wires.  The connections used in this particular application are Motormite #85443.  Motormite brand does not have to be used.  This particular brand and part number are mentioned due to the difficulty in finding the correct connectors to use. Most common ring terminals have a #10 or larger screw eyelet, which will not work effectively, if the eyelets are fastened to the side of the transformer panel chassis.  The ring terminals shown here are made for #12-#10 gauge wire with an eyelet for a #8 screw.  &amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 02.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The ground Molex plugs and connection boards which were formerly fastened to the transformer panel&#039;s metal chassis. The four ground connector plugs (some games only use three total) were cut off from the incoming ground wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 06.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Keep wires which were common to one connector together (driver board ground wires, playfield ground wires, and backbox ground wires).  In doing this, future disassembly will be possible, should any of the individual wiring harnesses need attention or the playfield removed from the game.  The ground wires are then twisted together and crimped.  From experience, a maximum of 4 larger gauge wires can be crimped in one connection.  Lighter gauge wires can be paired with or without heavier gauge wires.  When doing this, the maximum effective grouping of wires increases slightly.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 01.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The screws which were removed from the ground bus board should be reused to secure the eyelets to the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 03.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The transformer is fastened to the bottom of the cabinet with the ground upgrades in place.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground last.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pay close attention when securing the transformer panel to the cabinet.  All four mounting screws typically have flat ground straps with an eyelet.  These eyelet connections *must* be secured to the transformer panel.  Otherwise, the earth grounds will not all be tied together anymore.  Two of these ground connections are circled in the pic.  There are two more located on the backside of the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although somewhat equally difficult to locate, an alternate to the Motormite # 85443 connectors are Tyco / AMP 408-2049-4 connectors. Again, any brand can be used, but make certain the eyelet hole is for a #8 screw (not a #10 or larger), and the crimp connector can accommodate #10 / #12 gauge wires (typically yellow insulation on crimp).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80B at the Transformer Panel - &amp;quot;Arena&amp;quot; to &amp;quot;Amazon Hunt III&amp;quot; =====&lt;br /&gt;
Games included in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*Arena&lt;br /&gt;
*Victory&lt;br /&gt;
*Diamond Lady&lt;br /&gt;
*TX-Sector&lt;br /&gt;
*Robo-War&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Excalibur&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bone Busters Inc.&lt;br /&gt;
*Night Moves&lt;br /&gt;
*Amazon Hunt III&lt;br /&gt;
&lt;br /&gt;
Ground connections used on System 80B games from Arena to Amazon Hunt III are the not as bad as the previous design, however, they are still unreliable at times.  These connections consist of two small boards with three 10-pin .156&amp;quot; inline male header connections. The boards are fastened to the left side (or back side on newer games like Hot Shots) of the transformer panel&#039;s metal chassis.  One problem with this is that the header pins get cracked solder joints, and in turn, ground connections become intermittent. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One common symptom of poor ground connections is multiple solenoids not functioning.  If removing the 10-pin Molex plug from the ground board, and reconnecting it at a different header causes non-working solenoids to function, the ground connections are bad. Whether or not this test proves that the ground connections are bad, it is highly recommended to improve the ground connections for future reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The purpose of these changes is to remove one potentially failed connection out of the equation.  The grounds will then be secured directly to the transformer chassis via solderless eyelet crimp connectors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like the previous section, these ground upgrades were initially recommended and published on the Internet by [http://www.flippers.com/gottlieb_ground_cures.html#System3 John Robertson of John&#039;s Jukes].  Below are the steps to properly upgrade the grounds.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=100px perrow=3 caption=&amp;quot;Gottlieb® System 80B Ground Upgrades (Arena to Bone Busters)&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB 80B Victory Grounds 01.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The stock ground connections plugged into the ground connection boards on the left side of the transformer panel.  This pic is a view from the left side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 02.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Remove all connections from the transformer panel.  Then, unscrew the four 5/16&amp;quot; hex head screws which secure the transformer panel from the bottom of the cabinet.  Turn the transformer panel on its side.  This will allow better access to secure the ring terminals to the side of the chassis.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 03.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut all of the ground wires as close as possible to the 10-pin housing.  Remove the two boards with the three .156&amp;quot; 10-pin male header connections.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 04.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All of the ground wires are to have their insulation stripped back longer than usual - approximately 3/4&amp;quot;.  Solderless ring terminals are crimped onto the ground wires.  The connections used in this particular application are Motormite #85443.  Motormite brand does not have to be used.  This particular brand and part number are mentioned due to the difficulty in finding the correct connectors to use. Most common ring terminals have a #10 or larger screw eyelet, which will not work effectively, if the eyelets are fastened to the side of the transformer panel chassis.  The ring terminals shown here are made for #12-#10 gauge wire with an eyelet for a #8 screw.  &amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 05.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The ground Molex plugs and connection boards which were formerly fastened to the transformer panel&#039;s metal chassis. The five ground connector plugs were cut off from the incoming ground wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 06.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Keep wires which were common to one connector together (driver board ground wires, playfield ground wires, and backbox ground wires).  In doing this, future disassembly will be possible, should any of the individual wiring harnesses need attention or the playfield removed from the game.  The ground wires are then twisted together and crimped.  From experience, a maximum of 4 larger gauge wires can be crimped in one connection.  Lighter gauge wires can be paired with or without heavier gauge wires.  When doing this, the maximum effective grouping of wires increases slightly.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 07.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The screws which were removed from the ground bus board should be reused to secure the eyelets to the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 08.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The transformer is fastened to the bottom of the cabinet with the ground upgrades in place.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 09.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pay close attention when securing the transformer panel to the cabinet.  The four mounting screws may have flat ground straps with an eyelet.  These eyelet connections *must* be secured to the transformer panel.  Otherwise, the earth grounds will not all be tied together anymore.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although somewhat equally difficult to locate, an alternate to the Motormite # 85443 connectors are Tyco / AMP 408-2049-4 connectors. Again, any brand can be used, but make certain the eyelet hole is for a #8 screw (not a #10 or larger), and the crimp connector can accommodate #10 / #12 gauge wires (typically yellow insulation on crimp).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Problems===&lt;br /&gt;
====Replacing the Orange Filtering Capacitor====&lt;br /&gt;
[[File:AgedOrangeCap.jpg|300px|thumb|left|A worn out original 6800uf/25V Gottlieb® filter capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
If your System 80 or early System 80A game still has the original, orange 12VDC filtering capacitor in the cabinet bottom, it should be replaced. It&#039;s 30+ years old, has served the game well for a long time, and deserves a rest. Replace it with a new capacitor, valued from 6800uf to 12,000uf and at least 25V. Don&#039;t forget to acquire the right sized bracket to secure the cap to the bottom board.&lt;br /&gt;
&lt;br /&gt;
A very nice replacement for this capacitor, specified at 12,000uf, can be found [https://www.bigdaddy-enterprises.com/repairkits/gottlieb_kits.htm#g-80filters here] or [https://www.marcospecialties.com/pinball-parts/C12KM40VR here].&lt;br /&gt;
&lt;br /&gt;
This capacitor filters the rectified 12VDC which is supplied to the power supply board for regulation down to 5VDC which is used by every board in the game, including the MPU. Solid 5VDC power is critical for the game to operate properly, hence the need for a properly working cap.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sporadic / Inconsistent / Missing Voltages====&lt;br /&gt;
[[File:GTB Sys80 PS Cold Joints.jpg|300px|thumb|left|This header pin was removed from the board by wiggling it loose!]]&amp;lt;br&amp;gt;&lt;br /&gt;
One problem with the System 80 power supply sporadic, inconsistent, or missing voltages.  The game may be fine one minute, while the next minute, it loses voltage(s) completely.  One of the main culprits for this is cracked header joints.  Between vibration and the heat dissipated by the heat sink, header joints have a fairly high failure rate on System 80 power supplies.  The fix is to disassemble the power supply (as seen in the next section), and replace the stock round header pins with square headers. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Low 60v and All Displays Dim or at Half Brightness===&lt;br /&gt;
See the display section: [[#All Displays Dim or at Half Brightness|All Displays Dim or at Half Brightness]]&lt;br /&gt;
&lt;br /&gt;
====Recommended Updates and Repairs for the System 80/80A Power Supply Board====&lt;br /&gt;
[[File:GottliebSystem80PSBurnedCR7.jpg|300px|thumb|right|If CR7 on the Gottlieb power supply looks like this, the board should be rehabbed immediately.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 Power Supply board is a pretty tough bugger. Still, after years of steady operation, they do fail, and they require refurbishment / rebuild.&amp;lt;br&amp;gt;&lt;br /&gt;
The test point values are silk screened on the System 80 power supply board. They are +5VDC, +8VDC, +42VDC, and +60VDC. Ground, or &amp;quot;common&amp;quot; is also labeled.&amp;lt;br&amp;gt;&lt;br /&gt;
Given that the parts to refurbish the power supply are cheap and readily available, and that taking the power supply apart is a bit of a pain, a good strategy is to replace all failure prone parts, whether the parts have failed or not, to avoid disassembling the power supply more than once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mandatory parts list:&amp;lt;/b&amp;gt;&lt;br /&gt;
#.156 male header pins without friction lock, 9-pin, 7-pin, 6-pin, or break to size.&lt;br /&gt;
#500 ohm resistor cermet trimmer potentiometer. A quality sealed one like the one pictured is advised.&lt;br /&gt;
#3 inches of 18 gauge wire&lt;br /&gt;
#680 ohm 1/2 watt resistor (470, 510, 560, or 620 works also) replacement for R10, originally a 30 ohm 2W resistor and &amp;lt;b&amp;gt;must be replaced&amp;lt;/b&amp;gt; if CR7 is replaced with a 1N4738 (below)&lt;br /&gt;
#1N4738 8.2V 1 watt zener diode (CR7, originally a 1N3445 8.2V 2W zener)&lt;br /&gt;
#12K ohm, 1/2 watt resistor (R3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Optional parts list:&amp;lt;/b&amp;gt;&lt;br /&gt;
#1N4746 18V 1 watt zener diode (CR6, optional)&lt;br /&gt;
#47uf, 100V axial capacitor (C2, optional)&lt;br /&gt;
#LM723 voltage regulator and 14-pin socket (IC1, optional if the 5V section is operational)&lt;br /&gt;
#2N6057, 2N6059, or 2N6284 Darlington transistor (Q3, optional if the 5V section is operational)&lt;br /&gt;
#heat sink compound (optional as required)&lt;br /&gt;
#TO-3 mica insulator or heat sink gasket (optional as required)&lt;br /&gt;
#TO-3 transistor spacer (optional as required) Keystone 4616 or Mouser Electronics 534-4616&lt;br /&gt;
#2N5550 or 2N5551 transistor (Q2, optional)&lt;br /&gt;
#470uf/100V axial capacitor (C1, optional if the 42v/60v section is operational, this cap is often the cause of the 1/4A HV fuse blowing)&lt;br /&gt;
#TIP31C TO-220 NPN transistor (Q1, optional if the 42v/60v section is operational)&lt;br /&gt;
#TO-220 mica insulator (optional as required)&lt;br /&gt;
#TO-220 Passive Heatsink - Aavid Thermalloy 563002B00000G (only necessary if the existing heatsink is damaged or missing the PCB mounting tabs)&lt;br /&gt;
#TO-220 Nylon Bushing Insulator (only necessary if missing or damaged)&lt;br /&gt;
#Green LEDs (optional...use to identify that the board has been rebuilt)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&lt;br /&gt;
#Remove the 4 screws that fasten the PCB to the cold plate (heat sink).&lt;br /&gt;
#Remove the 2 screws that fasten the back mounted transistor Q3 to the PCB and cold plate.&lt;br /&gt;
#Use a solder removal tool to remove the solder from the legs of Q3 that extend through the PCB. This is the toughest part of the job. If the board had been really hacked, two irons and a friend may be needed to accomplish this.&lt;br /&gt;
#Once the cold plate and Q3 have been removed, set those parts to the side.&lt;br /&gt;
#Replace parts on the PCB as recommended and advised by the particular failure.&lt;br /&gt;
#On the solder side of the PCB, solder a 3&amp;quot; wire from the ground trace to the screw mount, as shown in the picture below.&lt;br /&gt;
#When replacing the original round header pins with new square header pins, the through holes may require slight enlargement using a pick as shown in the picture below. Alternatively, the holes can be drilled with a small bit from the solder side of the board. Pressing the pins into the through holes without enlarging them might cause the solder pad to pop off the board. Key pins must be removed prior to installation as the PCB has no holes at the key pin position.&lt;br /&gt;
#Recheck all of the work performed.&lt;br /&gt;
#Sand the black insulating coating from the top/right screw hole on the front of the cold plate, as shown in the picture below. The insulating coating is very tough. A drum sander attachment on a Dremel works very well for this.  To ensure enough has been sanded, use a meter to &amp;quot;buzz&amp;quot; between screw holes. The screw hole will be used later to tie the ground from each PCB together.&lt;br /&gt;
#Install Q3 (note that it will only install one way) onto the cold plate using the transistor spacer, mica insulator, and heat sink compound.&lt;br /&gt;
#Mate the two halves of the power supply together and reinstall the two screws which secure Q3.&lt;br /&gt;
#Solder the leads of Q3 to it&#039;s through-holes.&lt;br /&gt;
#To ensure continuity at each leg&#039;s solder joint, &amp;quot;buzz&amp;quot; the connection between the left leg of Q3 and the top leg of R9.&lt;br /&gt;
#Also &amp;quot;buzz&amp;quot; the connection between the right leg of Q3 and the bottom leg of R11.&lt;br /&gt;
#Install the remaining 4 screws around the perimeter of the power supply board. &lt;br /&gt;
#Lastly, ensure there is NO continuity between Q3 and the cold plate, as shown in the picture below. This is an essential step to ensure proper operation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=170px heights=100px perrow=3 caption=&amp;quot;System 80/80A Power Supply Repair&amp;quot;&amp;gt;&lt;br /&gt;
File:Parts.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Required&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsRemoved.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front Side, Parts Removed and Board Cleaned Up&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsRemovedBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Back Side, Parts Removed&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:EnlargingHoles.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Enlarging Header Pin Holes&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsReplaced.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Replaced, Front Side&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsReplacedBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Replaced and Ground Updated, Back Side&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:R10ThermalStrainRelief.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Strain Relief for R10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Sys80PSAllDone.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All Done&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Transistor-to-ColdPlateContinuityTest.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Ensuring no continuity between Q3 and the cold plate&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once fully assembled, reinstall the power supply into the game. Connect ONLY J1 (the lower 9-pin connector) at this time. Power the game on, looking for the two LEDs to light. If they do not light, there will be rework to perform. Assuming that they do light, test each of the voltages that the power supply creates to ensure the correct power is being generated/regulated. Since the power is not &amp;quot;under load&amp;quot;, each of the voltages may read 10% or so high. While measuring the 5V test point, adjust the 5V trim pot to about 5.1VDC.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
That&#039;s it! Done.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: once the other boards are connected to the power supply, the 5V may sag some. Measure the 5V across the electrolytic cap just to the right of the MPU power connector. Using the 5V trim pot, adjust the 5V power to between 5.0 and 5.1VDC.&lt;br /&gt;
&lt;br /&gt;
====Recommended Repairs for the System 80B Power Supply Board====&lt;br /&gt;
[[File:Gtb sys80b psu.JPG|300px|thumb|left|System 80B +5 VDC Power Supply. The adjustment POT is at the top of the PCB.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Step one to improving power supply reliability is to replace the original 500 ohm 1 watt adjustment pot.  This procedure can be done easily without removing the large heat sink.  A replacement sealed pot is recommended, but not completely necessary.&lt;br /&gt;
&lt;br /&gt;
Next, remove all the old solder from the all of the .156&amp;quot; header pins, and reflow new solder onto the joints. The top header pins (J2) supply +5VDC to the majority of the associated circuit boards in the back box.  Provided that the power supply is delivering acceptable voltages in the +5VDC range, these two relatively simple repairs are the only things needed for this board.&lt;br /&gt;
&lt;br /&gt;
However, if you&#039;ve adjusted the pot as much as possible in the appropriate direction, and the power supply is still delivering voltages higher or lower than around +5VDC, it&#039;s probably time to look at replacing the LM338K voltage regulator.  While not a frequent occurrence, the voltage regulator will sometimes fail. &lt;br /&gt;
&lt;br /&gt;
If the voltages measured are less than 1VDC, the grounds for the power supply (located at the transformer panel) will more than likely need attention.  Once the grounds at the transformer panel are better secured, recheck the voltage at the power supply.&lt;br /&gt;
&lt;br /&gt;
Note: When measuring the +5VDC provided by the power supply, first disconnect J2 on the power supply. Measure power at the J2 male headers first. Once within an acceptable range, turn power off and reconnect J2. Measure power across C1, the 100uf/10V capacitor that is next to J1 (power connector) on the MPU. The MPU may drag the +5VDC supply down a bit. If you find this to be the case, adjust the trim pot on the power supply until a steady +5VDC is seen at the MPU. Poor connections between the +5VDC power supply and the MPU board may also reduce the voltage measured at the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Optional Bling...Adding Power Indicating LED&#039;s to Boards====&lt;br /&gt;
=====CPU Board LED=====&lt;br /&gt;
How to add a &amp;quot;+5 volt&amp;quot; indicator for the Gottlieb System 80 Generation 1 CPU board (the D102 board). This will light up when + 5 volts are present on the CPU board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; diameter holes spaced about 3mm apart in the spot indicated just below power connector J1. This area has no traces to interfere with drilling.&lt;br /&gt;
#Install LED into board with flat side facing toward the power connector J1.&lt;br /&gt;
#Bend the flat side&#039;s lead to the negative (ground) point shown in the picture and solder it.&lt;br /&gt;
#The other lead of the LED will connect to one side of the 330 ohm resistor. The other end of the resistor will be soldered to the positive trace shown in the picture. You&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is powered on, this LED will indicate that the CPU board is receiving +5 volts from the power supply.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDholesfront.JPG|300px|thumb|left|Holes drilled on front of board]]&lt;br /&gt;
[[File:Sys80CPULEDholesrear.JPG|300px|thumb|right|Holes drilled on rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Circled areas are where to drill the two holes for the LED. Any color of LED can be used, but red or green are preferred.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDwiring.JPG|300px|thumb|left|Wiring on solder side of board]]&lt;br /&gt;
[[File:Sys80CPULEDfront.JPG|300px|thumb|right|LED installed on board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED. Note the location of the flat side of the LED.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDlitup.JPG|300px|thumb|left|Finished installation of LED]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Completed installation with LED lit up indicating the +5 volts is present on the CPU board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Driver Board LED=====&lt;br /&gt;
Adding a &amp;quot;+5 volt&amp;quot; indicator to the System 80 Driver Board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohm quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; holes spaced about 3mm apart in the board at the location shown in the pictures to the left of the electrolytic capacitor near chip Z1. There should be no traces at that area.&lt;br /&gt;
#Install the red LED with the flat side facing the trace going to the negative side of the electrolytic capacitor. Bend the LED&#039;s flat side lead down to that trace and scrape away some of the green paint at the point you will be soldering it. Now solder that lead to the trace.&lt;br /&gt;
#Solder one end of the 330 ohm resistor to the other lead of the LED.&lt;br /&gt;
#The other end of the resistor will now get soldered to the trace that goes to the positive side of the electrolytic capacitor. Again, be sure to scrape some of the green paint off of the trace where the resistor lead will be soldered. You are done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is on, the LED will be lit indicating that the driver board is receiving +5 volts from the CPU board.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LED_holesfront.JPG|300px|thumb|left|Drilled holes on front of board]]&lt;br /&gt;
[[File:Sys80LEDholesrear.JPG|300px|thumb|right|Drilled holes on the rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Views of the holes drilled for the LED looking from the front and rear of the System 80 driver board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LEDrear.JPG|300px|thumb|left|Wiring of the LED and resistor]]&lt;br /&gt;
[[File:Sys80LEDflat.JPG|300px|thumb|right|Finished installation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED. Notice the location of the flat side of the LED. Any color of LED can be used, but red or green is prefered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LEDlitup.JPG|300px|thumb|left|Finished installation with LED lit]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Completed installation showing the LED lit up indicating +5v power is present on the driver board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pop Bumper Driver Board LED=====&lt;br /&gt;
How to add a &amp;quot;+5 volt&amp;quot; indicator for the Gottlieb System 80 Pop Bumper Driver Board. This will light up when + 5 volts are present on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#From the solder side, mark and drill four 1/16&amp;quot; diameter holes spaced as shown in the spot indicated. &lt;br /&gt;
#Install LED into board with flat side facing toward the power connector J1.&lt;br /&gt;
#Bend the flat side&#039;s lead to the negative (ground) point shown in the picture and solder it.&lt;br /&gt;
#The other lead of the LED will connect to one side of the 330 ohm resistor.&lt;br /&gt;
#The other end of the resistor will be soldered to the positive trace shown in the picture.&lt;br /&gt;
#You&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is powered on, this LED will indicate that the CPU board is receiving +5 volts from the power supply.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px perrow=3&amp;gt;&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-supplies.jpg|Supplies needed.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-1.jpg|Mark holes on solder side as shown.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-2.jpg|Drill holes.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-3.jpg|Stuff parts shown. Note the polarity of the LED.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-4.jpg|Bend component legs as shown.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-5.jpg|Solder all 3 connections as shown.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Repeat for each Pop Bumper Driver Board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary Lamp Driver Board LED=====&lt;br /&gt;
Adding a &amp;quot;+5 volt&amp;quot; LED indicator for the auxiliary lamp driver board used to create &amp;quot;chase lamps&amp;quot; in many System 80/80A/80B games.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red or green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, 1/4 watt&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; diameter holes about 3mm apart in the locations indicated in the pictures.&lt;br /&gt;
#Mount LED with the flat side toward the edge of the board.&lt;br /&gt;
#The lead from the LED&#039;s flat side will be soldered to pin 2 (ground) of connector A11P1. Be sure to slide a piece of heat shrink tubing over this lead so it does not accidently short to the other connector pins.&lt;br /&gt;
#The other lead of the LED will be soldered to one end of the 330 ohm resistor.&lt;br /&gt;
#The other end of the resistor will be soldered to pin 4 (+5 volts) of connector A11P1.&lt;br /&gt;
&lt;br /&gt;
Whenever the machine is on, the LED should be lit, indicating the auxiliary lamp driver board is receiving power. &lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDfrontholes.JPG|300px|thumb|left|Drilled holes on front of board]]&lt;br /&gt;
[[File:ALDLEDrearholes.JPG|300px|thumb|right|Drilled holes on rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
View of the holes drilled for the LED as viewed from the front and rear of the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDfront.JPG|300px|thumb|left|LED installed on board]]&lt;br /&gt;
[[File:ALDLEDrear.JPG|300px|thumb|right|Resistor and LED wiring]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED on the rear of the board. Notice the location of the flat side of the LED.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDlitup.JPG|300px|thumb|left|LED is lit up]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Finished installation with LED lit up indicating presence of +5 volts power on the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound/Speech Power Supply Board LED&#039;s=====&lt;br /&gt;
The Sound/Speech power supply board will get a total of four LED&#039;s! These are to indicate the presence of -12 volts, +12 volts, and +30 volts going out to the actual sound/speech board and also to indicate +24 volts coming in to the power supply board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*4 Red or green LED&#039;s&lt;br /&gt;
*2 Resistors, 1 k, 1/4 watt&lt;br /&gt;
*1 Resistor, 2.2k, 1/4 watt&lt;br /&gt;
*1 Resistor, 3.0 k, 1/4 watt&lt;br /&gt;
&lt;br /&gt;
#Drill a total of eight 1/16&amp;quot; holes at the points shown in the pictures near connector A7P1. Lead spacing per LED is about 3mm. Be sure the LED&#039;s are not too close to each other to interfere with sitting flat against the board. The +12 and +30 volt LED&#039;s will mount with the flat side facing diagonally (7 o&#039;clock) toward the lower left board mounting hole.&lt;br /&gt;
#The -12 volt LED will have the lead of the round side (anode) soldered to the heavy ground trace of the board. You&#039;ll need to scrape some of the green paint off the trace first. The other lead of this LED will be soldered to one end of a 1k resistor. The other end of this resistor will be soldered to the junction point of resistor R2 and the anode of zener diode CR2.&lt;br /&gt;
#The +24 volt LED will have the lead from the flat side (cathode) of the LED soldered to the heavy ground trace on the board. You&#039;ll need to scrape a bit of the green paint off the trace first. The other lead of the LED will be soldered to one end of a 2.2k resistor. The other end of the resistor will be soldered to the trace going to connector A7P1 pin 6 (+24 volts). Again, you&#039;ll need to scrape some of the green paint from the trace first.&lt;br /&gt;
#The +12 volt LED will have the lead from the flat side (cathode) of the LED soldered to the heavy ground trace. You will need to scrape some of the green paint off the trace first. The other lead of the LED will be soldered to one end of a 1k resistor. The other end of this resistor will be soldered to to the trace going to connector A7P1 pin 1 (+12 volts). You will need to scrape some of the green paint off of the trace first.&lt;br /&gt;
#The +30 volt LED will have the lead of the flat side (cathode) soldered to the heavy ground trace. You will need to scrape off some of the green paint from the trace first. The other lead of the LED will be soldered to one end of a 3 k resistor. The other end of this resistor will be soldered to the trace going to connector A7P1 pin 2 (+30 volts). You will need to scrape some of the green paint from the trace first.&lt;br /&gt;
#These LED&#039;s above are all optional. The board never originally came with anything to indicate presence of voltages. If you only want to install one, that&#039;s fine. I chose to install all four so I can see at a glance that all four voltages are present. You don&#039;t have to install all four if you don&#039;t want to.&lt;br /&gt;
&lt;br /&gt;
In the picture of the finished front of the board the LED&#039;s from top to bottom are:&lt;br /&gt;
&lt;br /&gt;
*-12v&lt;br /&gt;
*+24v&lt;br /&gt;
*+12v&lt;br /&gt;
*+30v&lt;br /&gt;
&lt;br /&gt;
In the picture of the wiring on the back (foil) side of the board, the resistors top to bottom are:&lt;br /&gt;
&lt;br /&gt;
*1K&lt;br /&gt;
*2.2K&lt;br /&gt;
*1K&lt;br /&gt;
*3K &lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDfrontholes.JPG|300px|thumb|left|Drilled holes for the LED&#039;s on the front of board]]&lt;br /&gt;
[[File:SSPSLEDrearholes.JPG|300px|thumb|right|Drilled holes for the LED&#039;s on the rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Views of the drilled holes for the LED&#039;s looking from the front and rear of the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDlower.JPG|300px|thumb|left|+12 and +30 LED&#039;s installed on front]]&lt;br /&gt;
[[File:SSPSLEDupper.JPG|300px|thumb|right|-12 and +24 LED&#039;s installed on front]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All four LED&#039;s installed on the front of the board. Notice the location of the flat sides of all the LED&#039;s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLED_wiring.JPG|300px|thumb|left|Wiring of the resistors on the rear of board]]&lt;br /&gt;
[[File:SSPSLEDfinished.JPG|300px|thumb|right|All four LED&#039;s installed on front of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistors and LED&#039;s on the rear of the board. All four LED&#039;s installed on front of board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDlitup.JPG|300px|thumb|left|Finished and all LED&#039;s lit]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All four LED&#039;s installed and lit up indicating the presence of the four different voltages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80/80A Power Supply Board LED=====&lt;br /&gt;
The System 80 and System 80A power supply board already has LED&#039;s installed to indicate the +5 volts and +12 volts. This project will add an LED to indicate the presence of the +60 volts which is used to operate the score displays. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 LED, any color&lt;br /&gt;
*1 Resistor, 10k, 2 watts&lt;br /&gt;
&lt;br /&gt;
#Drill a total of four 1/16&amp;quot; diameter holes at the points indicated between the foil traces in the pictures. Try to keep the holes in a straight line.The LED installs in the top two holes and with the flat (cathode) side facing downward toward the bottom end of the board. The resistor will install in the other remaining two holes which are the also the farthest spaced. Be sure to scrape the paint off of the foil traces at the points shown in the pictures.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_holes_front.JPG|300px|thumb|left|Holes drilled viewed from front of board]]&lt;br /&gt;
[[File:SYS80PS_holes_rear.JPG|300px|thumb|right|Holes drilled as viewed from rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wiring it all up:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The flat (cathode) side of the LED will be soldered to the top end of the 10k 2 watt resistor. Be sure to keep all component leads pressed down as close to the foil traces as possible to prevent shorting to the metal frame when the board is re-assembled to the metal frame. There is very little clearance between the board and the metal frame when everything is re-assembled. The lower end of the resistor will be soldered to the foil trace that goes to connector J3, pins 4 and 5 (ground). The round (anode) side of the LED will be soldered to the foil trace that goes to connector J3 pin 1 (the +60 volts). Put a short piece of heat shrink tubing or sleeving over that lead to prevent it from shorting to the trace it crosses over. Now carefully bend that lead of the LED down onto the correct foil trace as shown in the pictures and solder it. Be sure to label the new LED on the parts side of the board as &amp;quot;+60V&amp;quot;. This completes the wiring.&lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_parts.JPG|300px|thumb|left|Resistor and LED mounted on board]]&lt;br /&gt;
[[File:SYS80PS_soldered.JPG|300px|thumb|right|Parts soldered to foil traces]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new LED should be lit at all times the machine is turned on. It indicates that +60 volts DC is present to operate the score displays. The other display voltage, +42 volts, is derived from the +60 volts. &lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_finished.JPG|300px|thumb|left|Finished installation with +60v marking]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80 First Generation &amp;quot;Sounds Only&amp;quot; Sound Board LED&#039;s=====&lt;br /&gt;
This board was used in early System 80 games such as Panthera. It operates on three power sources, -12 volts, +12 volts, and +5 volts. The +12 volts is obtained from the bottom panel in the machine. The +5 volts is obtained from the game&#039;s power supply board. The -12 volts is generated on this sounds only board by receiving ac power input on J1 pins 3 and 4. You can measure the -12 volts by connecting your volt meter across zener diode CR5 (1N4742A).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MATERIALS NEEDED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*2 LED&#039;s, any color&lt;br /&gt;
*1 Resistor, 1k @ 1/4 watt&lt;br /&gt;
*1 Resistor, 330 ohm @ 1/4 watt&lt;br /&gt;
*1 Short piece of small diameter heat shrink tubing&lt;br /&gt;
&lt;br /&gt;
#Drill two pairs of holes 1/16&amp;quot; diameter and about 3mm apart at the locations as shown in the pictures. Be sure not to drill through any foil traces.&lt;br /&gt;
#The +12 volt LED will have the flat side (cathode) of the LED soldered to the ground trace coming from pin 6 of connector J1. You&#039;ll need to scrape a bit of green paint off of the trace first in order to solder it. The other lead of the LED will be soldered to one end of a 1k @ 1/4 watt resistor. The other end of the resistor will be soldered to pin 1 of connector J1 (the +12 volt source). Be sure to slide a short piece of heat shrink tubing over this end of the resistor before soldering since this lead will pass over a couple of traces. This will prevent the resistor lead from shorting to those traces and causing damage.&lt;br /&gt;
#The +5 volt LED will have the flat side (cathode) of the LED soldered to the ground trace coming from pin 6 of connector J1. You&#039;ll need to scrape a bit of the green paint off of the trace first in order to solder it. The other end of the LED will be soldered to one end of a 330 ohm @ 1/4 watt resistor. The other end of the resistor will be soldered to pin 5 of connector J1 (the +5 volt source).&lt;br /&gt;
#When finished, be sure to note that the flat sides of both LED&#039;s will be facing each other on the front side of the board. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80so_holes_front.JPG|300px|thumb|left|Holes drilled in front of board]]&lt;br /&gt;
[[File:Sys80so_holes_rear.JPG|300px|thumb|right|Holes drill in rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80so_LEDS.JPG|300px|thumb|left|LED&#039;s installed on board with flat sides facing each other]]&lt;br /&gt;
[[File:Sys80so_resistors.JPG|300px|thumb|right|Wiring on solder side of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====F2 Fuse Blows At Power Up on 80A games====&lt;br /&gt;
If the F2 fuse blows at power up, there is one overlooked problem that is good to check. This could also apply to 80B games, but a different fuse may blow.&lt;br /&gt;
&lt;br /&gt;
On the transformer panel, there is a pair of cement resistors are soldered to a solder tab, which is screwed down to a small square plastic post. Check to make sure that this has not been moved to another screw hole in the metal of the transformer panel. Screwing this line to the metal of the transformer panel ties one of the AC lines to ground. Since this line is shorted/tied to ground, it also has the side effect of making the bridge rectifier test bad, since there is a tab tied to ground when there shouldn&#039;t be one. It is likely that the bridge rectifier will test good as soon as the solder tab is moved to the correct place.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300&amp;gt;&lt;br /&gt;
File:sys80-f2-fuse-blows-issue-2.jpg|Correct place to screw the solder tab (on the square plastic post)&lt;br /&gt;
File:sys80-f2-fuse-blows-issue-1.jpg|Incorrect place to screw the solder tab. This causes a short.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MPU boot issues===&lt;br /&gt;
&lt;br /&gt;
There are a large and varied number of reasons that a System 80 MPU will fail to boot. Unfortunately, as has been said before, &amp;quot;this is not a Bally world&amp;quot;. That is, unlike &amp;quot;classic&amp;quot; Bally and Stern MPUs the System 80 MPU provides absolutely no indication as to why it may have failed to boot.&lt;br /&gt;
&lt;br /&gt;
Debugging a non-booting MPU is somewhat of an art. A few basic steps are listed below.&lt;br /&gt;
&lt;br /&gt;
#Ensure the power supply is providing a solid 5VDC power source&lt;br /&gt;
#Replace the orange electrolytic cap in the cabinet bottom if still original&lt;br /&gt;
#Take the board to the bench&lt;br /&gt;
#Examine the board for alkaline damage. Abate all alkaline corrosion.&lt;br /&gt;
#Ensure the reset section of the board is working. Pin 40 of the 6502 should begin &amp;quot;low&amp;quot;, then after about 1/2 second, transition to &amp;quot;high&amp;quot;. Note that the reset transition will be slightly longer if using a modern reset generator (ala DS1811) as outlined in subsequent sections&lt;br /&gt;
#Check the clock signals at the 6502. A logic probe will show a rhythmic pulse. An Oscilloscope should show the 3.58Mhz pulse. If the clock signal is not pulsing, work backwards through the 74xx logic all the way to the crystal if necessary&lt;br /&gt;
#Check the IRQ signal at the 6502. Ensure it isn&#039;t &amp;quot;stuck&amp;quot;. Only the 6532 RIOTs can pull the IRQ signal low. Once the 6502 software processes the IRQ, the 6502 will release the IRQ signal&lt;br /&gt;
#Check the R/W (read/write) signal at the 6502. Again, ensure it isn&#039;t stuck&lt;br /&gt;
#Check the address and data lines to ensure that they are pulsing&lt;br /&gt;
#Feel each of the masked ROM chips at U2 and U3 as well as the 6532 RIOT chips at U4, U5, and U6. If the IC is too hot to touch, it has probably failed and should be replaced. Note that the 6532 RIOTs run hot normally. If one is noticeably hotter than the other, that may be an indication of failure.&lt;br /&gt;
#Test each of the 74XX chips in the switch matrix (Z11 - Z15) using this [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit procedure].&lt;br /&gt;
#If the board has the original masked game ROM(s), replacement of those ROM(s) is advised. System 80 and 80A games used a 2716 originally at the PROM1 position (early games used dual 2708s at PROM1 and PROM2). System 80B games used a 2764 for the game ROM (which also replaces U2 and U3) and generally a 2716 at the PROM1 position. Of course, the ROM image can be doubled or even quadrupled so that it fits snugly into a larger capacitor ROM as long as that ROM footprint matches the OEM ROM footprint (number of pins)&lt;br /&gt;
#System 80B MPUs employ a &amp;quot;daughter card&amp;quot;. Fractured solder joints where the &amp;quot;riser pins&amp;quot; connect to the daughter card are often an issue. These joints can&#039;t be examined without removing the daughter card. And removing the daughter card is not trivial. If flexing the daughter card causes the board to boot or to crash, fractured solder joints are a solid suspect.&lt;br /&gt;
&lt;br /&gt;
====Power on &amp;quot;Thunk&amp;quot;====&lt;br /&gt;
Some System 80 games exhibit a &amp;quot;thunk&amp;quot; upon power up. The manifestation of this is the unpredictable lighting of lamps, running of motors, and actuation of coils / relays.  The symptom is unpredictable in that swapping either the driver or the MPU board might change the behavior. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;thunk&amp;quot; can be suppressed via a process detailed [http://www.flippers.com/gott-system80.html#thunk here] by John Robertson.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80 Driver Reset Front.JPG|thumb|left|300px|The addition of an MCP130-460HI/TO reset generator on the driver board.]]&lt;br /&gt;
[[File:Sys80 Driver Reset Back.JPG|thumb|right|300px|The addition of an MCP130-460HI/TO reset generator on the driver board w/ traces cut and jumpers run.]]&amp;lt;br&amp;gt;&lt;br /&gt;
As an alternative to John&#039;s approach, another method has been developed. The method employs the use of a reset generator tied to the &#039;&#039;&#039;CLR&#039;&#039;&#039; leg (pin 1) of the appropriate 74175 flip-flops (those that control devices that &amp;quot;thunk&amp;quot;). The reset generator is added to the front of the driver board in the upper right hand corner. There is a &amp;quot;star via&amp;quot; in this location. Solder should be removed from the star via exposing a through hole. Next, two very small holes should be drilled into the board on either side of the via. Make certain not to drill through traces on the solder side of the board, and that neither hole touches the &amp;quot;star via&amp;quot;. Next, scrape the solder mask from the two thick traces on the solder side which pass closest to the star via. These traces terminate at capacitor C1 on the driver board.  The closest trace is ground and the other trace is +5v. Next, place a MCP130-460HI/TO reset generator through the driver board. The center leg (&#039;&#039;&#039;RESET&#039;&#039;&#039;) will pass through the star via, while the outer legs will go through the newly drilled holes. The flat side of the reset generator should be facing the components on the driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
Next, bend the GND and 5V legs of the reset generator onto the appropriate traces where the masking was scraped.  Next, the traces on Z3, Z4, and Z5 should be cut between pin 1 and pin 16. This is the wide trace at the very top of the chip. Additionally, there is a thick trace to the right of pin 1 on Z4 which must be severed. After cutting this trace, pin 16 and the isolated trace must be tied together with a jumper.  This connects 5VDC to pin 16 of Z4. Now that pin 1 is isolated from 5VDC on chips Z3, Z4, and Z5, trace wire must be routed from the center leg (&#039;&#039;&#039;RESET&#039;&#039;&#039;) of the reset generator to pin 1 of each of these chips. Once this modification is completed, the coils associated with these chips will no longer be pulsed when the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Like the modification which John Robertson lays out, it may not be necessary to isolate pin 1 of Z3, Z4, and Z5 for every game. However, isolating these 3 chips accommodates most System 80/A/B games that use lamp transistors to pre-drive coils / relays. The game over and tilt relays will still pulse briefly upon turning the game on but that behavior is generally acceptable. Isolating pin 1 of Z1 and tying pin 1 to the reset line of the reset generator will resolve this residual behavior.&lt;br /&gt;
&lt;br /&gt;
Note that the trace wire shown in the pic on the right could have been routed more elegantly.  This was in part due to an afterthought in having Z3 tied to the reset generator.&lt;br /&gt;
&lt;br /&gt;
Since the &amp;quot;thunk&amp;quot; is really just a minor irritation, most owners do not think that the resolution is worth the effort. However, on some games, the thunk can be very annoying by pulsing the ball release coil under the lower apron. The result is a ball being served into the shooter lane, before the MPU board even boots up. Most System 80B Genesis games run the &amp;quot;Reveal Motor&amp;quot; as a result of the &amp;quot;thunk&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ResetGeneratorPinExplanation.jpg|thumb|left|300px|Part number explanation and pin configuration for various reset generators.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Other reset generators may be used as long as the pinout of the legs is observed. Shown at left is a snippet of the datasheet that explains reset generator part numbers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AlternateDethunkFront.jpg|thumb|left|300px|Using an MCP130-460DI/TO reset generator. Take care to drill the holes so that only one reset generator leg touches the star.]]&lt;br /&gt;
[[File:DethunkAlternateBack.jpg|thumb|right|300px|Jumpers are still connected to the &amp;quot;star via&amp;quot; but the new holes are drilled in different locations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One alternate reset generator to use is the MCP130-460DI/TO which is also used in the section that discusses System 80 MPU alkaline corrosion abatement. The installation is a bit different as is shown in the adjacent pictures. The (&#039;&#039;&#039;RESET&#039;&#039;&#039;) signal is on the left leg of the reset generator while Vdd (5VDC) is in the center and Vss (Ground) is on the right leg.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Erratic Boot Issues with Later 80B Games (Hot Shots, Bad Girls, and Big House)====&lt;br /&gt;
Some erratic boot issues have been observed with the following games: Hot Shots, Bad Girls, Big House, and Excalibur, however, the list of games may be more extensive.  The issues included are a locked on display with garbage characters shown, no display illuminating at all, sound board not booting (LED stuck on), locked on lamps, no controlled lamps, locked on coils, etc.  The source of the problem seems to stem from the fluorescent tube starter located in the backbox.  It is unknown why exactly this anomaly occurs.  Removal of the starter should resolve the booting issues.  Worst case scenario, remove the 110v panel fuse on the transformer panel use for the fluorescent light circuit.  Unfortunately, this is the only resolution known at this time.&lt;br /&gt;
&lt;br /&gt;
====Battery Leakage and Corrosion====&lt;br /&gt;
Like most any other pinball machine manufactured, Gottlieb® uses batteries to supply power to the non-volatile RAM memory.  Certain game settings, high score thresholds (including high score to date), audit information, and bookkeeping information are all options which are saved when the game is powered off.  And unless some kind soul, who worked on your machine before, either removed the battery and mounted it remotely away from circuit boards, or just plain removed the battery, there will be some variety of a 3.6v Nickel Cadmium (NiCad) rechargeable battery soldered onto your CPU board.  &lt;br /&gt;
&lt;br /&gt;
So, what&#039;s so bad about having a battery on the CPU board?  Well, nothing really, unless it&#039;s forgotten, and in most cases, it is.  While you let your pinball machine sit unplayed for weeks, months, or even years at a time, the battery remains perched on the circuit board like a ticking time bomb.  I&#039;m not saying the battery is going to blow up, although some replacement non-rechargeable batteries could overheat and / or explode if not correctly installed.  The battery is like a ticking time bomb, because it is a threat to the overall health of the electronic components, traces, and connectors attached to your CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now that I have your attention regarding the whole battery thing, let&#039;s talk about the battery, and what happens. . .&#039;&#039;&#039;WHEN GOOD BATTERIES GO BAD&#039;&#039;&#039;.  It&#039;s not that some batteries were born on the wrong side of the tracks or anything. Any good battery can go bad without much warning.  It takes time, but eventually you will find that your battery has crossed over to the &amp;quot;dark side&amp;quot;.  That particular time is typically when you turn your game on, the lights come on, and that&#039;s it.  The displays don&#039;t light up. The start up sounds don&#039;t resonant. And, the silver ball stays in its comfy little home.  Nada...nothing...no signs of anything resembling a fun game of pinball.  &#039;&#039;&#039;UH-OH!&#039;&#039;&#039; So what happened?  The pinball machine worked fine the last time you played it.  &lt;br /&gt;
&lt;br /&gt;
Well, while you were out having a good time and enjoying life, the poor, aged, neglected battery decided to wreak havoc all over the reset section, clock section, or possibly more regions on your CPU board.  The CPU battery spewing its guts all over the place is akin to the batteries in the flashlight you haven&#039;t turned on since the last power outage a year or two ago.  You go to turn on the flashlight when you need it most, and find out there&#039;s something wrong.  So being the curious type, you open the flashlight&#039;s battery compartment only to find some kind of blue-green funk leaking all over, or the batteries now look like they need a shave.  The resolution to the flashlight scenario is pretty simple. Throw it away, and buy a new one. Your CPU board problem can be resolved the same way, except it will be a lot more costly, and is not recommended to just pitch it in the trash. If the battery damage to the CPU board is not overly extensive, attempt to repair it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80A bat damage01.JPG|300px|thumb|left|Typical Battery Found on a System 80 CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s unfortunate, but every battery has a life expectancy.  The only silver lining is that some of the Ni-Cad batteries installed on Gottlieb® CPU boards can last longer than others.  Probably the worst culprit of board destruction is the &#039;&#039;&#039;Data Sentry&#039;&#039;&#039; pack, and its associated knock-offs.  This battery comes in a black rectangular plastic package.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB sys80A battery.jpg|300px|thumb|left|Typical Battery Found on a System 80A / 80B CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another battery pack style which looks very similar to the NiCad battery packs found in &amp;quot;old school&amp;quot; cordless phones.  It is actually three small NiCad cells wrapped separately in an orange poly material, which is wrapped in a outer white poly material.  These don&#039;t leak nearly as badly, but they still have the potential to fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Replacement nicad.jpg|300px|thumb|left|Typical NiCad Battery Which was Replaced]]&amp;lt;br&amp;gt;&lt;br /&gt;
The final common battery style is a what looks like an AA battery on steroids.  This style is a fraction longer and fatter than an AA battery&#039;s physical form, and has two soldered leads on either end.  If you find one of these, it means the battery was previously replaced.  The good news is that this battery is newer than the original. However, the same results of battery seepage can occur.  The only benefit of this type of battery is that it can be carefully cut (in most cases) from the board without removing the board from your game.  This is a plus if no battery damage has occurred.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80A bat damage03.JPG|300px|thumb|left|NiCad Battery Damage to a System 80A CPU Board&amp;lt;br&amp;gt;(Note:  This is considered very mild damage!)]]&lt;br /&gt;
[[File:Gtb sys80A bat damage04.JPG|300px|thumb|right|Damage from the battery may also occur on the back side of the board, especially on the edge connection fingers]]&amp;lt;br&amp;gt;&lt;br /&gt;
So what happens if you don&#039;t heed the above warnings, and the battery is allowed to remain on the board?  Plain and simple - &#039;&#039;&#039;THE BATTERY WILL LEAK!&#039;&#039;&#039;  It&#039;s only a matter of time.  Equally, the path of destruction is uncertain.  Batteries don&#039;t just leak - they release caustic, alkaline fumes.  These fumes attack wherever there is copper, even tinned or soldered copper.  The end results are:&lt;br /&gt;
&lt;br /&gt;
*solder joints which become green or gray and crusty as opposed to a shiny silver&lt;br /&gt;
*connectors which are also now green / gray or potentially broken&lt;br /&gt;
*solder mask, the green covering the electronic traces, on the circuit board has either flaked off or is partially delaminating (lifting)&lt;br /&gt;
*insulated wire becomes less flexible and brittle&lt;br /&gt;
*sometimes the alkaline &amp;quot;cloud&amp;quot; in the game&#039;s backbox causes every board in the head to be affected.&lt;br /&gt;
&lt;br /&gt;
Electronic components, related solder joints, circuit board traces, connectors, and even insulated wire will become unreliable and/or fail.  In all cases, the affected components are less conductive.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If battery damage has occurred, the related parts must now be replaced.  Attempting to remove soldered through components on the circuit board is now even more of a task.  The green / gray dull solder does not transfer heat well.  Battery damaged solder does not flow like clean solder.  Also, crimped connectors are more difficult to remove from their housings, and have a tendency to break before they can be successfully pulled out.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After all the effected electronic components are removed, the board must be treated.  This process starts by sanding the traces and solder pads until shiny copper is exposed.  It is worth mentioning that a battery damaged board can be treated by bead blasting instead of sanding, however, most people do not have access to such a machine.  After the copper areas of the board have been either sanded or bead blasted, an acidic bath of 50% vinegar and 50% (preferably distilled) water is applied to the board.  A small brush like a toothbrush can be used to scrub the board&#039;s area. The purpose of introducing an acid to the effected area is to neutralize what the battery has left behind.   The liquid and fumes from the battery are actually a base, not an acid.  Next, rinse the area of the board with water.  Once the board is clean, isopropyl alcohol (the higher the alcohol percentage the better) is applied to the same area to rinse away the acid bath, and hopefully dissipate any remaining water.  Finally, the board is either blown dry or air dried.  This may be a given, but &#039;&#039;&#039;DO NOT ATTEMPT TO APPLY POWER TO THE BOARD IF IT IS STILL WET!&#039;&#039;&#039;  Most liquids are conductive to some extent. After the previous steps are performed, the task of installing the new components begins.  If any traces or solder pads were damaged, see the [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 Repairing Traces] portion of this Wiki guide on to to fix them.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The point I&#039;m trying to ultimately make is this...regardless of age, shape, or form, &#039;&#039;&#039;remove the battery from the CPU board&#039;&#039;&#039;, as soon as it realized that there is a battery on the board.  If not, the board can be damaged, nonfunctional, and become more difficult or even impossible to repair.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
The first thing that should be done to any System 80 MPU is remove the rechargeable NiCad battery from the MPU board. All batteries leak. They are like ticking bombs. It is merely a matter of when they will leak and possibly damage (sometimes irreplaceable) boards.  &lt;br /&gt;
&lt;br /&gt;
There are at least &amp;lt;b&amp;gt;five&amp;lt;/b&amp;gt; methods of relocating and/or replacing the battery on a System 80/80A/80B MPU.&lt;br /&gt;
&lt;br /&gt;
*Remove the battery completely without replacing it. The 5101 memory will not store information from power-on to power-on and therefore, high scores, replay levels, and credits will be lost.&lt;br /&gt;
[[File:System80battery.jpg‎|300px|thumb|right|Remote Battery]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Mount a remote battery pack that uses standard AA batteries (x3) to protect your board.  A blocking diode must be installed (1N4004, although a 1N4001 will work just as well) to prevent the game circuitry from attempting to charge the batteries. Install the blocking diode in series with the positive lead of the battery pack, with the band oriented toward the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:MemorySuperCap.jpg‎|300px|thumb|right|Here a 5.5V, 1F Super Cap is used to retain 5101 memory for up to 30 days]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the battery with a 1F 5.5V &amp;quot;SuperCap&amp;quot;. The capacitor will never leak, will charge during power-on cycles, and will retain 5101 memory for about 30 days. If you&#039;ve sanded traces as was done in the picture, use a non-conductive material to cover the trace under the cap to ensure that the negative side of the cap doesn&#039;t short a trace (such as clear nail polish, green overcoat pen, electrical tape, or fishpaper). Cut the tape in a circular shape and poke the capacitor leads through it so it can&#039;t fall off in the future. (Electric tape is notorious for slipping.)  An alternate solution would be get a piece of fishpaper insulator, cut that into a circle and poke holes in it for the capacitor leads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:GTB Sys80 H Mem Cap.JPG|300px|left|thumb|Alternate method for installing a memory cap]]&lt;br /&gt;
[[File:GTB Sys80 H Mem Cap Back.JPG|300px|right|thumb|Tying the negative lead of the memory cap to the negative pad on the MPU board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The memory cap can also be installed in the two leftmost holes, where the Ni-Cad battery formerly resided.  The negative lead of the memory cap will then have to be tied to the negative (ground) through hole of the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Remotely mount a replacement NiCad battery in a location that, should it leak, won&#039;t damage valuable circuit boards.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:GottliebCR2032.jpg‎|300px|thumb|left|a CR2032 Lithium &amp;quot;Button Cell&amp;quot; Battery Installed]]&lt;br /&gt;
[[File:GottliebBlockingDiode.jpg‎|300px|thumb|right|A 1N4004 Blocking Diode Installed &amp;quot;inline&amp;quot; with the Positive Connection]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the original NiCad battery with a Lithium button cell CR2032 battery and holder. The holes for the original battery can be repurposed to connect the button cell holder and to add the &amp;lt;b&amp;gt;necessary&amp;lt;/b&amp;gt; blocking diode in the positive side of the circuit.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Using a Reset Generator for the CPU Reset Section ====&lt;br /&gt;
If you find that the battery has leaked, alkaline damage can be cleaned up, traces repaired, and new components installed with kits available from several sources, including Great Plains Electronics.&lt;br /&gt;
&lt;br /&gt;
An alternative to replacing a great many of the components is to use the Dallis/Maxim DS1811 reset generator. The DS1811-10 has a typical trip point of 4.35VDC. You may also use the Microchip Technology equivalent, part number [http://www.greatplainselectronics.com/proddetail.asp?prod=MCP130-460DI%2FTO MCP130-460DI/TO], available from Great Plains Electronics. Remove all reset section components, clean up residual alkaline damage, add four jumpers, and install the reset generator as pictured below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After jumpers and the reset generator are added, make certain there is continuity between the three legs of the reset generator and the appropriate locations on the circuit board.  Below is a list of the reset generator legs and the board locations.  Pin 1 of the reset generator is the left leg, when the flat side of the unit is facing towards the user.&lt;br /&gt;
&lt;br /&gt;
*Pin 1 of reset generator to pin 2 of Z4&lt;br /&gt;
*Pin 2 of reset generator to +5VDC line (lower leg of C2)&lt;br /&gt;
*Pin 3 of reset generator to ground (upper leg of C2)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=500px heights=500px perrow=2 caption=&amp;quot;Using the Dallas Maxim 1811 Reset Generator&amp;quot;&amp;gt;&lt;br /&gt;
File:Dallas_Maxim_Reset_scaled.JPG|A System 80 MPU with alkaline damage repaired/cleaned. Reset circuitry replaced with the much simpler Dallas Maxim 1811&lt;br /&gt;
File:Gtb sys80 reset gen jumpers updated.png|Illustrated picture of components to remove, keep, and jumpers to add.&lt;br /&gt;
File:Dallas_Maxim_Reset_scaled_with_markup.JPG|The same image, but with indications of jumper locations (yellow dots) and where to install the Dallas Maxim 1811, flat side facing the bottom of the board. &amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Note: View at full resolution&amp;lt;/b&amp;gt;&lt;br /&gt;
File:S80ResetCircuitDS1811Mine.png | Schematic, updated to reflect DS1811 implementation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80 Corrosion Area Parts Identification&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:System80CorrosionAreaPartsIdentification.jpg|1000px|center|System 80 Corrosion Area Parts Identification]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys80 MCP120 Reset Gen.JPG|300px|left|thumb|MCP120 reset generator installed with 4.7K pullup resistor]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a reset generator with an internal pullup resistor (MCP130 series) is not available, an MCP120 reset generator can be installed.  However, an external resistor must be installed between the reset and +5v.  The easiest location to install the resistor is between the through hole where the top leg of Q4 was, and through hole where the bottom leg of Q2 was.  In the adjacent image, an MCP120-460DI/TO is installed with the 4.7K 1/4 watt external pullup resistor highlighted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When installing this type of reset generator, remove all of the components, and add all of the jumpers related to the installation of an MCP130-460DI/TO reset generator.  Adding the external pullup resistor is the only additional step.  Failure to add the pullup resistor will result in the reset signal not going high, and the board will not boot.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TC1 Test Connector Connectivity Table====&lt;br /&gt;
[[File:TC1ContinuityTestChart.png|300px|thumb|left|TC1 Connectivity Table. Click for slightly larger image.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The table at left indicates connections between the 6502 microprocessor and the TC1 test connector. This may be useful when debugging corroded MPU boards.&lt;br /&gt;
&lt;br /&gt;
The signal at each TC1 pin is also shown.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slam Switch Modification ====&lt;br /&gt;
In order to test the CPU board on the test bench, a modification must be made to the CPU board to make the CPU think that the slam switch is closed. If the CPU thinks that the slam switch is not closed, the CPU will not complete the boot process, instead booting into a mode where the displays flicker all zeros at a very rapid rate (System 80 and 80A). See the image [[Gottlieb_System_80#Open_Slam_Switch | here]] for a depiction of what you&#039;ll see.  When the slam switch is open on a System 80B game, (the appropriate games where the slam switch is supposed to be closed), an &amp;quot;OPEN SLAM SWITCH&amp;quot; message will be shown on the display.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gottlieb® designed the slam switch as a normally closed switch. That is, the switch must be closed for the machine to operate normally. When a brute kicks the machine, the slam switch will open from the inertial force on the weight attached to the switch, and the slam switch will open. Since the CPU is on the bench, we need a way to have this switch closed at all times to properly test the board.&lt;br /&gt;
&lt;br /&gt;
Additionally, slam switches themselves fail. It&#039;s a good idea to implement this change as a preemptive fix for slam switch failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Slammod.png|300px|thumb|left|Slam Switch Mod]]&amp;lt;br&amp;gt;&lt;br /&gt;
The slam switch can effectively be permanently closed by making a small solder bridge across two traces to the right of Z26 (which is on the lower right side of the CPU board). To permanently close the switch, remove the solder mask by scraping with a sharp knife or screwdriver. Create the solder bridge between the two now bare traces. This change will connect pin 13 of Z26 to ground, permanently closing the switch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DefeatSlamSwitch.jpg|300px|thumb|left|Alternative Slam Switch Mod]]&lt;br /&gt;
[[File:Z26RemovedSlamSwitch.jpg|300px|thumb|right|Z26 removed. One can easily see that the two methods of defeating the Slam switch are equivalent.]]&amp;lt;br&amp;gt;&lt;br /&gt;
An alternate method of achieving the same results is to solder a clipped resistor leg across the bottom of capacitor (C30) and resistor (R20), both immediately to the left of Z26.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Ni-WumpfSlamMod.jpeg|300px|thumb|left|Slam Switch Mod for Ni-Wumpf CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
To permanently close the slam switch on a Ni-Wumpf CPU board, you need to connect pin A1J5-10 to ground on the board.  This picture shows how to do this from the back of the board by soldering a jumper wire.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the last 4 Gottlieb® System 80B games were released with normally open slam switches.  Do not perform the slam switch modification on these games.  This includes the following games:&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bonebusters, Inc.&lt;br /&gt;
*Night Moves (made by International Concepts using the 80B board set)&lt;br /&gt;
&lt;br /&gt;
Regardless of what platform the game is based on, there is only one slam switch used in a System 80/80A/80B game.  It is the weighted switch located on the coin door.  There is some confusion that the ball roll tilt and weighted tilt switch on the playfield are slam switches.  They are not.  These switches along with the pendulum tilt are all tilt switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== System 80B Daughter Board Solder Joints ====&lt;br /&gt;
[[File:GTB sys80B CPU.JPG|300px|thumb|left|A typical System 80B MPU Board, showing the location of the &amp;quot;daughter board&amp;quot;.]]&lt;br /&gt;
[[File:System80BFracturedJointsDaughterCard.jpg|thumb|right|300px|A closeup of Gottlieb® System 80B Daughter Board Male Header Pins with fractured solder joints. This board was cleanly removed from the CPU with great care.]]&lt;br /&gt;
Games with System 80B MPUs feature a &amp;quot;daughter board&amp;quot; to accommodate the 2764 game ROM as shown in the picture on the left. The daughter board connects to the MPU board at the location occupied by U3 in System 80/80A MPUs, via a 24-pin male header. That connection is a two-sided solder joint that can fail. As can be seen in the picture at right, these same header pins connect to the daughter board via a single sided solder joint. Since the daughter board is cantilevered over both the former location of U2 and U3, pressing on this board over time commonly results in fractured solder joints (as seen, right) at the single sided joint and sometimes at the two-sided joint.&lt;br /&gt;
&lt;br /&gt;
Typical symptoms of fractured solder joints at this location are failure to boot, random resets, and random lockups. Sometimes pressing on the daughter board will &amp;quot;fix&amp;quot; the issue temporarily. This is a sure indication of cracked solder joints.&lt;br /&gt;
&lt;br /&gt;
Correction of this issue is easier said than done. And, if you do not possess the tools, skills, and experience to desolder the daughter board, this task is best left to a professional pinball circuit board repair technician. Desoldering the 24 male header pins from the delicate solder pads without damaging the pads or pulling traces is non-trivial.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Continuity Chart of Pinouts for Damaged U2 / U3 Area=====&lt;br /&gt;
It is far too easy for inexperienced technicians to tear up the traces or eyelets at positions U2 and U3 when attempting to remove the daughter board from the System 80B MPU.  If the traces or through holes are damaged, clearly they must be repaired.  Nearly all of the signals which pass from U2 and U3 continue on to the 3 RIOTs at U4, U5, and U6 and also to the PROM 1 position. Below is a handy chart which can be used to ensure continuity between critical parts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U2 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U3 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U4, U5 &amp;amp; U6 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U1&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Signal&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A7&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A6&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A5&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A4&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A3&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A2&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A1&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A0&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D0&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;32&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;32&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D1&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;31&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;31&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D2&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1,21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;GND&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D3&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D4&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;28&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;28&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D5&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;27&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;27&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D6&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;26&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;26&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D7&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;19&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;19&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z12 Pin 10&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 12&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;/BAB12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z7 Pin 10&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;22&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;22&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A9&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;23&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;23&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A8&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;24&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;24&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;+5V&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====System 80B Daughter Board Replacement Options=====&lt;br /&gt;
[[File:U2U3AdapterGPE.jpg|300px|thumb|left|Replacement daughter board engineered by Great Plains Electronics. &#039;&#039;Image used with permission from Great Plains Electronics.&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Great Plains Electronics produced a better replacement daughter board. This board is designed to be installed in both the U2 and U3 sockets, eliminating the problem of board flex and cracked solder joints with the daughter board. Unfortunately, it is no longer available. If it needs to be installed on an MPU (especially where the U2/U3 chips are not socketed for easy removal), it is recommended to desolder the chips, fit the replacement board into quality machine pin sockets, then fit the entire assembly into the MPU board for soldering. The board is also designed with redundant traces for all but a few of the signals, as almost all signals are present at both the U2 and the U3 sockets.&lt;br /&gt;
&lt;br /&gt;
Pinitech has another replacement option called [https://www.pinitech.com/products/gottlieb_piggydeux.php Piggy Deux], but at the time of writing, it is not currently available. This module fits into the TC1 test socket near top of the MPU, which saves a lot of trouble by not requiring removal or repair of the original daughter board. The 2764 EPROM chip simply needs to be removed from the original daughter board and installed into the Piggy Deux module.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====An Alternate to the Daughter Board on System 80B MPU Boards=====&lt;br /&gt;
[[File:GTB Sys80B Alt D-Board.jpg|thumb|left|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 (Genesis)]]&lt;br /&gt;
[[File:GTB Sys80B Raven No D-Board jecourie.jpg|thumb|right|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 (Raven)]]&lt;br /&gt;
[[File:GTB Sys80B Alt D-Board_Back.jpg|thumb|left|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 - Back Side (Genesis)]]&lt;br /&gt;
[[File:GTB Sys80B Raven No D-Board back jecourie.jpg|thumb|right|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 - Back Side (Raven)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:GTB_Sys80B_Alt_D-Board_Cut_Trace.jpg|thumb|left|300px|Trace cut on an 80B MPU Board with an MCM68766 PROM installed at U3 (Genesis)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Connecting a logic probe to the MPU ====&lt;br /&gt;
A great place to source power for your logic probe while diagnosing the board is across the filter capacitor in the vicinity of connector J1. Connect the black lead of your logic probe to the negative lead of the capacitor for ground. Connect the red lead of your logic probe to the positive lead of the capacitor for 5V. The red lead can also connect to E1, the vertically-aligned 5V jumper wire, below the 6502 chip. Take care to ensure that the clips don&#039;t short to adjacent components.&lt;br /&gt;
&lt;br /&gt;
==== Using a PC Power Supply For Bench Testing ====&lt;br /&gt;
The MPU board is much easier to work on if it is removed from the backbox and placed on the test bench. An AT-style PC power supply can be used to power the MPU board on the bench. &lt;br /&gt;
&lt;br /&gt;
Obtain an old PC power supply. If you don&#039;t have an old computer laying around, head on off to the thrift store and pick one up. Remove the power supply from the case by unscrewing the appropriate screws. Be careful not to unscrew the power supply case itself.&lt;br /&gt;
&lt;br /&gt;
[[File:PowerSupply.png|300px|thumb|left|Power Supply]] &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Clip one of the connectors from the power supply wire bundle and clearly mark on the power supply box the value of each of the colored wires from the power supply. Typically, the yellow wire is 12V, red is 5V, and the black is ground. Strip insulation from the end of the red wire and the black wire as the System 80 MPU requires only 5V and ground to boot. Use alligator clips to connect 5v and ground to the appropriate J1 connection. I use larger alligator clips to make the connection easier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:MPUPower.png|300px|thumb|left|J1 Connector]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mark connector J1 where the positive and negative (common) connection is for the five volts from the computer power supply. The ground connection is on the top of the connector, the 5V connection is on the bottom. The image shows A1J1 with the markings. I took the picture with the board still mounted in the machine. Connect the 5v supply with alligator clips to the positive connector on J1 and the black wire (ground) to the negative connector of J1.&lt;br /&gt;
That&#039;s it! you&#039;re good to go!&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====List of Acceptable TTL Chip Substitutes on a System 80 CPU Board====&lt;br /&gt;
Several years ago, Ed from GPE replied to a System 80 chip substitution question on rec.games.pinball [http://groups.google.com/group/rec.games.pinball/msg/86f37cb479ece4c4 here] and later on Pinside [https://pinside.com/pinball/forum/topic/gottlieb-system-80-chip-replacement#post-4139713 here]. The info from those responses are summarized below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Most of the parts can be freely substituted.  But many cannot.  The clock oscillator circuit (Z3) is one example of a part that cannot be subbed.  Also, some IC&#039;s have hefty loads and cannot be subbed (some of the 7404&#039;s and a 7432).  The 7474 in question on this board can be freely subbed with a 74LS74 or a 74HCT74.  I went through all the standard logic devices on the Gottlieb System 80 MPU.  Based on loading and output characteristics, this is what I get as valid subs for the System 80 MPU.  Of course, substituting some of the parts will ripple through and allow others to be substituted as well - but this can get quite convoluted.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Chip Designation&lt;br /&gt;
!Part #&lt;br /&gt;
!Substitute (Y/N)&lt;br /&gt;
!Acceptable Substitutes&lt;br /&gt;
|-&lt;br /&gt;
|Z1 || 4528 || N ||&lt;br /&gt;
|-&lt;br /&gt;
|Z2 || 7474 || Y || 74LS74 and 74HCT74&lt;br /&gt;
|-&lt;br /&gt;
|Z3&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; || 7404 || ? || Possibly 74LS04 and/or 74F04; See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z4 || 4081 || N ||&lt;br /&gt;
|-&lt;br /&gt;
|Z7 || 74LS04 || Y || 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
|Z8 || 7402 || Y || 74LS02 and 74HCT02&lt;br /&gt;
|-&lt;br /&gt;
|Z9 || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z10&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt;  || 74LS05 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z11&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z12&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z13&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z14&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z15 || 7432 || Y || 74F32 and 74S32&lt;br /&gt;
|-&lt;br /&gt;
|Z16&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt;  || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
||Z17 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z18 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z19 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z20 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z21 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z22 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z23 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z24 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z25 || 74154 || Y ||74LS154 and 74HCT154&lt;br /&gt;
|-&lt;br /&gt;
||Z26 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z27 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z28 || 74LS139 || Y ||74HCT139&lt;br /&gt;
|-&lt;br /&gt;
||Z29 || 7416 || Y ||7406&lt;br /&gt;
|-&lt;br /&gt;
||Z30 || 7416 || Y ||7406&lt;br /&gt;
|-&lt;br /&gt;
||Z31&amp;lt;sup&amp;gt;(6)&amp;lt;/sup&amp;gt; || 7408 || Y ||74LS08&lt;br /&gt;
|-&lt;br /&gt;
||Z32 || 7417 || Y ||7407&lt;br /&gt;
|-&lt;br /&gt;
||Z33 || 74154 || Y ||74LS154 and 74HCT154&lt;br /&gt;
|-&lt;br /&gt;
||Z34&amp;lt;sup&amp;gt;(7)(8)&amp;lt;/sup&amp;gt;  || 7404 || Y ||74LS04, see note below&lt;br /&gt;
|-&lt;br /&gt;
||Z35&amp;lt;sup&amp;gt;(7)&amp;lt;/sup&amp;gt;  || 7404 || Y ||74LS04&lt;br /&gt;
|-&lt;br /&gt;
||Z36 || 4069 || N ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Note: Z3 cannot use a 74HC04 or 74HCT04, since these have &amp;quot;high impedance inputs&amp;quot; and won&#039;t work properly in an oscillator circuit. A 74LS04 should work, and possibly 74F04, but the better candidate would be a 74LS04. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; Note: Untested, but it may be possible to use an 74LS00 or 74HCT00 at Z10 in place of 7405. However, this will defeat the ability to test the MPU using the [https://www.greatplainselectronics.com/proddetail.asp?prod=120-102 QuickScan80 tester].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; Note: Z11 &amp;amp; Z12 only have to sink ~2mA, so they might be able to be replaced with 74LS04, but this might result in noisy switching.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; Note: Z13 &amp;amp; Z14 are in the switch matrix. 74LS00 might a possible substitute, but substitutions can result in noisy switching, and isn&#039;t recommended here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt; Note: If Z18, 20, and 22 are 74175, do not substitute.  If Z18, 20, and 22 are 74LS175 or 74HCT175, acceptable subs are 74LS04 and 74HCT04.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(6)&amp;lt;/sup&amp;gt; Note: Z31 can use 74LS08. 74HCT08 can be used as well, but 74HCT08 is not a good board-to-board driver, and isn&#039;t the best option here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(7)&amp;lt;/sup&amp;gt; Note: 74HCT04 can be used at Z34 &amp;amp; Z35 as well as 74LS04, but 74HCT04 is not a good board-to-board driver, and isn&#039;t the best option here. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(8)&amp;lt;/sup&amp;gt; Note: Had issues with a 74LS04 installed at Z34 in a Haunted House. The side effects were the lower playfield VUK would fire and partially lock on when the lower playfield 5-bank drop target would reset.  Also, the 5-bank drop target would continuously tried to reset when the lower playfield VUK switch was closed. The issue acted as if there was a switch matrix issue, but there wasn&#039;t.&lt;br /&gt;
&lt;br /&gt;
====Replacing the quartz crystal with a TTL Oscillator====&lt;br /&gt;
&lt;br /&gt;
Alkaline corrosion may damage the board in such a way that it&#039;s advantageous to replace the original quartz crystal oscillator with a TTL oscillator.&lt;br /&gt;
&lt;br /&gt;
[[Image:Clock_logic_sys80.jpg|300px|thumb|left|Clock section of the system 80 MPU]]&lt;br /&gt;
[[Image:oscillator.jpg|300px|thumb|right|The original crystal, Z3, and a few resistors may be replaced with a 900 kHz TTL Oscillator that is packaged like this 16Mhz version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 clock signal is produced by a 3.57Mhz crystal, a few resistors, and Z3 (a 7404). Z2 divides the clock by 4, resulting in a clock signal of approximately 900 KHz, which is provided at pin 9 of Z2.&lt;br /&gt;
&lt;br /&gt;
[[Image:CrystalGuts.jpg ‎|300px|thumb|left|The &amp;quot;guts&amp;quot; of an original S80 crystal. The quartz crystal is the round &amp;quot;disk&amp;quot; like part. It is sandwiched between two electrodes]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a 900 KHz TTL oscillator can&#039;t be obtained, a 1MHz oscillator works perfectly fine and gives your pin a 10% speed bump. Game play shouldn&#039;t be impacted, as long as the game doesn&#039;t have a timer related feature that was implemented via software timing, like Timeline. Even games like Timeline are minimally impacted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Clock_system80_vorher.jpg|300px|thumb|left|The original clock section as found on every System 80, 80A and 80B MPU]]&lt;br /&gt;
[[Image:Clock_system80_nachher.jpg|300px|thumb|right|The clock section after installing a TTL oscillator. Note that pin 1 of the oscillator is upper left in this image.]]&amp;lt;br&amp;gt;&lt;br /&gt;
To accomplish this mod, remove the following parts&lt;br /&gt;
*Y1 (Crystal)&lt;br /&gt;
*Z2 (TTL 7474)&lt;br /&gt;
*R3, R4 and R5 (the three resistors above Z2). &lt;br /&gt;
&lt;br /&gt;
Z3 is still required for other functions. Leave it in place. Install the DIP-14 oscillator (4-pins) into position Z2, with the ‘dot’ (pin 1) in the upper left corner. Since the clock signal previously emanated from Z2 pin 9, install a jumper (or solder bridge) between pin 8 and pin 9 of the original Z2 position. This connects the oscillator output to pin 9.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Using a WDC 65C02 in a System 80/80A/80B MPU====&lt;br /&gt;
[[File:65C02.png ‎|300px|thumb|left|Gottlieb® System 80 MPU using a WDC 65C02, requiring a 3K resistor between pin 36 and 5V. In this case, 5V is picked up from pin 8 of the 65C02]]&amp;lt;br&amp;gt;&lt;br /&gt;
Western Design Center (WDC) has reproduced the 6502 in a CMOS version designated 65C02. It works perfectly in all System 80 MPUs with one modification. Pin 36 of the 65C02 must be pulled up to Vcc (5VDC) via a 3K (or 3.3K) pull-up resistor. Pin 36 (BE) is the &amp;quot;bus enable&amp;quot; input which allows external control of the 65C02 busses. Pin 36 is unused by original 6502s and not connected to anything on System 80 MPU boards. Simply tack soldering a 3 - 3.3K resistor between pin 36 and a 5VDC trace will do the trick. An easy place to pick up 5VDC is pin 8 of the 65C02, as pictured at left&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Aftermarket Test Devices====&lt;br /&gt;
=====Great Plains Electronics (GPE) QuikScan80=====&lt;br /&gt;
[[File:QS80.jpg|300px|thumb|left|The Great Plains Electronics QuickScan 80 (no longer available)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video demonstrating both the GPE QS80 tester (NLS) and the Marco Test ROM in a PiniTech Test Device can be found [https://youtu.be/M58CB1xar6s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
The venerable QuickScan80, developed by Ed Kryzicki of Great Plains Electronics many years ago, is an excellent tool for testing every aspect of System 80/80A/80B MPU system operation. Unfortunately, this test device is no longer being manufactured with little prospect of ever being produced again.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Marco&#039;s Test ROM=====&lt;br /&gt;
[[File:PiggyDeux.jpg|400px|thumb|right|The Pinitech &amp;quot;PiggyDeux&amp;quot;]]&lt;br /&gt;
The Marco test ROM was developed by Marco Albus. It is easily paired with a chip carrier called [https://www.pinitech.com/products/gottlieb-piggydeux.php the &amp;quot;PiggyDeux&amp;quot; (developed by Pinitech)], but is not often available.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marco test ROM blink indications:&#039;&#039;&#039;&lt;br /&gt;
* May barely blink once at power on. This is just an artifact.&lt;br /&gt;
* Blink one time to indicate software is running.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by one blink indicating 5101 CMOS memory tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by two blinks indicating U4 6532 RIOT tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by three blinks indicating U5 6532 RIOT tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by four blinks indicating U6 6532 RIOT tested good.&lt;br /&gt;
* LED will continue to blink at about 1Hz as long as power is applied.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Marco&#039;s Test ROM Download&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:Download.png|link=File:MarcoSystem80MPUTestROMv33.zip]] Marco&#039;s test ROM can be found [[Media:MarcoSystem80MPUTestROMv33.zip|&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]].&amp;lt;br&amp;gt;&lt;br /&gt;
Many thanks to Marco for making this test ROM available.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====GoRaT80 Test Device=====&lt;br /&gt;
[[File:GoRaT80.jpg|300px|thumb|left|The LISY Project&#039;s GoRaT80 Test Device and Daughter Card Substitute]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another recent (May, 2025) addition to the System 80 test arsenal is the GoRaT80 (Gottlieb ROM and Test for System 80) designed by the [https://lisy.dev/gorat80.html LISY project].&lt;br /&gt;
&lt;br /&gt;
This handy board can carry Leon&#039;s Test ROM or Marco&#039;s Test ROM as well as replace original game ROMs in the same manner as the (no longer available) Pinitech &amp;quot;PiggyDeux&amp;quot;. The ROM image to execute is selected via DIP switches 3 and 4 on the device.&lt;br /&gt;
&lt;br /&gt;
Documentation in the manual indicates that DIPSW 4 ON maps test ROM software into the address space.&amp;lt;br&amp;gt;&lt;br /&gt;
Turning DIPSW 3 and 4 on maps game ROM software into the address space.&lt;br /&gt;
&lt;br /&gt;
This method is quite flexible as any two 64K images can be mapped into the normal address space occupied by U2/U3 (System 80/80A) or the daughter card (System 80B).&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating Marco&#039;s TEST ROM as well as TX Sector game ROMs in the GoRaT80 Test Device can be found [https://youtu.be/01MrEt6DLq8 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Resets===&lt;br /&gt;
System 80 games sometimes exhibit &amp;quot;resets&amp;quot;, especially when high power coils fire. Assuming you&#039;ve updated the power supply grounds and reflowed or replaced the header pins on the Power Supply, there are a few typical causes for System 80 resets.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 bad caps.JPG|300px|thumb|right|Gottlieb® System 80A Filtering Capacitors]]&amp;lt;br&amp;gt;&lt;br /&gt;
#The 12VDC filter capacitor in the cabinet bottom which, if still original, should always be replaced. Originally, this was a 6800uf/25V capacitor. Replace with a 6800uf to 12,000uf/25V cap such as [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=RCT123M025V3550B&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat=| this one] from Great Plains Electronics. The filtered 12VDC is regulated down to 5VDC on the power supply board.  Note that some games have two of these capacitors (as shown). Note: purchase a [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=VR3A&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= VR3A capacitor clamp] from Great Plains Electronics when replacing the large capacitor for a clean looking job.&lt;br /&gt;
#The bridge rectifier that originates the 12VDC&lt;br /&gt;
#Missing, broken, or failed coil diodes&lt;br /&gt;
#Poor 5VDC power connections between the power supply and the MPU. The female connector on the MPU connects 5VDC to the MPU via molex crimp-on pins and a &amp;quot;double-wide&amp;quot; edge connector pad. Ground is connected in the same way. But you&#039;ve done the ground mods, right?&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A / 80B Resets====&lt;br /&gt;
A failed or failing reset board can &#039;&#039;cause&#039;&#039; resets.  The reset board may cause problems all of the time, or just when the game is under stress, like multiball.&lt;br /&gt;
&lt;br /&gt;
To see if the reset board is the problem, disconnect it.  If disconnecting the reset board resolves the issue, there are two fixes:&lt;br /&gt;
&lt;br /&gt;
* Replace the large caps (C3 and C4).  These have dried out over the years and screw up the timing of these boards.&lt;br /&gt;
* Leave the reset board disconnected&amp;amp;mdash;if someone will always be in the general vicinity of the game to turn it off should the CPU lock up.&lt;br /&gt;
&lt;br /&gt;
When first trying to get a System 80A or System 80B game to boot properly, it is best to disconnect the reset board until the game is working.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Electrolytic capacitors C3 and C4 are both 470 uf @ 16 volts. C1 is a 47 uf @ 16 volts. Be careful when unsoldering these capacitors as the foil traces are very delicate. The connector pins also develop bad solder joints so it is wise to resolder it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Updating a dual game PROM MPU (1st generation) to a single game PROM configuration (2nd generation)===&lt;br /&gt;
&lt;br /&gt;
As noted earlier, the first five system 80 games used both sockets at PROM1 and PROM2, populating them with 512 byte masked ROMs. Should one of these ROMs fail, replacements might be obtainable, but they are becoming more pricey, more difficult to find, and are still prone to failure as they age.&lt;br /&gt;
&lt;br /&gt;
A more flexible solution would be to update the MPU to use a single 2716 UVEPROM at the PROM1 socket. &lt;br /&gt;
&lt;br /&gt;
Modifications must be made to both the solder side and the component side of the board. See the pictures below.&lt;br /&gt;
&lt;br /&gt;
Component side modification:&lt;br /&gt;
#Cut the trace that extends from the left of Z10 between pins 6 and 7. A Dremel with a &amp;quot;ball shaped&amp;quot; cutter bit works beautifully for this. In the second picture below, the cut has already been made. I&#039;ve filled the cut hole with black Sharpie! to better show the location of the cut.&lt;br /&gt;
&lt;br /&gt;
Solder side modifications:&lt;br /&gt;
#Cut the traces leading to PROM1 socket, pins 19 and 21. Again, the cuts have been highlighted with black Sharpie!&lt;br /&gt;
#Jumper from the PROM1 socket, pin 19, to the PROM2 socket, pin 21 (connects A10)&lt;br /&gt;
#Jumper from the PROM1 socket, pin 21, to the PROM1 socket, pin 24 (connects +5V to Vpp)&lt;br /&gt;
#Jumper from the PROM1 socket, pin 22, to the PROM2 socket, pin 18 (connects A9)&lt;br /&gt;
#Jumper from Z10, pin 13 to the via just below and to the right of Z9 (when viewing the back of the board)&lt;br /&gt;
&lt;br /&gt;
The MPU board is now configured for any System 80 game. All that remains is to acquire a 2716 EPROM containing the game&#039;s code. When using the original ROM images, which are 512 bytes, the DOS command to combine them is shown below. Note that in addition to combining the ROM images, this command also &amp;quot;doubles&amp;quot; the image so that it fills the 2716 EPROM. Modify as appropriate to match the file names.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;&lt;br /&gt;
copy /b prom1.bin + prom2.bin prom1.bin + prom2.bin combined.716&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This should result in a 2K image as shown by the computer&#039;s file manager&lt;br /&gt;
&lt;br /&gt;
A 2732 EPROM may also be used, even if the game doesn&#039;t require a 2732. This is possible because a 2732 has the same number of pins as a 2716. Build the EPROM image for a 2732 in much the same way, by doubling the 2716 image.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;&lt;br /&gt;
copy /b combined.716 + combined.716 combined.732&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This should result in a 4K image as shown by the computer&#039;s file manager&lt;br /&gt;
&lt;br /&gt;
The MPU may also be used in a System 80A game if U2/U3 are updated, and in a System 80B game if considerably more mods are made which frankly, just aren&#039;t worth it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px perrow=2 caption=&amp;quot;System 80 1st Generation to 2nd Generation Board Updates&amp;quot;&amp;gt;&lt;br /&gt;
File:DremelBallCutter.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Dremel Tool with &amp;quot;Ball Cutter&amp;quot;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Z10TraceCut.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut in trace extending Left from Z10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PROM2-to-PROM1JumpersAndTraceCuts.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;PROM2-to-PROM1 Socket Cuts and Jumpers&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Z10-Pin13-to-ViaJumper.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper connecting Z10, pin 13 to a &amp;quot;via&amp;quot;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Using a 2732 at the PROM2 position in a System 80B MPU===&lt;br /&gt;
====...in games that &amp;quot;normally&amp;quot; use a 2716====&lt;br /&gt;
It is easy to use a 2732 at position PROM2 with an MPU jumpered to use a 2732 for a game that normally populates that position with a 2716. Simply &amp;quot;double-up&amp;quot; the 2716 ROM image, and burn it into a 2732.&lt;br /&gt;
&lt;br /&gt;
The DOS command to accomplish this is ... &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;copy /b image.2716 + image.2716 image.2732&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====...using an MA-1133 or MA-774 MPU in games that REQUIRE a 2732====&lt;br /&gt;
Some System 80B games require 4K of code space at PROM 2, which dictates a 2732 EPROM. An MPU built to use a 2716 EPROM at PROM2 can be modified to work, as is discussed below. &lt;br /&gt;
&lt;br /&gt;
The CPU schematics of game manuals, such as &amp;quot;Bad Girls&amp;quot; and &amp;quot;Big House&amp;quot;, state that E3 is directly connected to AB15 (address bus 15).  However, there is no mention of the factory modification (outlined below) performed on CPU boards stamped MA-1133.  Equally, should the user have an MA-774 CPU board, (used in games starting with Chicago Cubs Triple Play and ending with Robo-War), this modification can be performed to use the board in the following games.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Excalibur&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bone Busters, Inc.&lt;br /&gt;
*Night Moves (made by International Concepts using the 80B board set)&lt;br /&gt;
&lt;br /&gt;
PROM2 is actually located at the socket marked &amp;quot;PROM 1&amp;quot; on the PCB. The area on the board marked &amp;quot;PROM 2&amp;quot;, which has solder pads but no socket, is a legacy carried over from the first generation System 80 CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following information was taken from a service bulletin located in the back of the 1992 Gottlieb® parts catalog.  This modification makes AB15 available to PROM 2, allowing the use of a 2732 EPROM at this position. &lt;br /&gt;
&lt;br /&gt;
This procedure can be used in reverse if you have an MA-1133 board and you need to use a 2716 at position PROM2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Procedure:&lt;br /&gt;
#If jumper E4 is installed, remove it. You will find the top of the E4 jumper located immediately to the right of the socket marked &amp;quot;PROM 1&amp;quot;.&lt;br /&gt;
#Install a jumper at E3. This connects the pad marked E3 to the dual pad marked E4.&lt;br /&gt;
#On the solder side of the board, follow the trace from the pad marked E3 Southeast 1/8 inch, then South about 1/2 inch to a via. &lt;br /&gt;
#Find this via on the component side of the board. It will extend to the left to another via.&lt;br /&gt;
#Cut the trace between the two vias.&lt;br /&gt;
#On the solder side of the board, install a jumper from TC1, pin 35 to the right solder pad of the via which was just cut.&lt;br /&gt;
#All other jumpers should remain installed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px perrow=2 caption=&amp;quot;System 80B PROM 2 2732 Update&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB_sysS80b_2732_prom2_front.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;E4 removed, E3 installed, and trace cut below E3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB sysS80b 2732 prom2 back.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper from TC1 pin 35 to E3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Alternate Method&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an easier and cleaner method that allows the use of a 2732 ROM at the PROM2 position. This method is also easier to revert back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&lt;br /&gt;
#Remove jumpers E3 and E4 which are located to the right of the socket marked &amp;quot;PROM1&amp;quot;. &lt;br /&gt;
#On the solder side of the board, install a jumper wire from TC1, pin 35, to either the upper pad marked E3 or the lower pad marked E4. These two pads are connected together on the component side of the board.&lt;br /&gt;
#All other jumpers should remain installed.&lt;br /&gt;
#Leave all traces intact. No cuts!&lt;br /&gt;
#That&#039;s it! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px perrow=2 caption=&amp;quot;System 80B PROM 2 2732 Update (Alternate Method)&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB Sys80B Alt Jump2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Both jumpers E3 and E4 are removed.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sys80B Alt Jump.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper from TC1 pin 35 to either upper E3 pad or lower E4 pad.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid problems===&lt;br /&gt;
&lt;br /&gt;
====The Driver Board====&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 drvr pw.png|300px|thumb|left|The System 80A / 80B Driver Board]]&lt;br /&gt;
The System 80 Driver board is responsible for all controlled lamps, relays, and &amp;lt;b&amp;gt;all solenoids&amp;lt;/b&amp;gt; in the game. The CPU controls the driver board operation via a simple interface between A1J4 on the CPU and A3J1 on the driver board.  Although the driver board went through some minor changes over the years, the same board can be adapted for all of the System 80 platforms.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
To control the games&#039; total of 52 &#039;&#039;&#039;lamp circuits&#039;&#039;&#039;, the interface provides &amp;quot;device select&amp;quot; signals for each of the 74175s (Quad-D Flip-Flops) on the driver board, and 4 &amp;quot;bits&amp;quot; of data that is loaded (or &amp;quot;clocked&amp;quot;) into a particular 74175 via the aforementioned device selects. Each lamp is driven discretely by a particular output of a particular 74175, which in turn drives an MPS-A13 or MPS-U45 transistor, (NDS-U45 transistors were used in place of MPS-U45s in some cases). &amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It is noteworthy that there are some dedicated transistors, which control specific game relay coils across the System 80 / 80A platforms.  Relays such as the game over, tilt, and coin lockout relays are controlled by Q1, Q2, and Q3 respectively.  The tilt and game over relays use the same designation for the System 80B platform, however, the use of a coin lockout relay was abandoned by this time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_drvr_board_coin_ctrs.JPG|300px|thumb|left|Driver Board with Coin Counter Transistors Highlighted ]]&amp;lt;br&amp;gt;&lt;br /&gt;
To control the games&#039; &#039;&#039;&#039;solenoids circuits&#039;&#039;&#039;, the driver board uses signals directly from the CPU to enable transistors on the driver board which turn on up to 9 solenoids.  For solenoid control, the driver board uses MPS-U45, 2N3055, and 2N6043 transistors.  Starting and ending with the System 80 platform, (games from Spiderman to Haunted House), three transistors were reserved to drive optional mechanical coin counters. These mechanical coin counter solenoids and associated transistors are: solenoid 3 (Q54), 4 (Q55), and 7 (Q56). Starting with the System 80A platform, (Devil&#039;s Dare), these transistors were no longer reserved for coin counters, and were used for other functions. Equally, the 3 diodes associated with these 3 transistors were changed to 3 zero ohm jumpers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The games&#039; &#039;&#039;&#039;sound&#039;&#039;&#039; signals (S1, S2, S4, S8) also pass through the driver board at Z13, a 7404 Hex Inverter. See below for S16 and S32.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Repurposed Driver Board Circuits====&lt;br /&gt;
[[File:Gtb under pf transistor.JPG‎|300px|thumb|left| A Typical Remote Transistor Mounted Under the Playfield]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since quite a few System 80 games employ more than 9 solenoids, and since the original driver board design will drive a maximum of 9 solenoids, Gottlieb® repurposed some lamp outputs to drive &amp;quot;under-playfield transistors&amp;quot; which drive additional solenoids.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb ma1011 trans board.JPG‎|300px|thumb|left| A Typical Transistor Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once playfields became littered with numerous &amp;quot;under-playfield transistors&amp;quot;, Gottlieb® opted to merge some of these transistors into a transistor driver board.  The transistor driver board started to appear on Gottlieb® games nearly midway through the System 80B platform, with the game Victory.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sound S16 and S32 signals are also repurposed lamp outputs. For instance, Haunted House and Black Hole both repurpose L9 to S16. Robo-War repurposes lamp 4 to S16. Note that S16 is not consistently implemented across the System 80 family. Note also that references to the usage of S32 are difficult to find.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:Sys80 driver screws.JPG|300px|thumb|left|Nuts / Screws Which Secure the 2N3055s Collector to Drive Line]]&lt;br /&gt;
[[File:System80-2N3055.jpg ‎|300px|thumb|right|If the metal casing of the transistor is not &amp;quot;making&amp;quot; with the trace it is connected to, the solenoid will not fire.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Make certain to inspect and tighten the screws which secure the 2N3055 TO-3 transistors to the driver board.  Specifically, the screws / nuts as marked in the pic.  They tie the transistor cases (collector) to the respective solenoid drive lines.  If these cases are not secured, the transistors will not function as intended.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Remote Mounted Transistors==== &lt;br /&gt;
[[File:UnderPFTransistor.jpg|300px|thumb|left|Under Playfield Transistor, with Emitter, Base, and Collector Labeled]]System 80 games have nine dedicated solenoid circuits on the driver board. To overcome this limitation, Gottlieb® added remote, high current transistors, mounted to brackets under the playfield. A lamp drive transistor is generally used to &amp;quot;pre-drive&amp;quot; the larger solenoid drive transistor. However, there are instances where a solenoid drive transistor is used to pre-drive a remotely mounted transistor. In later games, Gottlieb® Premier began to add (up to) three transistors on PCBs. These PCBs were mounted behind the game&#039;s lamp insert panel or on the side wall of the lower cabinet. While other games, such as Monte Carlo, have a large metal bracket installed under the playfield with 6 transistors installed, and a common ground on the collector of the metal bracket.  With 80B games, the game&#039;s diagnostics will drive these transistors during solenoid test, otherwise, they are typically driven during lamp test.&lt;br /&gt;
&lt;br /&gt;
On System 80 games, under playfield transistors were originally 2N5875s or 2N5879s. The failure rate of the original transistors tends to be rather high. Thirty years is a long time for a transistor of that technology. Should one fail, it can be replaced with one of its beefier siblings, a &amp;lt;b&amp;gt;2N5880, 2N5883 or 2N5884. An MJ2955&amp;lt;/b&amp;gt; can also be used.&lt;br /&gt;
&lt;br /&gt;
System 80B games used a mix of 2N5879 transistors and MJ2955 transistors to drive flash lamps and coils.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:RemoteTransistors.jpg|300px|thumb|left|An image/schematic/explanation (click)]]&amp;lt;br&amp;gt;&lt;br /&gt;
A ground wire is always connected to the tip of the transistor (collector) and leads to ground. On System 80 games, this wire is green/yellow (Gottlieb® wire color code 54).  On 80B games, ground wires are plain white with no trace (Gottlieb® wire color code 9).&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;emitter&amp;quot; should be connected to the lug of the coil that has the non-banded side of the diode facing it (black-blue-blue in this picture).&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;base&amp;quot; should be connected to the drive wire from the driver board (brown-red-red in this picture).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; Solenoids which use a remote mounted transistor cannot be enabled by temporarily grounding the pre-drive transistor&#039;s tab to ground. This test is typically performed to check the integrity of the wiring from the drive transistor to the solenoid.  This test however does not confirm if the drive transistor is good or not. &amp;lt;br clear=all&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
=====Remote Mounted Transistor Update=====&lt;br /&gt;
[[File:Remote transistor circuitry.png|left|thumb|300px|Gottlieb® Remote Transistor Circuit]]&lt;br /&gt;
During the run of Black Hole, Gottlieb® released a service bulletin recommending that the existing 10Kohm pullup resistor be changed to a 4.7Kohm resistor when changing from a 2N5875 to a 2N5879 or equivalent.  Affected Black Hole games were marked serial number 6271 to 9160.  However, there were several games prior to and after Black Hole, where a pullup resistor was never installed.  And, don&#039;t always bank on the playfields installed in a game being original to the cabinet&#039;s serial number.  Case in point is a recently acquired Black Hole where the main playfield had a factory pull up resistor for the ball release coil transistor, but the 3 coils on the [http://www.pinwiki.com/wiki/index.php?title=Black_Hole#Pull_Up_Resistors_Added_to_Remote_Transistors_.28Centrally_Located.29_on_Lower_Playfield lower playfield which use remote transistors] did not have the pull resistors added.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Pullup circuitry.png|left|thumb|300px|Gottlieb® Remote Transistor Circuit w/ Pull Up Resistor Upgrade]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is highly recommended to add this resistor.  This upgrade will decrease the chances of particular solenoids, which use a remote mounted transistor, from locking on when the game is powered up. The 4.7K resistor is soldered to the base of the remote mounted transistor, and then tied to the 24vdc solenoid bus.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Power On &amp;quot;Thunk&amp;quot;====&lt;br /&gt;
Due to the driver board design, certain solenoids and / or relays can pulse briefly as soon as a game is turned on.  To rectify the issue, please refer to the [[#Power_on_.22Thunk.22|Power on Thunk]] section above.  This applies to potentially all System 80/80A/80B games, where the solenoid / relay signal passes through one of the 74175 chips on the driver board.  &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Correcting Solenoid Problems====&lt;br /&gt;
Gottlieb&#039;s implementation to control solenoids was, at a top level, identical to every other game manufacturer. Power is present at the coil, sometimes routed through the &amp;quot;Game Over&amp;quot; relay. A path to ground is switched on by a transistor which is enabled by upstream TTL logic. For the System 80 platform, this TTL logic is located on the MPU board. Signals are conveyed from the MPU to the driver board via the A1J4-to-A3J1 wire harness. These signals directly switch a path to ground on for one of the 9 designed-in solenoid circuits.&lt;br /&gt;
&lt;br /&gt;
As noted above, to accommodate game implementations needing more than 9 solenoids, Gottlieb repurposed some of the lamp driver circuits, driving 2N5875 (generally) transistors either screwed to the bottom of the playfield, or located on dedicated transistor boards. &lt;br /&gt;
&lt;br /&gt;
Solenoid problems can be divided into two simple categories, solenoids that do not engage and solenoids that are &amp;quot;locked on&amp;quot;. Correcting these two situations is discussed below.&lt;br /&gt;
&lt;br /&gt;
=====Solenoid Doesn&#039;t Turn On=====&lt;br /&gt;
&lt;br /&gt;
First, note that not all solenoids are always tested by the built in solenoid diagnostics. The first example of this is the coin counter solenoids (numbered 3, 4, and 7). To avoid artificially incrementing the coin drop counters, these coils are not pulsed. Other coils may be pulsed during lamp test. This is most often the case with System 80B games, using repurposed lamp driver circuits.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;b&amp;gt;Problem Determination Procedure&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
With the game turned on and a game started, use a DMM to measure for coil power at the coil lug (generally either 24 or 38VDC). Power should be present at both lugs of the coil. If present on the coil lug attached to the banded side of the diode and not present at the coil lug attached to the non-banded side of the diode, then the coil winding or it&#039;s attachment to one of the coil lugs is open.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Next, test paths to ground for the coil. Attach a wire with clip leads to game ground. Any green wire with yellow stripe will work fine. First, &amp;lt;b&amp;gt;BRIEFLY&amp;lt;/b&amp;gt; touch the other end of the wire to the &amp;lt;b&amp;gt;non-banded&amp;lt;/b&amp;gt; side of the coil lug. The coil should pull in. If it does not, then either the coil winding is open or the coil wire is not securely attached to the coil lug. Next, identify the driver board transistor that switches ground for the solenoid in question. &amp;lt;b&amp;gt;BRIEFLY&amp;lt;/b&amp;gt; touch the other end of the wire to the tab (MPS-U45 or 2N6043) or case (2N3055) of that transistor. The solenoid should pull in. If it does, this proves the path from the coil to the transistor, but doesn&#039;t prove anything about the transistor. If it doesn&#039;t pull in, then there is a break in continuity between the transistor and the coil. Likely suspects are the connector pins, the IDC connection of the wire to the connector, and the actual wire itself.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
At this point in the process, we know that the coil has power, and the path to ground via the transistor is valid. The next step is to test the actual transistor. &lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::Testing an MPS-U45 (or NDS-U45) or an MPS-A13 transistor&lt;br /&gt;
:::*Set the DMM to diode check&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for one of the flanking legs.&lt;br /&gt;
:::*A measurement between 1.2 and 1.4 should be displayed for the other flanking leg.&lt;br /&gt;
:::*Readings outside of these ranges (generally dead shorts, sometimes opens) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
:::Testing a 2N6043 transistor&lt;br /&gt;
:::*Set the DMM to diode check&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for each flanking leg&lt;br /&gt;
:::*Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
[[File:TO-3Case2N3055.jpg|300px|thumb|right|Emitter, Base, and Collector parts of a TO-3 form transistor, like the 2N3055. Note that the emitter and the base pins are closer to one end of the TO-3 case.]]&lt;br /&gt;
:::Testing a 2N3055 transistor&lt;br /&gt;
:::*Set the DMM to diode check.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the metal casing of the transistor.&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the legs in turn.&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for one of the legs.&lt;br /&gt;
:::*A measurement of &amp;quot;null&amp;quot; (no reading) should be displayed for the other leg.&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the &amp;quot;base&amp;quot; lead of the transistor.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the other lead of the transistor (the &amp;quot;emitter&amp;quot;).&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the case of the transistor (the &amp;quot;collector&amp;quot;).&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed.&lt;br /&gt;
:::*Readings outside of these ranges (generally dead shorts, sometimes opens) indicate the part has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video demonstrating each of these transistors being tested can be found [https://youtu.be/CcDe95uUVvo?si=ILbopV5R9Oct6POR &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;ol start =4&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Test the output signal from the MPU at the driver board. This test completes the test of the driver board circuitry. If this test doesn&#039;t identify a problem, then the problem must lie upstream with the inter-board harness or on the MPU board itself. With a logic probe, and the game in solenoid test, probe the following points for solenoids 1 through 9. 1 - non-banded side of CR6, 2 - R53, 3 - non-banded side of CR2, 4 - non-banded side of CR4, 5 - R56, 6 - R59, 7 - non-banded side of CR4, 8 non-banded side of CR1, 9 - non-banded side of CR5. With the game in Solenoid test, each solenoid should be pulsed in order, with the pulse easily detectable with a logic probe on the appropriate spot. Note that the coin counter solenoids will not be pulsed in test, and games that don&#039;t use every solenoid won&#039;t pulse unused solenoid circuits. Consult the manual for solenoid numbering for a particular game.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Test the output signal of the TTL circuitry on the MPU. Solenoids 1 through 9 are all enabled via signals from Z29 and Z30 on the MPU board. Both ICs are 7416s. Z29 pins 2, 4, 10, and 12 drive solenoids 1 through 4 respectively. Z30 pins 2, 4, 6, 10 and 12 drive solenoids 5, 6, 8, 9, and 7 respectively (note the order is not strictly ascending). If the output signal on the MPU is present, but the signal is not present on the driver board, then the problem is probably the inter-board connector.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Solenoid Locked On=====&lt;br /&gt;
&lt;br /&gt;
A solenoid (or flasher) that is &amp;quot;locked on&amp;quot; is caused by coil power having a continuous path to ground. Remember, coil power is always present at the coil when a game is started and the game over relay is powered (for System 80/80A/80B games). 99.9% of the time, this continuous path to ground is caused by a shorted drive transistor; either an under-playfield transistor, a transistor on a transistor board, or a transistor on the driver board itself.&lt;br /&gt;
&lt;br /&gt;
Generally, a locked on coil will heat up, burn through the insulation on the coil windings, and cause direct shorts between windings. This effectively reduces the length of the wire and hence, the resistance. Once the resistance is reduced to less than 2 ohms or so, the continuous current through the transistor and the coil cause both to be irreparably damaged. For this reason, if you find a transistor shorted, check the associated coil. Likewise, if you find a coil shorted, or with significantly reduced resistance (ohms), check the associated transistor.&lt;br /&gt;
&lt;br /&gt;
Some solenoid driver circuits, like solenoid 8 that uses a 2N3055, are &amp;quot;pre-driven&amp;quot; by an MPS-U45 (or NDS-U45). Be sure to test the associated pre-driver transistor too.&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
Lamp problems are common with most any pinball machine, and Gottlieb® System 80/A/B games are no exception.&lt;br /&gt;
&lt;br /&gt;
For controlled and GI lamps, Gottlieb® System 80/A/B games use either a #44 or #47 lamp.  The choice of which lamp to use is the preference of the game owner.&lt;br /&gt;
&lt;br /&gt;
For games with flash lamps, a #67 bulb is used.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended &#039;&#039;&#039;not&#039;&#039;&#039; to replace or remove lamps with the power to the game on.  There are primarily two reasons for this.&lt;br /&gt;
#Some lamp sockets must have their mounting brackets bent back to access the bulb for replacement.  In turn, the potential of inadvertently shorting one lamp socket to another is possible.&lt;br /&gt;
#Lamps are constructed of an equal balance of glass and conductive metal.  If a bulb slips out of one&#039;s grasp when trying to remove or install with the power on, there are many areas in the bottom of the cabinet, where the metal of the bulb can short across.  A short across other circuits could potentially lead to other unplanned or otherwise unnecessary repairs needed to perform.&amp;lt;br&amp;gt;&lt;br /&gt;
So in short, change or remove bulbs with the game&#039;s power off, just to be safe.&amp;lt;br&amp;gt;&lt;br /&gt;
All System 80 games have three separate lamp circuits, and some have a fourth.  The circuits are comprised of:&lt;br /&gt;
*General illumination for the backbox&lt;br /&gt;
*General illumination for the playfield&lt;br /&gt;
*Controlled lamps for primarily the playfield, although, there can be four controlled lamps located in the backbox (shoot again, high score game to date, tilt, and game over), depending on the era of the game.&lt;br /&gt;
*Auxiliary lamps used for effect, such as chaser lamps used around the backglass border of Mars God of War and Black Hole.  Auxiliary lamps are not used on all games.  Jump to the [[#Auxiliary_Lamp_Driver_Boards | Auxiliary Lamp Board section]] to see what games use auxiliary lamps.&lt;br /&gt;
&lt;br /&gt;
Below are several approaches used to determine the source of a lamp problem, and how it can be resolved.&amp;lt;br&amp;gt;  &lt;br /&gt;
      &lt;br /&gt;
====Bad Bulbs====&lt;br /&gt;
The first thing when troubleshooting lamp problems, and this may seem blatantly obvious, but determine whether the lamp is good or not.  The bulk of all lamp problems are simply burned out light bulbs.  Always try a known good bulb as the solution first. Don&#039;t rely on the bulb being brand new either.  The ratio of brand new, bad bulbs is slim, but there is that chance a new bulb is not good.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Dying battery.JPG|thumb|left|300px|Making certain an old 9v battery is putting out an acceptable lower voltage]]&lt;br /&gt;
[[File:Testing bulb.JPG|thumb|right|300px|Testing a 6v bulb with a dying 9v battery]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bulbs used in a System 80/A/B game are powered by ~6 volts, (the exception is the bulbs powered for the lower [[#Replacing_Black_Hole_Lower_Playfield_Illumination_Lamps_with_.2344_Lamps | playfield illumination on Black Hole and Haunted House]]).  A great way to quickly test a bulb is to use a dying 9v battery.  Don&#039;t use a fresh 9v battery, or you will shorten the life of the bulb.  Find a battery that is roughly putting out 7v - 8.25v.  An old battery from a smoke detector works pretty well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place the tip of the bulb on one of the battery terminals, and cock the outer metal casing of the bulb to touch the other terminal.  Orientation of the bulb with regards to the positive and negative terminals does not make a difference in this case.  Do not hold the bulb across the battery terminals for very long.  Just long enough to determine if the bulb&#039;s filament is lighting or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may also use a known working socket to test bulbs in...but that requires the game to be on while testing...which always presents some risk and is not recommended.  However, if there is no other option but to use a known good socket for testing bulbs, the preferred method is to use a socket located in the backbox lamp insert panel.  This unfortunately does not pertain to 65% of the System 80B games, because a fluorescent lamp was used for backbox illumination for them.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Games that have not been played in a long time develop a film of corrosion between the lamp &amp;quot;nipple&amp;quot; and the lamp socket which prevents conductivity. Simply removing the lamp and scratching the nipple with something abrasive (like rubbing it on the lockdown bar receiver) may fix many &amp;quot;lamp out&amp;quot; problems. In some cases, a light socket cleaning stick (available from the Pinball Resource [http://www.pbresource.com/tools.html here]) may be useful for cleaning the lamp socket. Gottlieb® lamp sockets are comparatively beefy and do not fail often.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Lamp Power Issues====&lt;br /&gt;
Next, make certain there is power at the lamp socket.  The game will have to be turned on for the following procedures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====General Illumination Lamp Power Issues=====&lt;br /&gt;
GI lamps are powered by ~6VAC.  When testing a GI lamp socket for power, each lead of the DMM (now set in AC mode) will be placed on the two leads of the lamp socket.  If there isn&#039;t power at the lamp socket, suspect a bad fuse first.  Keep in mind that the playfield GI and backbox GI for System 80, 80A, and a few 80B games (the first 3 80B games and the last 2), have two separate fuses located on the transformer board in the bottom of the cabinet.  These are typically higher amperage rated fast-blo fuses. The backbox GI on a System 80 game is always on when the game is turned on.  If the backbox GI fuse is good, and no backbox lights are lit, the inline connection which feeds the GI could possibly be bad.  Unfortunately, this connection is not standard from game to game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80TiltRelayAnnotated.jpg|thumb|left|300px|Gottlieb® System 80 Tilt Relay with GI Lamps/Tilt Lamp Make-Break Switch Highlighted. This tilt relay is from a Gottlieb® Spiderman]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The playfield GI is always powered on too, except when the game is in tilt mode.  If the game was not tilted and /or the tilt switches are not stuck closed, check the switch stack on the tilt relay.  These switches can sometimes get bent or misaligned.  If the playfield GI fuse is good and the tilt relay switches are good, the inline connections may be suspect.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the fuse to a particular GI circuit is bad, and continues to blow every time a new fuse is installed, a short is probably causing the issue. A shorted lamp GI circuit is probably the worst and most difficult lamp related issue to resolve.  In most cases, the GI power lines are uninsulated wiring, which make them susceptible to shorted circuits.  First, determine if the GI short originates on the backbox lamp insert or on the playfield.  GI shorts on the playfield are typically more common than backbox lamp insert shorts.  Pop bumper lamps are generally not CPU controlled, and are included in the playfield GI string (some System 80B games are the exception, [http://www.ipdb.org/machine.cgi?id=1975 RoboWar] being an example).  Also, depending on the game, star rollover lamps and kickout hole lamps are sometimes part of the playfield GI circuit.  Consult the game manual for these particulars.&lt;br /&gt;
&lt;br /&gt;
Although it can be a pain and time consuming, the best approach is to remove all of the bulbs in the associated shorted GI string.  In removing all of the bulbs, we are trying to isolate whether the problem is a bad, defective bulb, or one of the GI power lines is shorting.&lt;br /&gt;
&lt;br /&gt;
=====Controlled Lamp Power Issues===== &lt;br /&gt;
Controlled lamps are powered by ~6VDC.  When testing a controlled lamp socket, the red lead of the DMM (now set in DC mode) will be placed on the lamp socket mounting bracket.  The bare wire soldered to the lamp socket&#039;s mounting bracket is the power bus not the ground bus, so be careful.  The black lead of the DMM will be placed on ground. If working under the playfield, the ground plate in the bottom of the cabinet is a good place to connect to ground.  If working in the backbox, find where one of the green wires with a yellow trace is screwed to the metalwork, and place the lead on it.  Depending on the game, System 80 side rails, lockdown bar assemblies, and other associated trim metalwork, except the coin door, were not grounded from the factory like Bally, Williams, and Stern.  Therefore, using any of these as a ground reference is not recommended.  Gottlieb® did start grounding the metalwork at the start of the System 80A platform.&lt;br /&gt;
&lt;br /&gt;
If there isn&#039;t any power at the lamp socket, suspect a bad fuse first.  The controlled lamp circuit has a separate fuse on the transformer board, and is normally a 5 amp slo-blo fuse.  If the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_fuses fuse tests fine], there is a separate set of switch leaves on the tilt relay, which pass the controlled lamp power to the playfield lamps.  Inspect and adjust these switches if necessary. If the controlled lamp fuse and the switches on the tilt relay both test good, there may be an issue with the source power connection to the rectified DC circuit on the game transformer board. Unfortunately, System 80/80A/80B used different connector designations for controlled lamp source power for different games. Consult the game manual / schematics to find the source of 6VDC on the transformer board power supply.&lt;br /&gt;
&lt;br /&gt;
If the fuse for the controlled lamps is bad, and continues to blow after a new fuse is installed, suspect a bad controlled lamp bridge rectifier.  The lamp bridge rectifier is located on the transformer board.  Please see the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier Testing a Bridge Rectifier] portion of the PinWiki guides. Before testing the bridge rectifier, try to isolate it as much as possible.  By isolating it, this will minimize the possibly skewed readings caused by attached devices (lamps and the power transformer).  Two key things to do would be to remove the lines which connect the bridge to the playfield and backbox lights, and remove the controlled lamp fuse. Keep in mind that a bridge rectifier can fail in such a way where it may not blow the controlled lamp fuse.  Although, a failed bridge blowing a fuse is a tad more common than not.&lt;br /&gt;
&lt;br /&gt;
If all of the above tests good, there may be a short on the controlled lamp bus line.  This is not a very common occurrence, but it can happen.  Inspect the underside of the playfield for any wires or brackets touching the controlled lamp bus line, which shouldn&#039;t be touching.&lt;br /&gt;
&lt;br /&gt;
====Bad Lamp Sockets====&lt;br /&gt;
Third, determine if the lamp socket is good.  Some games have been through the wringer, and the sockets didn&#039;t hold up too well due to abuse, a damp environment, or other various reasons.  Start by turning the &#039;&#039;&#039;power to the game off&#039;&#039;&#039;.  If the socket has some corrosion, try using a lamp socket cleaning tool first.  If a lamp socket cleaning tool is not available, a small wire brush used for cleaning copper fittings, a rolled up piece of 220 grit sandpaper, or a Dremel tool with a small wire brush attachment can all be used.  After the socket has been cleaned, place the bulb in the socket for the following procedures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If testing a &#039;&#039;&#039;GI lamp&#039;&#039;&#039; socket, use the dying 9v battery trick again. Remove the fuse of the particular GI circuit which the lamp socket being tested is located.  Connect the terminals of the 9v battery to the bulb socket with alligator clip leads.  Be careful not to short the alligator clips to each other at the battery&#039;s terminals.  Equally be very careful not to short the clip leads to an adjacent switch on the pinball machine, or anything else for that matter.   One clip will connect to one side of the socket, and the other lead will go to the other side of the socket.  &#039;&#039;&#039;DO NOT ALLOW THE BATTERY TO STAY CONNECTED VERY LONG&#039;&#039;&#039;.  Since this is a GI lamp circuit, other lamps in the string will be powered by the battery.  If the battery is connected to the string for too long, the battery will start to get hot.  The battery does not have enough power to light a string of bulbs for very long.  The lamp may only glow dimly, but that is enough to determine if the socket is good or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If testing a &#039;&#039;&#039;controlled lamp&#039;&#039;&#039; socket, remove all of the connector housings from the bottom of the driver board first (A3-J2/J3/J4).  Then remove the fuse for the controlled lamp circuit.  Clip one lead of the battery to the lamp socket mounting bracket and the other to the solder tab.  The orientation of the negative and positive leads of the battery terminals makes no difference.  Again, keep the battery connected just long enough to see if the lamp lights to determine whether the lamp socket is good or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Issues====&lt;br /&gt;
=====Lamp(s) Will Not Turn On=====&lt;br /&gt;
So, the bulb is good; the socket is good; there&#039;s power at the socket; and the lamp still won&#039;t light.  Well, this occurrence can only really happen if there is a controlled lamp involved.  If all three of the above things apply, it can only mean one thing - the bulb is not getting properly grounded, and will not turn on.  The source of this problem may be due to several different issues.  But, it is best to start at the bulb socket, and work backward towards the CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Determine if the connector and wiring from the output of the driver board to the lamp socket is good.  While the wires are usually solid, the single sided edge connectors are a frequent cause for loss of conductivity. Simply &amp;quot;buzzing&amp;quot; the connection from the lamp socket back to and onto the driver board may uncover the issue.  With the power off, check the continuity between the solder tab of the lamp socket and the collector (right leg) of the associated lamp transistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is continuity, it’s time to test the transistor. Transistors fail &amp;quot;open&amp;quot; (lamp never lights) and &amp;quot;shorted&amp;quot; (lamp is constantly on). A simple comparison of &amp;quot;diode check&amp;quot; readings between &amp;quot;same type&amp;quot; transistors on the driver board can identify failed transistors. &lt;br /&gt;
&lt;br /&gt;
Testing an &#039;&#039;&#039;MPS-A13&#039;&#039;&#039; transistor.&lt;br /&gt;
#Set your DMM to diode test&lt;br /&gt;
#Place the &amp;lt;font color=Red&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/font&amp;gt; lead of your DMM on the center leg&lt;br /&gt;
#Place the &#039;&#039;&#039;black&#039;&#039;&#039; probe on left leg (viewing the component side of the board). That leg should read about 1.3&lt;br /&gt;
#Move the &#039;&#039;&#039;black&#039;&#039;&#039; probe to the right leg. That leg should read about .7&lt;br /&gt;
#Readings close to these, or even similar to adjacent like components, indicate a good component. Failure to obtain these readings means the component has failed.&lt;br /&gt;
&lt;br /&gt;
Testing an &#039;&#039;&#039;MPS-U45&#039;&#039;&#039; transistor (or &#039;&#039;&#039;NDS-U45&#039;&#039;&#039; or &#039;&#039;&#039;CEN-U45&#039;&#039;&#039; which are equivalents).&lt;br /&gt;
#Set your DMM to diode test&lt;br /&gt;
#Measure on the solder side of the board, with J5 and J6 oriented toward you&lt;br /&gt;
#Place the &amp;lt;font color=Red&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/font&amp;gt; lead of your DMM on the center leg&lt;br /&gt;
#Place the &#039;&#039;&#039;black&#039;&#039;&#039; probe on left leg. That leg should read about 1.3&lt;br /&gt;
#Move the &#039;&#039;&#039;black&#039;&#039;&#039; probe to the right leg. That leg should read about .7&lt;br /&gt;
#Readings close to these, or even similar to adjacent like components, indicate a good component. Failure to obtain these readings means the component has failed.&lt;br /&gt;
&lt;br /&gt;
[[File:ReplacingMPS-U45WithMPS-A13.jpg|300px|left|thumb|An NDS-U45 replaced by the less expensive MPS-A13. This replacement is advised ONLY if the transistor drives a single lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80/80A/80B architecture does not utilize a lamp matrix. Controlled lamps are driven by individual transistors on the driver board, exactly like Gottlieb® System 1 games and Bally/Stern 6800 games. Driver board operation is pretty simple. The CPU places a signal on Logical Device lines 1 through 4 (LD1...LD4) and &amp;quot;strobes&amp;quot; the appropriate 74175 device select pin to latch the LDx values into the 74175 Quad FlipFlop&#039;s outputs. These outputs then drive the associated transistor(s) on, providing a path to ground for the lamp. That&#039;s all there is to it.&lt;br /&gt;
&lt;br /&gt;
The transistors on the driver board are a mix of 2N6043s, MPS-U45s (or NDS-U45s), 2N3055s, and MPS-A13s. 2N6043s drive coils. Generally, the MPS-U45 transistors drive coils, pre-drive coils via remote mounted transistors and 2N3055s, or drive more than one lamp. The 2N3055s drive coils (in some cases, not all 3 of these are used in a game). The MPS-A13s generally drive a single lamp.&lt;br /&gt;
&lt;br /&gt;
MPS-A13 transistors are still widely available and cheap. MPS-U45s are obsolete but may be replaced with CEN-U45 transistors [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=cen-u45&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= available from Great Plains Electronics] and Mouser.  A much cheaper MPS-A13 may sometimes be substituted for the less common and more expensive MPS-U45, as shown in the pic at left for Q22. Although this will work, you must ensure that the transistor is driving only a single lamp. This obviously limits the &amp;quot;portability&amp;quot; of the driver board. If Q22 were used to switch anything other than a single lamp on, it will be destroyed. Substitute with caution. &lt;br /&gt;
&lt;br /&gt;
2N6043 transistors used on the driver board are still available but becoming pricey. 2N6043s can be replaced by a TIP-102.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A nice convention Gottlieb® used with System 80 games is that lamp &amp;quot;n&amp;quot; is driven by transistor &amp;quot;n+1&amp;quot; on the driver board. This is always true.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the transistor tests fine, a gate on the 74175 may be bad, which is rare but does happen. Use a logic probe on the input and output of the associated lamp gate to check definitively.  Again, comparing the signal between different drive pins can help identify a failed driver circuit. 74175s can easily and reliably be tested using the procedure in the &amp;quot;General for all games&amp;quot; section, [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit here].  &lt;br /&gt;
&lt;br /&gt;
If more than one controlled lamp is not lighting, check the game’s manual / schematics to see if the bulbs are related in some way. &lt;br /&gt;
*When four lamps are not lighting, it may appear that the 74175 which controls the lamp transistors is at fault. This can happen, but the more commonly related issue is that the device select signal for a particular 74175 is lost between the CPU and driver board.  This can be due to a bad connection at A1J4 or A3J1.  See the chart below for the lamp device select signal path. &lt;br /&gt;
*When a whole group of lamps fail to light, review the schematics to see if the lamp transistors share a common ground path. Again, poor connections at the driver board, or the path to ground (generally green with yellow tracer or solid white wire) on the bottom board ground strap may be the root cause.&lt;br /&gt;
&lt;br /&gt;
If the connections, associated 74175, and lamp transistors are all correct, the circuitry on the CPU board is probably at fault.  Again, using a logic probe to determine which component on the CPU board has failed is the best course of action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Device Select&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;CPU Connector&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Driver Input&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Driver Quad Flip-Flop (74175)&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Transistor #s&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Lamp #s&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS1 || &amp;lt;center&amp;gt;A1J4-C&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-C&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q1-Q4&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Game Over relay, Tilt relay, coin lockout, L3&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS2 || &amp;lt;center&amp;gt;A1J4-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q5-Q8&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L4-L7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS3 || &amp;lt;center&amp;gt;A1J4-E&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-E&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q9-Q12&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L8, sound 16, L10, L11&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS4 || &amp;lt;center&amp;gt;A1J4-D&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-D&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q13-Q16&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L12-L15&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS5 || &amp;lt;center&amp;gt;A1J4-H&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-H&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q17-Q20&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L16-L19&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS6 || &amp;lt;center&amp;gt;A1J4-F&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-F&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q21-Q24&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L20-L23&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS7 || &amp;lt;center&amp;gt;A1J4-K&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-K&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q33-Q36&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L24-L27&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS8 || &amp;lt;center&amp;gt;A1J4-J&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-J&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q37-Q40&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L28-L31&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS9 || &amp;lt;center&amp;gt;A1J4-M&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-M&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L32-L35&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS10 || &amp;lt;center&amp;gt;A1J4-L&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-L&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z10&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L36-L39&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS11 || &amp;lt;center&amp;gt;A1J4-N&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-N&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L40-L43&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS12 || &amp;lt;center&amp;gt;A1J4-P&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-P&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z12*&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&amp;amp;nbsp;Q45-Q48 &amp;amp; Q49-Q52&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L44-L47 &amp;amp; L48-L51 (inverse of L44-L47)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;*Z12 not only outputs four lamp signals like all the other 11 74175s, but it also outputs four inverted lamp signals.  These signals are typically used for lamps located on opposite sides of the playfield which alternate on / off between each other.&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Lamp(s) Will Not Turn Off=====&lt;br /&gt;
If a single lamp is involved, or only a handful of lamps with different lamp device select signals, suspect the lamps&#039; associated drive transistors.  If a group of four lamps will not turn off, and they are all controlled by the same 74175, suspect the associated 74175 or the device select for that 74175 (&amp;quot;DS&amp;quot; on the schematics). If numerous groups of four lamps will not turn off, suspect the associated 7404 on the CPU board.&lt;br /&gt;
*Z17 for DS1-DS5 device select signals or,&lt;br /&gt;
*Z24 for DS6-DS11 device select signals or,&lt;br /&gt;
*Z26 for DS12-DS16 device select signals.  &lt;br /&gt;
If the lamps involved originate from more than one group of device select signals, suspect the 74154 at Z25 or, backing up one more step, the 6532 RIOT at U5.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flash Lamps===&lt;br /&gt;
Flash lamps are #67 powered by the 24VDC solenoid bus.  They are controlled like any of the coils that have a under-playfield transistor.  To step down 24V to a more lamp-friendly 13V, the power is routed through a single 4 ohm 7 watt resistor for powering paired flash lamps wired in parallel.  An 8 ohm 5 watt resistor is used for powering single flash lamps. &lt;br /&gt;
&lt;br /&gt;
On early 80B games, the power resistors are mounted to a small bakelite board under the playfield (up to 4), and the transistors are mounted to a bracket (up to 6).  On later games, starting with Arena, new PCBs were introduced that had the transistor, power resistor, and 4.7K pullup resistor all on the same board (up to 3).&lt;br /&gt;
&lt;br /&gt;
If lamps are locked on, or won&#039;t work, the remote mounted transistors associated with them have failed.  Generally, the pre-drive transistor on the driver board has also failed.&lt;br /&gt;
&lt;br /&gt;
Under-playfield flash lamp transistors are 2N5879s or MJ2955s.&lt;br /&gt;
&lt;br /&gt;
===Auxiliary Lamp Problems===&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Aux Board Headers.JPG|thumb|left|300px|Reflowed Header Pins on Auxiliary Lamp Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
For issues with lamps controlled by the auxiliary lamp driver board, follow the troubleshooting section for controlled lamps [[Gottlieb_System_80#Controlled_Lamp_Issues | above]].  Additionally, make certain that +5vdc and ground are present on the auxiliary driver board.  If either are missing, the potential for cracked header connections is possible.  Remove the existing solder from the header connections, and resolder the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Unconventional Lamps====&lt;br /&gt;
System 80B games added quite a few special lighting effects.  Gottlieb® never used software when hardware would do.  This is probably harkens back to their electromechanical days.  So, there are usually some creative, different ways used to control lamps.  For instance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Monte Carlo and Spring Break have Auxiliary Lamp Driver boards where power to a bunch of #44 lamps is switched by a relay.&lt;br /&gt;
&amp;lt;li&amp;gt; Genesis drives #67 lamps with an auxiliary power board.  Power to this board is controlled via a relay that turns itself to activate the &amp;quot;reveal&amp;quot;; this relay is activated by a lamp driver, but the relay will keep itself on until one revolution of the reveal gimmick is done.&lt;br /&gt;
&amp;lt;li&amp;gt; Spring Break has eight #44 lamps controlled by one relay; the relay is controlled with a lamp driver.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Diagnosing these is generally the same as other lamps, but first, understand the peculiar arrangement for the game in question.&lt;br /&gt;
&lt;br /&gt;
===Switch problems===&lt;br /&gt;
&lt;br /&gt;
==== Switch Matrix Operation ====&lt;br /&gt;
&lt;br /&gt;
The Gottlieb System 80 switch matrix is implemented via the 6532 RIOT (RAM, I/O, Timer) at U4, strobe ICs at Z11 and Z12 (7404), return ICs at Z13 and Z14 (7400), and DIP switch &amp;quot;read enables&amp;quot; at Z15. The switch matrix simply provides a TTL &amp;quot;low&amp;quot; pulse on a single switch matrix column, then listens for a &amp;quot;low&amp;quot; return on the switch rows. Closed switches complete the circuit and enable a switch matrix return. Switch returns are processed then the next column is strobed. The game software &amp;quot;debounces&amp;quot; all switches to accommodate less than electrically and mechanically perfect switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Scoring&amp;quot; Switches for Pop Bumpers and Slingshots are not part of the switch matrix====&lt;br /&gt;
[[File:GottliebPopBumper.jpg ‎|400px|thumb|left|Typical Gottlieb System 80/80A/80B pop bumper hardware and switches. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GottliebSlingShot.jpg ‎|400px|thumb|right|Typical Gottlieb System 80/80A/80B slingshot hardware and switches. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb System 80 Pop Bumpers and Slingshots are designed with two switches on each device. One switch connects the associated coil to coil power (two switches for slingshots). Another switch, mechanically connected to the device, acts as a &amp;quot;scoring switch&amp;quot;. Only the scoring switch is part of the switch matrix. &lt;br /&gt;
&lt;br /&gt;
During switch test, the scoring switch will register only if the associated slingshot coil plunger is pulled in, or if the associated pop bumper &amp;quot;rod and ring&amp;quot; assembly is manually pushed down. Since pop bumper spoon switches and slingshot standup switches are not on the switch matrix, they will not be reported during switch test.&lt;br /&gt;
&lt;br /&gt;
Pictured left and right are representative pop bumper and slingshot switches, annotated to show the function of each switch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Common Switch Matrix Faults ====&lt;br /&gt;
&lt;br /&gt;
===== Isolating Switch Problems to the MPU or the Game Wiring =====&lt;br /&gt;
&lt;br /&gt;
Since Gottlieb uniquely used edge connectors instead of more common header pins, isolating switch matrix issues to either the MPU or to the game wiring is not quite as easy. However, &amp;quot;jumping&amp;quot; from a switch column to a switch row is possible using the same technique. &lt;br /&gt;
&lt;br /&gt;
*Place the game into switch test&lt;br /&gt;
*Using a short length of wire, short each column drive to each row return, one at a time&lt;br /&gt;
*A single switch closure should be shown as each connection is made.&lt;br /&gt;
&lt;br /&gt;
If a single switch closure is shown for each and every connection made, then the MPU circuitry is probably undamaged, and the playfield wiring, switches, and diodes should be examined. If a switch closure isn&#039;t registered, or more than one switch closure is reported, then the MPU circuitry is damaged.&lt;br /&gt;
&lt;br /&gt;
===== MPU Switch Matrix Issues =====&lt;br /&gt;
&lt;br /&gt;
====== Blown Switch Matrix ICs ======&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebStackedSwitch.jpg|thumb|left|300px|The thin strip of &amp;quot;fish paper&amp;quot; physically isolating the flipper EOS switch and the &amp;quot;lane change&amp;quot; switch is all that prevents certain destruction of switch matric chips. &amp;lt;i&amp;gt;Image courtesy of Russell McIntyre.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:System80SwitchMatrixICs.jpg|thumb|right|400px|Identifying the System 80 MPU switch matrix ICs. Z15 is just below Z11/Z12.]]&lt;br /&gt;
[[File:System80MPUBlownZ13.jpg|thumb|left|300px|Diode testing Z13 uncovers a shorted IC caused by shorting HV to the switch matrix wiring.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The most prevalent reason for switch matrix failures is shorting high voltage (i.e. coil voltage) to the switch matrix. As always, it&#039;s inadvisable to work on the game with the power on. Sometimes, &amp;quot;fish paper&amp;quot; designed to isolate switch blades from higher voltage conductors becomes displaced, shorting high voltage to the switch matrix, and damaging some/all of the switch matrix ICs. Examples of such a switch are the kicking target under the upper playfield in Haunted House and the &amp;quot;lane change&amp;quot; stacked switch on the right flipper of games like Mars God of War, Rock, Genesis, Gold Wings, and Spring Break.&lt;br /&gt;
&lt;br /&gt;
A quick check of Z11 through Z15 using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test] will reveal failed ICs easily. An example is pictured at right.&lt;br /&gt;
&lt;br /&gt;
Using this same diode test on U4, comparing the results to U5 and U6, may help to identify a failed RIOT.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Alkaline Damaged Connectors ======&lt;br /&gt;
&lt;br /&gt;
Playfield switch wiring is connected to MPU edge connector J6, which is sometimes directly below, but at the very least in close proximity, of the OEM NiCad battery. These batteries frequently leak their corrosive contents onto the board, affecting nearby connectors, including the switch matrix connectors at J6 (playfield) and J5 (cabinet). Close examination of the friction pins in the connector as well as the copper traces at the edge connector may reveal alkaline corrosion impacting proper switch matrix operation.&lt;br /&gt;
&lt;br /&gt;
===== Playfield Switch Matrix Issues =====&lt;br /&gt;
&lt;br /&gt;
Once the switch matrix issue has been isolated to the playfield, follow the tips listed in the [http://www.pinwiki.com/wiki/index.php?title=General#The_Switch_Matrix Switch Matrix Diagnosis] section.&lt;br /&gt;
&lt;br /&gt;
One additional item to note is that Gottlieb did not attach isolation diodes directly to switches. Instead, isolation diodes are collected on &amp;quot;diode boards&amp;quot; which are screwed to the playfield underside or the cabinet bottom.&lt;br /&gt;
&lt;br /&gt;
===Display Problems===&lt;br /&gt;
The blue Futaba display glasses used by Gottlieb® System 1 and 80 machines are a fairly reliable, long-lasting display.  Although, they can and do still fail.  It&#039;s just a matter of diagnosing the symptoms of a failed display.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Display problems can primarily be classified into the following categories:&amp;lt;br&amp;gt;&lt;br /&gt;
#Power problems&lt;br /&gt;
#Display glass failure&lt;br /&gt;
#Data problems&lt;br /&gt;
#Tired displays&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 displays.png‎|thumb|550px|left|Gottlieb® System 80 Display Diagram]]&lt;br /&gt;
[[File:Gtb sys80A displays.png‎|thumb|550px|left|Gottlieb® System 80A Display Diagram]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Display Power Problems====&lt;br /&gt;
&lt;br /&gt;
Before even attempting to work on System 80/80A/80B displays, there are two caveats to heed.  First and foremost, the displays function due to the necessity of several voltages, including high voltage.  &#039;&#039;&#039;IF YOU ARE UNCOMFORTABLE WORKING ON HIGH VOLTAGE CIRCUITS, THEN DO NOT WORK ON THESE DISPLAYS!&#039;&#039;&#039;  High voltage can hurt or even kill you.  If you don&#039;t feel comfortable working around this type of scenario, then hire a professional to do the work.  Secondly, any time a display connector needs to be disconnected, &#039;&#039;&#039;DO NOT REMOVE ANY DISPLAY RELATED CONNECTOR WITH THE POWER ON!&#039;&#039;&#039;  This goes for the connectors located directly at the display, connectors A1J2 and A1J3 on the CPU board, A2J3 on the power supply board, and A7J3 / A7P3 (early System 80 up to Mars God of War), A10J1 / A10P1 (when used), A12J4 / A12P4 (Black Hole and after), or A10J7 / A10P7 (when used) from the transformer.  Removing connectors with the power on can damage the display, the CPU board, and / or you.  Sorry to &amp;quot;yell&amp;quot;, but it is extremely important to stress the above two statements.  Now that this is out of the way, let&#039;s move on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As stated above, the displays need several sources of voltage to function properly. The display voltages used are broken down by the type of display: +60VDC and 5VAC with a positive 8VDC offset are used for the 6-digit displays; +42VDC, +5VDC logic (for the 7432 chip - Z1), and 3VAC with a positive 4VDC offset are used for the 4-digit status display. When using a 6 digit display with DI513 Dionics chips, +5VDC is necessary for RP1 and RP2, both 8.2K resistor networks. Likewise, 7 digit displays also have a 7432 chip on them, and +5VDC is needed for them too. If any of the above voltages are missing, the display will never light.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prior to plugging in and turning the game on for the very first time, it is a good practice to check all of the fuse values located on the transformer board first. There is a 1/4 amp slo-blo fuse used for the display voltage, which is located on the transformer board in the bottom of the cabinet.  With the game unplugged from the wall outlet, remove the fuse from its fuse holder.  When checking fuses, never &amp;quot;eyeball&amp;quot; a fuse.  Your eyes may tell you that the fuse is good, but your eyes can fool you.  Use a digital multi-meter (DMM) or a continuity tester to check fuses. Put each lead of DMM on opposite ends of the fuse.  A tone should be heard.  If not, the fuse is bad, and should be replaced with the same value.  Fuses are used to protect equipment, the surroundings, and you.  Installing fuse values with higher ratings is very dangerous. &#039;&#039;&#039;DO NOT USE A FUSE RATED AT A HIGHER RECOMMENDED VALUE!&#039;&#039;&#039;  If the existing fuse is blown, it may not necessarily mean there is a problem.  Fuses do get stressed, and sometimes just fail.  However, there is more than likely a problem somewhere in the display power train.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the game still unplugged, the next course of action is to place connector A2J1 on the power supply.  A2P1 is the bottom connection on the power supply, and receives all voltages directly from the transformers and a single ground from the ground strip.  Once A2J1 is connected, remove any other connections from the power supply (A2J2 and A2J3).  All voltages should be tested before any boards or displays are connected to them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_psu_A2J3_highli.JPG|left|thumb|300px|System 80 Power Supply with A2J3 highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
At this point, plug the game in, and turn it on.  Using a DMM or volt meter, check all of the voltages at A2P3.  For the +60VDC (A2P3-1) and +42VDC (A2P3-3), any ground connection can be used as a reference. The +42VDC is derived from the +60VDC.  If there is +60VDC, but not +42VDC, The 18v CR6 zener diode or the R5 resistor may have failed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the two high voltages test all right, it&#039;s time to check the offset voltages.  The offset voltages are +5VDC (A2P1-6) and +8VDC (A2P1-9).  Use any ground connection as a ground reference to test these voltages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If displays are not lighting, but either the +42VDC is present on the display (status display) or the +60VDC is present on the 6 digit or 7 digit displays, check for the presence of AC voltage used to power the display filament.  Do not use ground as a reference when measuring these voltages, as they are AC.  Measurements must be taken from the send and return lines.  If the AC voltage is missing, check the in-line connection at A7J3 / A7P3 (early System 80 up to Mars God of War) or A12J4 / A12P4 (Black Hole and after).  Also, some games have more connectors which pass the AC voltages.  These additional connectors are A10J7 / A10P7 or A10J1 / A10P1. Check the voltages on the input and output of the connector to see if fatigued connectors are the source of the voltage loss.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
If all the display voltages are satisfactory, it is time to move onto the next step of visually inspecting the display boards for obvious defects.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====What is the DC Offset Voltage?=====&lt;br /&gt;
[[File:ACSineWave.jpg|left|thumb|300px|Representation of AC voltage with and without a DC offset component. Note the red sine wave is shifted &amp;quot;up&amp;quot; by the DC component.]]&lt;br /&gt;
[[File:DCOffsetClip.jpg|right|thumb|300px|A snippet from a typical System 80 schematic showing &amp;quot;DC offset&amp;quot; voltages connected to the center tap of the transformer secondary where AC filament voltages originate.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Futaba displays as used in Gottlieb System 1 and System 80 games require AC power that is &amp;quot;offset&amp;quot; by a specific DC voltage; 8VDC for the 6/7 digit displays, 5VDC for the 4-digit credit/match display. The DC component of the AC voltage raises the AC sine wave by that DC voltage. If the offset voltage is missing, inconsistent or wavy displays will result.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Glass Failure====&lt;br /&gt;
[[File:Good display.JPG|300px|thumb|left|Display with a good display glass]]&lt;br /&gt;
[[File:NippleGuard.jpg|300px|thumb|right|A cheap and easy way to protect your nipples]]&amp;lt;br&amp;gt;&lt;br /&gt;
The simplest and easiest problem to identify is display glass failure.  All of the 6 digit displays used by Gottlieb® System 80, and 7 digit displays used by System 80A games will have a black &amp;quot;blotch&amp;quot;, for lack of a better term, in the upper left and lower right corner of the glass.  The 4-digit status display typically has only one black blotch.  The evidence of a black blotch or blotches is good.&lt;br /&gt;
&lt;br /&gt;
[[File:Bad sys1 display1.JPG|300px|thumb|left|Display with Broken Nipple on Back]]&amp;lt;br&amp;gt;&lt;br /&gt;
However, if there is a muted white blotch visible at the corners of the display, it means the display&#039;s &amp;quot;vacuum&amp;quot; has been compromised, either due to a cracked glass or broken nipple. If this is the case, the display glass can not be repaired and is useless.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A simple, cheap, and effective way to &amp;lt;b&amp;gt;protect the glass nipple&amp;lt;/b&amp;gt; is to cut a ring of hose (garden hose was used in the picture at right), place it around the nipple, and then fill the ring with silicon caulk (preferred) or hot glue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Broken top filament1.JPG|300px|thumb|left|Display with Broken Top Filament. Note that this is the Dionics chipset version of the display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The display filaments within the glass can also break.  The end result will be segments with missing sections or &amp;quot;hot spots&amp;quot; when the display is powered.  The &amp;quot;hot spots&amp;quot; are caused by the &amp;quot;dangling&amp;quot;, broken filament shorting to other good filaments.  If a display filament breaks, do not use the display as shorted displays can damage other game components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=3 caption=&amp;quot;Example Display with Failed Filament&amp;quot;&amp;gt;&lt;br /&gt;
File:OpenCenterFilamentOFFAnnotated.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Another example of a broken filament. This one has broken and shorted to another part of the display.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:OpenCenterFilamentScoreOverall.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The same display, showing a dark line across the center where the filament has failed.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:OpenCenterFilament.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Closeup of same display.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even though the glass itself is bad, the chips on the display board may still be good.  So don&#039;t necessarily discount the display as being all bad.  UDN6118A and 7432, (chip used on status display only), chips are getting more costly, and Dionics DI513s are very scarce.  Since the display board is single sided, removal of the chips is quite easy.  Plus, the display PCBs are no longer being made.  The display board and / or chips may come in handy some time in the future.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====UDN6118 and Other Display Logic Chip Failures====&lt;br /&gt;
The majority of 4 and 6 digit displays utilize two UDN6118 &amp;quot;Vacuum Fluorescent Display Drivers&amp;quot;. These ICs do not fail often. However, when they do fail shorted, they can affect the performance of the rest of the display set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingUDN6118AndUDN7180.jpg|300px|thumb|left|Test method for a UDN6118 or UDN7180 display driver. Colored dots represent DMM probe locations (red lead, black lead)]]&amp;lt;br&amp;gt;&lt;br /&gt;
UDN6118 driver ICs can be tested using a DMM. Click on the image at left for the procedure.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video demonstrating the procedure on a failed UDN6118 can be found [https://youtu.be/PrIde9U4ios &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;A Blown UDN6118 Display Driver&amp;quot;&amp;gt;&lt;br /&gt;
File:UDN6118BlownTopSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Damage is hard to photograph, but the outline of the overheated chip core can be seen.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:UDN6118BlownBottomSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A much more visible image of the heat damage.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Credit Display Segment Locked On=====&lt;br /&gt;
[[File:Gottlieb4DigitGlassSegmentCLockedOn.jpg|300px|thumb|left|A 4 digit display with segment &amp;quot;c&amp;quot; locked on, caused by a failed 7432 on the board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Gottlieb 4 digit displays use two UDN6118s and a single 7432. The 7432 can fail in such a way as to cause segments to lock on, as shown in the picture at left showing segment &amp;quot;c&amp;quot; locked on. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Data Problems==== &lt;br /&gt;
When there are display issues, one first has to determine whether there is a problem with the display itself, the connectors involved, or the chips on the CPU board that control it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=red&amp;gt;NOTE: Do not connect or disconnect the display connectors or connectors A1J2 and A1J3 on the MPU (right hand side) with the power on! Doing so WILL damage the MPU board display logic ICs.&#039;&#039;&#039; &amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following applies to System 80 and 80A displays.  For information regarding the System 80B display board, scroll down to the end of this section.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebDisplaySegmentDigitOutAnnotated.jpg|340px|thumb|left|An excellent image to show both digit and segment problems. Note the red circles showing the same digit out on for players 1 and 3. Also note the yellow circles showing segment &amp;quot;g&amp;quot; out for players 1 and 2. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Display Issue Isolated to a Single Display&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If the problem is only showing up one display, suspect that the connector at the display itself is problematic, or there is an issue on the display board.  Problems on the display board can consist of a bad solder joint, a broken display lead from the display glass, or faults with the driver chips on the board (Sprague UDN6118 or Dionics DI513, if an old System 1 display is used).  The exception is if only 4 displays and a status display are used, which is common to most System 80/80A games.  In this display configuration, if there is a &#039;&#039;&#039;segment issue&#039;&#039;&#039; with the status display, there may be an issue with the segment drive chip on the CPU board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80LockedHSegment.jpg|340px|thumb|left|An example of a display showing segment &amp;quot;h&amp;quot; locked on. The segment was locked on for both the player 3 and player 4 displays. This was caused by a failure of the 7404 at Z16. This picture was snapped right after pressing the diagnostic button on the coin door. The display should be blank. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Display Issue With Multiple Displays&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If the problem shows up on two or more displays, suspect one of the two connectors on the CPU board (A1J2 or A1J3), one of the two connectors on the two displays (they are daisy-chained with an IDC connector), or the chips which control the display data on the CPU board.  If there is a &#039;&#039;&#039;digit issue&#039;&#039;&#039;, the issue will be present on &#039;&#039;&#039;player 1 and 3&#039;&#039;&#039; or &#039;&#039;&#039;player 2 and 4&#039;&#039;&#039; displays.  If there is a &#039;&#039;&#039;segment issue&#039;&#039;&#039;, the issue will be present on &#039;&#039;&#039;player 1 and 2&#039;&#039;&#039; or &#039;&#039;&#039;player 3 and 4&#039;&#039;&#039; displays, and the &#039;&#039;&#039;status display&#039;&#039;&#039;.  If more than 4 scoring displays are used, on games such as Pink Panther, Black Hole, Haunted House, Devil&#039;s Dare, etc., consult the game manual for display digit and segment mapping.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:Gtb sys80 displays.png‎|550px|left|Gottlieb® System 80 Display Diagram]]&lt;br /&gt;
[[File:Gtb sys80A displays.png‎|550px|right|Gottlieb® System 80A Display Diagram]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The charts listed below, map out each signal to each specific display.  The first chart maps the display digit information, while the second and third charts map the display segment information.  This information only applies to games where 4 scoring displays and 1 status display are used, although digit group names have been added, if more displays are used.  All of the charts apply to System 80 and 80A, but not 80B.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Display Digit Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Digit Number&lt;br /&gt;
!Display(s)&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| D16 (80A only) || Players 1 &amp;amp; 3 (Group F) || A1J3-16 || Z26-8 &lt;br /&gt;
|-&lt;br /&gt;
| D1 || Players 1 &amp;amp; 3 (Group D) || A1J3-1 || Z17-4&lt;br /&gt;
|-&lt;br /&gt;
| D2 || Players 1 &amp;amp; 3 (Group D) || A1J3-2 || Z17-6&lt;br /&gt;
|-&lt;br /&gt;
| D3 || Players 1 &amp;amp; 3 (Group D) || A1J3-3 || Z17-12&lt;br /&gt;
|-&lt;br /&gt;
| D4 || Players 1 &amp;amp; 3 (Group D) || A1J3-4 || Z17-10 &lt;br /&gt;
|-&lt;br /&gt;
| D5 || Players 1 &amp;amp; 3 (Group D) || A1J3-5 || Z17-8 &lt;br /&gt;
|-&lt;br /&gt;
| D6 || Players 1 &amp;amp; 3 (Group D) || A1J3-6 || Z24-2 &lt;br /&gt;
|-&lt;br /&gt;
| D13 (80A only) || Players 2 &amp;amp; 4 (Group F) || A1J3-13 || Z26-4 &lt;br /&gt;
|-&lt;br /&gt;
| D7 || Players 2 &amp;amp; 4 (Group E) || A1J3-7 || Z24-4 &lt;br /&gt;
|-&lt;br /&gt;
| D8 || Players 2 &amp;amp; 4 (Group E) || A1J3-8 || Z24-6  &lt;br /&gt;
|-&lt;br /&gt;
| D9 || Players 2 &amp;amp; 4 (Group E) || A1J3-9 || Z24-12 &lt;br /&gt;
|-&lt;br /&gt;
| D10 || Players 2 &amp;amp; 4 (Group E) || A1J3-10 || Z24-10 &lt;br /&gt;
|-&lt;br /&gt;
| D11 || Players 2 &amp;amp; 4 (Group E) || A1J3-11 || Z24-8&lt;br /&gt;
|-&lt;br /&gt;
| D12 || Players 2 &amp;amp; 4 (Group E) || A1J3-12|| Z26-2 &lt;br /&gt;
|-&lt;br /&gt;
| D13 || Status (Group F) || A1J3-13 || Z26-4&lt;br /&gt;
|-&lt;br /&gt;
| D14 || Status (Group F) || A1J3-14 || Z26-6 &lt;br /&gt;
|-&lt;br /&gt;
| D15 || Status (Group F) || A1J3-15 || Z26-10 &lt;br /&gt;
|-&lt;br /&gt;
| D16 || Status (Group F) || A1J3-16 || Z26-8  &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group A Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group A || A1J2-1 || Z19-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group A || A1J2-2 || Z19-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group A || A1J2-3 || Z19-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group A || A1J2-4 || Z19-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group A || A1J2-5 || Z19-9&lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group A || A1J2-6 || Z19-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group A || A1J2-7 || Z19-14&lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group A || A1J2-8 || Z16-12 &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group B Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group B || A1J2-9 || Z21-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group B || A1J2-10 || Z21-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group B || A1J2-11 || Z21-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group B || A1J2-12 || Z21-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group B || A1J2-13 || Z21-9 &lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group B || A1J2-14 || Z21-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group B || A1J2-15 || Z21-14 &lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group B || A1J2-16 || Z16-10  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group C Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group C || A1J2-17 || Z23-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group C || A1J2-18 || Z23-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group C || A1J2-19 || Z23-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group C || A1J2-20 || Z23-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group C || A1J2-21 || Z23-9 &lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group C || A1J2-22 || Z23-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group C || A1J2-23 || Z23-14 &lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group C || A1J2-24 || Z17-2  &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Display Issues====&lt;br /&gt;
&lt;br /&gt;
[[File:System80BDisplayDivotAnnotated.jpg|300px|thumb|left|A System 80B Display edge connector. One data conductor to the display was not &amp;quot;making&amp;quot; across the connection due to a corrosion &amp;quot;divot&amp;quot;. This caused the entire display to remain blank. Reflowing the edge connector solder corrected the issue. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
[[File:GottliebEdgeConnectorDivots.jpg|300px|thumb|right|Another System 80B Display edge connector, this one with corrosion marks on it. The corrosion also caused the entire display to remain blank. Reflowing the edge connector solder corrected the issue. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
System 80Bs displays are completely different how the digits and segments are decoded and driven.  Unlike System 80 and 80A, where the decoder chips are located on the CPU board, the System 80B display has a single segment (U3) and two digit decoder chips (U1 &amp;amp; U2) located on the display board itself.  Unfortunately, both of these chips (10941 &amp;amp; 10939 respectively) were a product of Rockwell International, and are not that prevalent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has been observed that if any of the display data signals are missing between the CPU board and the 7417 inverters on the display board, the two displays will not illuminate at all.  If voltages on the display board are within spec, it may be advantageous to check all of the data signal edge connector pins on the CPU board and the display board. If both the edge connector and the female connectors look good, use a logic probe to ensure signals are getting to the input side of both 7417 (or later 74LS367) inverters on the board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the System 80B jumpers, that replace the 7448s at Z19 and Z21 on System 80 and 80A boards, can be a source of discontinuity due to cracked solder joints.&lt;br /&gt;
&lt;br /&gt;
It has been observed that some of the earlier System 80B games are more prone to the display randomly being blank upon turning on the machine. Rock and Raven are the most common with this issue, however, the first three 80Bs, Chicago Cubs, Tag Team, and Bounty Hunter, are susceptible too. The best recourse is to repin both A1-J2 and A4-J1 / 1A4-J1.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rejuvenating Tired Displays====&lt;br /&gt;
[[File:System1-80DisplayBrightUp.jpg|300px|thumb|left|Rejuvenating tired System 1/80 displays]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80 displays, especially those that haven&#039;t been turned on for a long time, sometimes fade. These displays can be rejuvenated by applying voltage to the outside pins of the display glass. Note that voltage should be applied to the display glass pins, NOT the card edge pins. This process &amp;quot;burns&amp;quot; the impurities that accumulate on the filaments off.&lt;br /&gt;
&lt;br /&gt;
In the picture at left, general illumination power (7VAC) from the lamp insert panel is being used to rejuvenate a display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. Turn the game off&amp;lt;br&amp;gt;&lt;br /&gt;
2. Remove the connector from the display&amp;lt;br&amp;gt;&lt;br /&gt;
3. Connect jumper clips from a voltage source to each of the outside pins of the display glass. Note that the lower the voltage applied, the longer the display can tolerate this &amp;quot;rejuvenation&amp;quot;.&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;That is why some techs choose to use the lower GI AC voltage for this purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Power the game on for 1 minute.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Disconnect the jumper wires and reconnect the display.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Power on to test the display.&amp;lt;br&amp;gt;&lt;br /&gt;
7. If the display still isn&#039;t bright enough, repeat this process for 1 minute each time, until the display is satisfactorily bright.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that if the display filaments, which run across the display horizontally begin to glow orange (or worse, white), too much voltage is being applied or the display has been connected too long. This risks burning one or more of the display filaments out and ruining the display. A cautious, 1 minute at a time, process is warranted.&lt;br /&gt;
&lt;br /&gt;
Note also that one particular System 80 tech (&amp;quot;System 80, not just a job, it&#039;s an adventure&amp;quot;) suggests that merely leaving the game powered on for 24 hours will accomplish the same rejuvenation.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Does Not Light====&lt;br /&gt;
[[file:gottlieb-display-broken-legs.jpg|right|thumb|300px|Broken legs on display glass]]&lt;br /&gt;
If the glass of a 6 or 7-digit display does not light, but there are no white spots in the corners (white spots indicate bad glass), the outer-most legs on the glass may be broken. A magnifying glass may be necessary to inspect the pins since the gap in the breaks may be extremely small. The outer-most legs are responsible for supplying power to the glass, which is why the glass would not light in this situation.&lt;br /&gt;
&lt;br /&gt;
These legs may be broken especially on displays that have a green or blue plastic filter covering them. These legs can get broken after someone presses down on the plastic cover of the display when pushing the display onto the PCB supports mounted on the light board in the backbox.&lt;br /&gt;
&lt;br /&gt;
To repair, line up the two broken halves of the leg with needle-nose pliers, heat, and solder. If the solder isn&#039;t sticking, lightly sand back some of the black tarnish with fine sandpaper or a fiberglass eraser.&lt;br /&gt;
&lt;br /&gt;
====System 80 Display Test 19 Never Starts====&lt;br /&gt;
System 80 games provide a display test (number 19). The test &amp;quot;walks&amp;quot; all digits, from 0 to 9, through all displays. &lt;br /&gt;
&lt;br /&gt;
A failed 6532 RIOT at U5 can cause the game to appear dead, as if awaiting an input. The display test will never commence.&lt;br /&gt;
&lt;br /&gt;
====Individual 6-digit Display Interferes With Other Displays==== &lt;br /&gt;
&lt;br /&gt;
Sometimes, a particular display can interfere with the operation of other 6-digit/4-digit displays no matter which game or player position it is plugged into. These symptoms can include:&lt;br /&gt;
* Causing digits to go missing on other displays&lt;br /&gt;
* Causing certain digits to dim significantly on other displays&lt;br /&gt;
* Causing certain digits to display garbage or non-numbers&lt;br /&gt;
&lt;br /&gt;
The cause of these symptoms is a bad R1 resistor. When powered off, the resistor will give the correct reading. However, the resistor may fail when power is applied. The R1 resistor (10k ohm, 1/2 Watt, 5% resistor) may need to be replaced if the above symptoms are present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Individual 7-digit Display Causes Other Displays To Go Blank====&lt;br /&gt;
Sometimes, a particular display can interfere with the operation of the other 7-digit/4-digit displays no matter which game or player position it is plugged into. &lt;br /&gt;
&lt;br /&gt;
If a particular display causes all other displays to go blank, the likely cause is a failure of the Z2 6118P chip, which drives the digits of the display. This chip can be replaced with the more commonly found UDN6118A chip. Also keep in mind that it&#039;s possible the 7448 and the other 6118P controlling the segments could be damaged as well, so be prepared for that.&lt;br /&gt;
&lt;br /&gt;
===All Other Display Issues (Not Caused by Displays)===&lt;br /&gt;
There are several issues which appear to be display related, however, they ultimately are not.  In these instances, the displays are used instead as a visual identifier of a particular issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Open Slam Switch==== &lt;br /&gt;
If after turning a System 80 game on, and the scoring displays turn on immediately without a 5 second delay, there is a problem.  However, if the displays are showing all of the outer segments (all segments necessary to display a zero) lit, and &amp;quot;strobing&amp;quot; or &amp;quot;rolling&amp;quot; rapidly as simulated in the image below, this isn&#039;t a display problem. The cause of this problem is an open slam switch on the coin door. To address this issue, see the PinWiki section [[#Slam_Switch_Modification | Slam Switch Modification]].&lt;br /&gt;
[[File:Gtb 6digit slam scaled.gif|500px|thumb|left|Simulation of displays indicating an open slam switch. Note the &amp;quot;rolling&amp;quot; perimeter display segments. &amp;lt;i&amp;gt;Animation by Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====All Displays Dim or at Half Brightness====&lt;br /&gt;
This applies to System 80/80A games with 6 or 7 digit displays. If all the displays appear dim or at about half brightness, check the 60v test point on the power supply. If it reads about 30-35v, then the dim display issue is caused by the power supply.&lt;br /&gt;
&lt;br /&gt;
On the power supply, Q2 regulates the 60v, so if that component has failed, or if there is a problem with the solder joints or pads on the back of the board, this can result in half the voltage for the displays.&lt;br /&gt;
&lt;br /&gt;
Carefully inspect the back of the power supply for cracked solder joints or through-hole pads that have popped off the PCB. Because Q2 has a large/heavy heat sink, the component tends to move around lot, which may cause these issues. If nothing is apparent with a visual inspection, test for continuity between Q2&#039;s legs and the traces on the PCB .&lt;br /&gt;
&lt;br /&gt;
[[file:gottlieb-sys80-psu-q2-pad-problem.jpg|thumb|300px|left|The pad for the center leg of Q2 has separated from the PCB and will need to be repaired]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display Conversion for 6-Digit Games (Converting to 7-Digit Displays)===&lt;br /&gt;
[[Image:Gottlieb6DigitTo7DigitConversion.jpg|300px|thumb|left|Gottlieb® System 80 6-Digit to 7-Digit Signal Mapping. Click to expand. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:GottliebAmazingSpiderman7DigitScoringExample.jpg|300px|thumb|right|Gottlieb® System 80 Amazing Spiderman with player 1 converted to 7-Digit scoring. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The signal mapping diagram shown at left details the wiring changes necessary to replace a 19 pin 6-digit display connector with a 21 pin 7 digit display connector. Note that some signals and power must be picked up from the 4-digit credit/ball in play display.&lt;br /&gt;
&lt;br /&gt;
Once the wiring conversion has been completed, the appropriate game ROM that supports 7-digit scoring must be obtained and installed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
Before doing any kind of work, or blaming the sound board for not putting out sound, review the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting section] first.&lt;br /&gt;
&lt;br /&gt;
[[Image:System80DIPSwitches.jpg ‎|300px|thumb|left|Gottlieb® System 80 Game Feature Selection DIP Switches and 1N4148 Switch Isolation Diodes. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
In particular for System 80 games, ensure that the DIP switches that enable sound are set correctly. And, ensure that the dip switch actually works. Games like Spiderman use one of the 32 MPU dip switches to enable background and scoring sounds. Games like Haunted House, Black Hole, etc use dipswitch 5 on the Sound and Speech board to enable background sound.&lt;br /&gt;
&lt;br /&gt;
Each DIP switch is isolated in the &amp;quot;DIP switch matrix&amp;quot; by a 1N4148 diode located directly below the switch. If one of these diodes fails open, then the switch closure will never be read by the MPU. If one of these diodes fails shorted, this may cause &amp;quot;phantom DIP switch closure(s)&amp;quot; in exactly the same way as a shorted playfield switch diode will cause phantom switch closures. Since System 80/80A diagnostics do not display DIP switch settings, this can be difficult to detect. Simple diode testing of each of the 32 1N4148 diodes is the best course of action.&lt;br /&gt;
&lt;br /&gt;
Failed diodes in the &amp;quot;DIP switch matrix&amp;quot; can cause the switch(es) that enable sound features to be read incorrectly and therefore, sound behavior will be incorrect, such as lack of background sounds.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video of one such failure that caused the background sounds in Black Hole to not work can be found [https://youtu.be/Q80TQ-W6XZ0 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====The Long and Winding Road of the Sound Signals====&lt;br /&gt;
The sound signals follow very roundabout path before reaching their destination on the sound board.  Sounds S1, S2, S4, and S8 are originated on the MPU board by RIOT U6.  These 4 sound signals then pass through a 7404 inverter (Z27), pass through a 7408 2 input AND (Z31), and exit the MPU board via the A1J4 connection (MPU / driver board interconnect harness).  The signals enter the driver board via A3J1, pass through another 7404 inverter (Z13), and exit the driver board via A3J5.  Finally, they enter the sound board via the only connection on the sound board, A6J1.&lt;br /&gt;
&lt;br /&gt;
If any of the sound signals are lost, this potentially happens due to poor edge connections, however, 7404s are known to fail too.  The best way to check for discontinuity is to use a DMM or ohmmeter to check the path from the exiting chip to the chip it enters on the following board.  Another method for checking for signal loss is a logic probe.  This method is not as simple though, because some generations of System 80s do not have a sound test.  Therefore, waiting for a particular signal to trigger can be tricky.  The benefit of using a logic probe is to determine if a particular signal is entering and exiting a specific chip, and if the signal transforms (if it is supposed to) like intended (ie. the 7404 will invert the signal from high to low or low to high).&lt;br /&gt;
&lt;br /&gt;
Some sound boards use a fifth sound signal, known as S16.  S16 is actually driven by an MPS-A13 like any other single lamp drive. S16 can follow a very convoluted path too, depending on the particular game.  For example, Haunted House uses S16.  It originates on the MPU with all of the other lamp signals, and becomes lamp drive Q10 on the driver board.  It exits the driver board via A3J2, passes through a inline connector, A10J4, passes through another inline connector, A12P4, and finally reaches the sound board at A6J1.  That is a lot of mileage for just 1 little sound signal!&lt;br /&gt;
&lt;br /&gt;
System 80B games, starting with Rock, which use the dual 6502 processor sound boards, use Q5 as sound signal S16.  Please be aware that the System 80B documentation does not always notate this information regarding S16!!!  In this case, S16 follows a much simpler path.  It exits the driver board via A3J2 and goes directly to the sound board at A6J1.&lt;br /&gt;
&lt;br /&gt;
So, if appears that certain sound signals are missing or the wrong sounds are triggered, suspect a bad connection first.  Then, suspect a bad 7404 within the sound signal path.  Then, check all other potential problems.&lt;br /&gt;
&lt;br /&gt;
It is noteworthy that the 7404 U7 located on early System 80 sound boards (sound only) do fail also.&lt;br /&gt;
&lt;br /&gt;
====System 80 Sounds Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound.JPG|300px|thumb|left|Gottlieb® System 80 Sound Board (Sounds only)]]&lt;br /&gt;
This board, first used in Panthera, is problematic to fix. The main issue is that the board uses the long since obsolete 6503 processor (think of it as a short 6502) and a &amp;quot;masked ROM/RIOT&amp;quot; 6530. The 6530 was specifically programmed for Gottlieb System 80 sound boards. They are therefore, impossible to replace unless you can scavenge a working one from another sound board. Or, as late as mid-2025, Steve Young&#039;s PBResource still had stock available. Note that the 6530 appearing on late Gottlieb System 1 sound boards is programmed differently and is not interchangeable with the System 80 version.&lt;br /&gt;
&lt;br /&gt;
There are 2 replacement options at this time, other than sourcing a used board. One is Pascal Janin&#039;s reproduction board. This board is a bit pricey but is engineered quite well. The board can be found here: [http://www.flippp.fr/pifx.php?lg=en http://www.flippp.fr/pifx.php?lg=en]. The other option is an FPGA (TDA7267) based replacement board by LISY called the [https://www.lisy.dev/gosof.html GOSOF] which emulates System 1, 80, 80A, and early 80B.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:GottliebSoundsOnlyBoardCorrosion.jpg|300px|thumb|left|A leaky audio filter cap caused significant corrosion to several traces on this board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]][[Image:System80SoundsOnlyLeakyCap.jpg|300px|thumb|right|Audio filter cap removed, corrosion removed, traces tinned. The leaky cap can be seen in the top of the picture. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;This board operates on three different voltages: +5v, +12v, and -12v. The +5 volts comes in on J1 pin 5 from the machine&#039;s power supply board. The +12 volts comes in on J1 pin 1 from the machine&#039;s bottom panel. The -12 volts is generated on the sounds only board and it receives AC power input on J1 pins 3 and 4. You can measure the -12 volts by connecting your volt meter across zener diode CR5 (1N4742A).&lt;br /&gt;
&lt;br /&gt;
The test button on this era sound board will only work if the two dipswitches are set in opposite positions on the sound board.&lt;br /&gt;
&lt;br /&gt;
As noted above, this board is tough to repair. If the 6530 is dead...you&#039;re SOL. A dead 6503 might be replaced. The other ICs on the board, like the LM380 amp (OEM boards were sometimes stuffed with an equivalent chip, a ULN2280B) and the 555 timer are still readily available. The 1408 DAC (U3) can be replaced with its direct replacement: a DAC0808.&lt;br /&gt;
&lt;br /&gt;
A common issue with the board seems to be the leaky large capacitor on the board. Fortunately, this is easy to repair. Remove the old cap. Abate the corrosion as shown in the picture at right. Replace the cap. When this cap leaks, it can completely sever the sound signal path. Sounds might sound scratchy or incomplete too. The cap is easy to remove and replace. It&#039;s worth a shot.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Sound and Speech Board====&lt;br /&gt;
&lt;br /&gt;
=====Different Revisions of the Sound and Speech Boards=====&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=220px perrow=3 caption=&amp;quot;Revisions of the Gottlieb Sound and Speech board&amp;quot;&amp;gt;&lt;br /&gt;
File:SoundAndSpeechBoard-1Modified.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB SS Back B20887-2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB SS B-20887-3 Back.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB SS B-20887-3 Front Added Resistors.JPG|thumb|left|300px|B-20887-3 Sound and Speech Board with Resistors Highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
With the third revision sound and speech board, the resistors which were added to the solder side of the -1 and -2 boards were now incorporated in the board design. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Texas Instruments Sockets=====&lt;br /&gt;
[[File:TexasInstrumentsSockets.jpg ‎|300px|thumb|left|&amp;quot;Craptastic&amp;quot; Texas Instruments Sockets for the 6502 and 6532. Be gone! &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some Sound and Speech boards were manufactured with Texas Instruments sockets that are of the same poor quality as the ScanBe sockets that Williams used during System 3-6 manufacturing. All Texas Instruments sockets should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound and Speech Board Operation=====&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A nice video demonstrating some of the capability of the SC-01 can be found [https://youtu.be/ER0t3IYygDw &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The sound and speech board represents the high point in the System 80 family as far as sound generation is concerned. By combining sound and voice circuitry, the board is flexible enough to be used in several different games, with different voice calls, all generated via the Votrax SC-01 speech synthesizer. &lt;br /&gt;
&lt;br /&gt;
The sound and speech board is itself a single board computer, and should be debugged similar to any non-working MPU.&lt;br /&gt;
&lt;br /&gt;
The board interfaces with the System 80 MPU via a 6 bit (S1, S2, ..., S32) wide &amp;quot;data bus&amp;quot;. The 6 interface bits form a binary code which define specific sounds (or speech) to play. This enables 63 separate sounds to be played. Each communication between the MPU and the Sound and Speech board is &amp;quot;stand alone&amp;quot;. That is, the system does not make use of successive sound commands to mean different things as the Bally Squawk and Talk implementation does. In practice, since S32 is never used, a maximum of 31 unique sounds are commanded.&lt;br /&gt;
&lt;br /&gt;
Four of the bits in the interface are controlled (grounded) by circuitry on the MPU (starting at the U6 RIOT) and a &amp;quot;pass through&amp;quot; 7404 inverter on the driver board (Z13). The remaining two bits are implemented via &amp;quot;lamp drive&amp;quot; transistors (Q10 for S16) on the driver board, and comparator circuitry on the S&amp;amp;S board (U24).&lt;br /&gt;
&lt;br /&gt;
Sound select signals are fielded by the S&amp;amp;S board&#039;s 6532 RIOT which generates an interrupt to the 6502 processor. The 6502 reads the sound number commanded from the 6532 as it services the interrupt.&lt;br /&gt;
&lt;br /&gt;
The S&amp;amp;S board&#039;s 6502&#039;s program code, as well as sound data, is stored in two 2716 EPROMs, PROM 1 and PROM 2.  These EPROMs are typically labeled at the factory with the model number of the game they are for, and the suffixes /S1 &amp;amp; /S2. For example &amp;quot;668/S1&amp;quot; is the label on one of the Black Hole sound ROMs. Although the board can be strapped for two 2732 EPROMs, in practice, this was never done.&lt;br /&gt;
&lt;br /&gt;
The sound and speech board can field and queue sound commands at the same time as it is driving the sound and speech circuitry lanes. The board will never interrupt or prematurely terminate a sound being played. The board will also never reorganize the queue of sounds to be played. Each sound to be played will be played until it&#039;s conclusion. The 6502 knows when &amp;quot;sounds&amp;quot; have completed playing since it is solely in control of the sound lane. The 6502 knows when &amp;quot;speech&amp;quot; calls have completed processing by the SC-01 via a non-maskable interrupt sent via the SC-01&#039;s ~A/R signal to the 6502&#039;s NMI pin. Timing to sequence speech phonemes together rapidly is critical, hence the use of the non-maskable interrupt.&lt;br /&gt;
&lt;br /&gt;
The 6502 creates &amp;quot;sounds&amp;quot; via one circuitry lane. It creates &amp;quot;speech&amp;quot; through a second, separate circuitry lane. At the end of each lane, just prior to input to the main LM379S amplifier, sound and speech is summed. The relative volume of each lane can be tuned via 10K trim pots at the top of the board, R15 and R16.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sound Lane&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Simple sounds (not voice) are created by the 6502 reading data from the sound ROMs and latching it into two 74LS75 data latches. The 74LS75s latch the data when selected via a 74LS02 (NOR gate) at U10 which NORs the R/W signal along with a device select signal from the 74LS138 at U4. the device select signal selects U7 and U8 simultaneously to latch data bus signals DB0 - DB7 all at once.&lt;br /&gt;
&lt;br /&gt;
The two 74LS75s provide the data to a 1408 D-to-A (digital to analog) converter at U20. In this way, 511 different digital codes can be converted to analog levels by the 1408. The analog output of the 1408 can be attenuated via a 10K &amp;quot;variable resistor&amp;quot; at R13. The signal is then amplified and inverted by an LM741 analog inverter (U22). The analog signal is then fed to the LM379S for final amplification. Note that the 1408 DAC is obsolete, but may be replaced by the more available DAC0808.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Speech Lane&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Speech is ultimately created by the Votrax SC-01 voice chip. The SC-01 accepts &amp;quot;phoneme&amp;quot; codes and renders the analog speech output to the LM379S for final amplification. The phoneme codes are placed on the 6502 data bus and pass through a 74LS05 &amp;quot;level shifter&amp;quot; and inverter at U13. The codes are accepted by the SC-01 on pins 9 through 14 when pin 7 is strobed (the phoneme code is latched on the rising edge of the strobe). The &amp;quot;pitch&amp;quot; of the SC-01 voice is controlled by I1/I2 (pins 3 and 2). Frequency and timing control is achieved via MCK and MCR (pins 15 and 16, which are tied together). Frequency and timing are referred to in the schematics as the &amp;quot;Voice Clock&amp;quot; and can be adjusted via a 10K &amp;quot;variable resistor&amp;quot; at R6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reset signal&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The reset circuit is pretty simple. A 47uf/50V cap at C3 charges when power is applied. Once charged, the originating 5VDC power is twice inverted and cleaned up via a Schmitt Trigger at U1, and finally presented to the ~RESET signal (pin 40) of the 6502.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test button&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The test button, located on the upper left side of the S&amp;amp;S board, grounds pin 17 of the 6532 RIOT. After reading the RIOT data, the 6502 process then plays the appropriate test sound, which varies by game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SC-01 pinout&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin Number(s)&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Signal Name&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Signal Purpose&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1 || &amp;lt;center&amp;gt;Vdd&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Input Voltage&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2-3 || &amp;lt;center&amp;gt;I1, I2&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Instantaneous pitch adjustment. Will change pitch of phoneme being spoken.&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7 || &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Strobe to indicate a phoneme code is ready&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8 || &amp;lt;center&amp;gt;~A/R&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Acknowledge receipt of phoneme strobe, indicate completion of phoneme processing&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9-14 || &amp;lt;center&amp;gt;P5-P0&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Phoneme number select (from fixed phoneme table)&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;15-16 || &amp;lt;center&amp;gt;MCK/MCR&amp;lt;/center&amp;gt; || &amp;amp;nbsp;External Clock Signal (probably used to alter phoneme pronunciation via varying the clock)&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;20-22 || &amp;lt;center&amp;gt;CB, AF, AO&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Audio Output&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;18 || &amp;lt;center&amp;gt;Ground&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Ground&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Sounds and Speech board DIP switch settings=====&lt;br /&gt;
The Sound and Speech board has a bank of DIP switches. For at least Black Hole, the function of these switches is as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*DIP-1 - Used in self-test only&lt;br /&gt;
*DIP-2 - Not used&lt;br /&gt;
*DIP-3/4 - Attract mode speech frequency&lt;br /&gt;
** OFF/OFF - disabled&lt;br /&gt;
** ON/OFF - attract mode speech every 10 seconds&lt;br /&gt;
** OFF/ON - attract mode speech every 2 minutes&lt;br /&gt;
** ON/ON - attract mode speech every 4 minutes&lt;br /&gt;
*DIP-5 - ON = background sound enabled, OFF = background sound disabled&lt;br /&gt;
*DIP-6 - ON = all speech enabled, OFF = all speech disabled&lt;br /&gt;
*DIP-7 - Not used&lt;br /&gt;
*DIP-8 - Not used&lt;br /&gt;
&lt;br /&gt;
=====Sound &amp;quot;Locks Up&amp;quot; after certain switch closures=====&lt;br /&gt;
[[File:SC-01.jpg|thumb|300px|left|The long since obsolete, pricey, and hard to find SC-01 speech chip. This one is an SC-01-A, said to be a little beefier.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This problem may be caused by a malfunctioning or missing SC-01 (or SC-01-A) speech chip.&lt;br /&gt;
&lt;br /&gt;
Games such as Black Hole, Mars God of War, and Volcano utilized the SC-01 phoneme speech chip. These games &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;require&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; a working SC-01 to be present, not only for the speech portions of the sound, but for the sound to not &amp;quot;lock up&amp;quot; after the first time that a speech call is made. The CPU relies on an interrupt from the 6532 RIOT to restart sound command processing. That interrupt originates from an &amp;quot;all done&amp;quot; signal from the SC-01 speech chip (shown as ~A/R in the schematics, SC-01 pin 8). If the RIOT never receives an &amp;quot;all done&amp;quot; signal (at PB7) then it will not interrupt the processor and no further speech or sound will be created.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the 2N2222 at Q3 has failed, not allowing the interrupt signal to reach the RIOT. Q3 inverts the ~A/R signal and conveys it to the RIOT as A/~R and also to the MPU as a non-maskable interrupt (U3 6502, pin 6).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Game background sound continues after game over=====&lt;br /&gt;
&lt;br /&gt;
This has been noticed in &amp;quot;Mars, God of War&amp;quot; and &amp;quot;Volcano&amp;quot; predominately, but other System 80 games that use the Speech and Sound board may exhibit similar symptoms.&lt;br /&gt;
&lt;br /&gt;
The cause of the problem is MPU DIP switch 25. The switch MUST be ON, as noted in the manual. Even if the switch appears to be &amp;quot;on&amp;quot;, buzz across the switch solder pads on the back side of the board to ensure that the switch is making. Gottlieb sometimes used &amp;quot;rocker&amp;quot; switches, which seem to have a high failure rate.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;On Target&amp;quot; newsletter from June, 1981 discusses something similar to this problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound is &amp;quot;garbled&amp;quot; or phonemes appear jumbled=====&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating one instance of garbled speech can be found [https://youtube.com/shorts/TU-_vOB2CzY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Board circuitry upstream of the Votrax SC-01 (or SC-01A) as well as the SC-01 itself can be the cause of this issue. Speech isn&#039;t really jumbled, it just seems that way.&lt;br /&gt;
&lt;br /&gt;
First, since the chip is socketed, replace the SC-01 with a known working SC-01. &lt;br /&gt;
&lt;br /&gt;
If the known good SC-01 produces the same behavior, then suspect the 74LS05 &amp;quot;level shifter&amp;quot; at U13, the 7407 at U12, or the 74LS75 at U9.&lt;br /&gt;
&lt;br /&gt;
=====Using the MA-483 Sound Amp Board on a Sound and Speech Board=====&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback.JPG|300px|thumb|left|Gottlieb® MA-483 Piggyback Board]]&lt;br /&gt;
[[File:GTB SS Power Mod.JPG||300px|thumb|right|Gottlieb® Sound and Speech Power Supply with components highlighted. This board is configured to supply 30VDC power]]&lt;br /&gt;
[[File:ModifiedSystem80SoundPS.jpg||300px|thumb|right|Gottlieb® Sound and Speech Power Supply, modified as discussed to supply 18VDC power]]‎&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If using the MA-483 sound amp board on a Sound and Speech board, or if the sounds only System 80A sound board is going to be used, the factory Sound and Speech power supply cannot be used without modification.  The reason is because the original LM379S amp is powered by 30VDC, and the TDA2002 amp on the MA-483 can only withstand 16VDC. If a TDA2002 is powered by 30VDC, it will be destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; a substitute equivalent part, a ULN3701 was sometimes used in lieu of the more standard TDA2002. Also, A TDA2003 is a good substitute for the TDA2002.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The modification is simple, and is accomplished by replacing two components on the sound board power supply, R1 and CR1. R1 is 430 ohm 1/2 watt resistor. CR1 is a 1N4751A 30V 1 watt zener diode. R1 should be replaced with a 1.5Kohm 1/2 watt resistor and CR1 should be replaced with 1N4746A 18V, 1 watt zener diode.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Replacing the Obsolete LM379S Amplifier with a Modern Amplifier=====&lt;br /&gt;
&#039;&#039;This information originally published by J. &amp;quot;kirb&amp;quot; Kirby. Additional pictures and some editing provided by Chris Hibler. Used with permission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Gottlieb System 80 Audio Amp Replacment...why?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Gtb sys80&amp;amp;a s&amp;amp;s.JPG|300px|thumb|left|Gottlieb® System 80 Sound &amp;amp; Speech Board as used on Mars, God of War, Black Hole, Haunted House, Volcano, and some video games]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Gottlieb® Sound and Speech board uses an LM379 or LM379s audio amp in the final amplification section. This amp became hard to find around 1983. Gottlieb® provided an alternative for this amp (see prior section) and discontinued using the Speech and Sound board further.&lt;br /&gt;
&lt;br /&gt;
Their solution was to buy a piggyback board from Gottlieb® that used an LM2002 or a TDA2002 amp. But the LM2002 or TDA2002 amps require 16VDC to operate (instead of the 30VDC used by the LM379). This necessitated a change to the sound board power supply. There were many components to replace or remove, not to mention that you would have to make the piggyback board yourself.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOLUTION? Find a newer amp that required fewer components. A replacment amp can be put together using only the following parts which can be easily sourced. &lt;br /&gt;
&lt;br /&gt;
*LM1875T Audio Amp&lt;br /&gt;
*14 pin DIP socket&lt;br /&gt;
*Heat sink&lt;br /&gt;
*Heat sink compound&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve sourced these parts, a replacement amp is easy to construct and only requires removal of the old LM379 amp and addition of one jumper (to provide 12VDC, covered later).&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start with the basics. System 80 games used 4 different sound boards. This amp replacement applies only to the Sound and Speech board used in Mars: God of War, Black Hole (domestic version), Haunted House, Volcano, Devil&#039;s Dare, Caveman, Rocky, Q*bert&#039;s Quest, Super Orbit, Royal Flush Deluxe (early production), Amazon Hunt (early production), and video games like Q*bert.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;LM379 Audio Amp Testing&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
First of all, is your amp really bad? Basic tests to identify a failed amp...&lt;br /&gt;
&lt;br /&gt;
*With the game on, turn the volume pot up as high as it will go. Do you hear a hum? This is normal and is an indicator that your amp is working.&lt;br /&gt;
*Check the voltages at the sound board. 30VDC is required to power the amp. Verify that this is working correctly or your amp won&#039;t work at all.&lt;br /&gt;
*Make sure the speakers are connected and working right. You can test speakers using a &amp;quot;D&amp;quot; size battery. Briefly connect the battery across the speaker and you should see the speaker&#039;s cone push out. Do this for only a second or two...speakers don&#039;t like DC voltages.&lt;br /&gt;
*Make sure the volume adjustment pot is connected correctly and working properly. A dirty pot will make sounds junky, but they usually don&#039;t completely fail. You can &amp;quot;twizzle&amp;quot; the pot to remove oxidation that may have formed on the internal conductors.&lt;br /&gt;
*Headphones can be used to see if the sounds are getting to the amp. Connect one of the headphone conductors (the one closest to the headphone &amp;quot;handle&amp;quot;) to ground. Connect one of the other two headphone conductors (assuming stereo headphones) to the center leg of R15 or R16. You should be able to hear sounds that the board is making through the headphones. Your amp is probably bad if you can hear sounds at R15 or R16, but not through the speakers, assuming you&#039;ve tested the speaker to be good and you have 30VDC power at the sound board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;LM379 Audio Amp Replacement Procedure&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mark the &amp;quot;top&amp;quot; of the heat sink so you can later determine orientation of the original amp should this be necessary. Pin 1 of the amp can&#039;t be identifed without removing the two screws that secure the finned heat sink to the chips integrated heat sink. &lt;br /&gt;
&lt;br /&gt;
Remove the LM379 amp and heat sink assembly from the board. Desolder all 14 pins and pull the amp off the board. The LM379 heat sink may be soldered to the board so you&#039;ll need to remove that solder too. Be forewarned, the solder pads are delicate and easily damaged. &amp;lt;b&amp;gt;Note how the LM379 is upside-down in relation to other chips on the board.&amp;lt;/b&amp;gt; This will be important later.&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;b&amp;gt;Building the New Amp Assembly&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Solder the new amp to the 14 pin DIP. Use the diagram below as a guide. The pinouts are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Amp Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Socket Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Purpose&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 1 || &amp;amp;nbsp;pin 9 || &amp;amp;nbsp;+ amp input&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 2 || &amp;amp;nbsp;pin 8 || &amp;amp;nbsp;- amp input&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 3 || &amp;amp;nbsp;pin 4 || &amp;amp;nbsp;Ground&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 4 || &amp;amp;nbsp;pin 10 || &amp;amp;nbsp;Audio out&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 5 || &amp;amp;nbsp;pin 1 || &amp;amp;nbsp;Vcc (+30VDC)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It will take some fancy bending to connect all of the amp legs in a way that they do not touch one another, but it can be done. It is important that the amp stands straight up and that the pins don&#039;t touch each other. See the diagram below for  better info. Don&#039;t worry about the 12VDC connection right now. We&#039;ll connect that later.&lt;br /&gt;
&lt;br /&gt;
[[File:LM379ReplacementNewAmpPinout.jpg‎|600px|center|Pinout schematic to attach the LM1875 amp to a 14 pin DIP socket]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px perrow=2 caption=&amp;quot;One Tech&#039;s Implementation (Heat Sink Added Later)&amp;quot;&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpFrontSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpRearSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Rear side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attaching the heat sink&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First, yes, you need a heat sink. Audio amps run hot. Without a heat sink, the amps life will be dramatically shortened.&lt;br /&gt;
&lt;br /&gt;
Mount the heat sink to the amp/socket assembly. You may have to modify your heat sink so that it doesn&#039;t contact anything but the LM1875 amp.&lt;br /&gt;
&lt;br /&gt;
Heat sink compound should be spread on any metal to metal surface that is to conduct heat. This will improve the heat sink&#039;s efficiency and is a must on this device to work right. Without the compound, the amp will overheat and shutdown. It may even be damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=270px heights=270px perrow=2 caption=&amp;quot;Kirb&#039;s original completed assembly&amp;quot;&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpSideViewKirb.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Side view.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpFrontSideKirb.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front view.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;b&amp;gt;The Final Steps&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:CompleteAssemblyInSitu.jpg|300px|thumb|left|The completed assembly, mounted to the Sound and Speech Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Solder the new amp assembly directly to the board. Normally you would use a socket, but that will  lead to audio problems. It is better just to solder it into the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACHTUNG!&amp;lt;/b&amp;gt; Remember that pin 1 of the amp solder pads on the board is upside-down relative to every other IC on the board, and you need to install your new amp assembly with pin 1 &amp;quot;down&amp;quot;. Make sure this is done right. There is a 1 screened to the back of the board that should help you orient the assembly. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM379Replacement12VDCSource.jpg|300px|thumb|left|Connecting 12VDC to the amp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Now that the pins are soldered to the board, we have to connect 12VDC to pin 14 of the socket. This is easily found at the positive (+) side of C39. This 12VDC biases the +IN so that it won&#039;t saturate. Your amp will only work for about 30 seconds without this 12VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check all of your work one more time, then test the amp and see what you get. If you&#039;ve followed these steps correctly, your sound should be loud and clear!&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Sound Mapping =====&lt;br /&gt;
The interface between the driver board/MPU and the sound board is a simple bit map of 5 bits. S1, S2, S4, S8 and S16. S32 is available but never used.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of each sound made by &#039;&#039;&#039;Haunted House&#039;&#039;&#039; can be found [https://youtu.be/_SAv4fS-G1w &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Mars, God of War&#039;&#039;&#039;, see: https://www.pinwiki.com/wiki/index.php/Mars,_God_of_War&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Black Hole&#039;&#039;&#039;, see: https://www.pinwiki.com/wiki/index.php/Black_Hole#Sound_Mapping_for_Black_Hole&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A Sound Only Board====&lt;br /&gt;
=====Sound Cutting Out / No Sound=====&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback Back.JPG|300px|thumb|left|Piggyback Amplifier Board w/ Cracked Header Pins]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® had a tendency of using single-sided boards for their &amp;quot;piggy back&amp;quot; / daughter boards, and these boards are susceptible to cracked header pin solder joints.  The MA-483 amplifier board is no different.  If the sound appears to be cutting out or their are no sounds at all, the header joints on the MA-483 may have developed cracks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before suspecting the daughter board header joints, review the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section located in the &amp;quot;General for all games&amp;quot; section. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A / 80B Sound with Piggyback Board====&lt;br /&gt;
[[File:GottliebSystem80ABSoundsOnlyWithPiggyback.jpg ‎|300px|thumb|left|Gottlieb® System 80A / 80B Sound Board MA-490 w/ MA-488 Piggyback Board (Sounds only). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80A / 80B sound board is nearly the same as the first generation System 80 sound only sound board.  It utilizes a 2716 EPROM versus a masked ROM like the System 80 sound board.  This was potentially due to the Harris 7643 masked ROM being obsolete.  The 80A / 80B board does not use a test button.&lt;br /&gt;
&lt;br /&gt;
Like the System 80 sounds only board, this board has 2 obsolete chips on it, the CPU (6503) and the RRIOT (6530).  On the plus side, these boards did not get destroyed nearly as much as the original System 80 sounds only boards (plugging the System 80 sounds only board into a System 1 game would destroy it in a very short time).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-766)====&lt;br /&gt;
[[Image:GTB Sys80B Sound.JPG|300px|thumb|right|Gottlieb® System 80B MA-766 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This sound board has two independent 6502 CPUs.  One exclusively drives a DAC (digital-to-analog converter).  The other drives the speech chip, Orator, (not used for speech on this generation of sound board, but it is used to generate sounds), and two AY-3-8913 sound chips.  Each is pretty much independent, sharing essentially only the sound select lines, the reset signal, and the output section. The gates of one TTL chip are used by both 6502s to communicate between the subsystems via the NMI signal to each 6502 among other functions. The ROMs, CPUs, and accessory chips, are all localized to the particular subsystem other than the inter-processor communication just mentioned.&lt;br /&gt;
&lt;br /&gt;
Note that the LED and test switch are only relevant for the CPU that operates the speech and synthesizer chips, not the chip connected directly to the DAC. With this in mind, it should be possible to troubleshoot this board using a divide-and-conquer approach.  For instance, if the LED isn&#039;t blinking in/off at about a 50% duty cycle, then the subsystem for the 6502 that controls the LED has to have a fault, but the other subsystem may be fine.&lt;br /&gt;
&lt;br /&gt;
Since this sound board is really just a more complex MPU board, or single board computer, the usual diagnostic steps are in order.&lt;br /&gt;
#Verify the ROM images are valid.&lt;br /&gt;
#Ensure that the reset signal begins low and then transitions to high after about 1/2 second.&lt;br /&gt;
#Ensure that the external clock signal is present at pin 37 of both 6502 processors.&lt;br /&gt;
#Ensure that the data lines on the 6502 (pins 33 through 26) are pulsing.&lt;br /&gt;
#Ensure that the address lines on the 6502 (pins 9 through 20, 22 through 25) are pulsing.&lt;br /&gt;
#Ensure that the external clocks are pulsing at pins 3 and 39 of the 6502 processors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-886)====&lt;br /&gt;
[[File:GottliebMA-886.jpg|300px|right|thumb|A repaired MA-886 sound board. Resistors R15, R16, R14, and R13 (top to bottom) are shown with blue Sharpie marks on their left ends, the end to probe when testing the sound channel. The other two components in the rectangle are high frequency ceramic filter capacitors which rarely fail.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-886 is generally the same board as the MA-766 sound board.  The main differences are that the MA-886 uses .156&amp;quot; header pins instead of edge connections, the Orator chip was no longer used, and SW1 was abandoned.&lt;br /&gt;
&lt;br /&gt;
Troubleshooting this board is nearly identical to the steps noted above for the MA-766 board.&lt;br /&gt;
&lt;br /&gt;
One useful aspect of the board is that 4 channels of sound are summed by the LM324 at B1 before final amplification offboard. &lt;br /&gt;
*Channel 1 is the output from the 7528 DAC at E2. An example of the sounds that this channel makes is the &amp;quot;Destroy Alpha One&amp;quot; and other voices used in Robowar. This channel also contributes the &amp;quot;skittering&amp;quot; sound when the ball pass the rollunder on the ramp wireform and the &amp;quot;energy pulse&amp;quot; sound when the ball rolls over any of the top 4 lane rollovers. This signal passes through &#039;&#039;&#039;R16&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 2 is the output from the AY-3-8913 (if present) at H4. This signal passes through &#039;&#039;&#039;R14&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 3 is the output from the AY-3-8913 (if present) at K4. This signal passes through &#039;&#039;&#039;R13&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 4 is the output from the MF-4 at E5. This signal passes through &#039;&#039;&#039;R15&#039;&#039;&#039; before summing.&lt;br /&gt;
&lt;br /&gt;
Placing an oscilloscope probe on the end of these resistors attached to the sound generating circuitry for that channel should show a purposeful signal (versus noise). If not, it&#039;s a good bet that one of the devices in that sound channel has failed.&lt;br /&gt;
&lt;br /&gt;
Several games (Bone Busters, Hoops, Bell Ringer, Silver Slugger, Car Hop, Deadly Weapon, Title Fight, and Vegas to name a few) use the MA-866 sound board paired with the MA-1294 auxiliary sound board. The two boards are connected via a special ribbon cable with dip &amp;quot;pins&amp;quot; on each end. WARNING: remove these connectors ONLY by sliding a flat blade screwdriver under it. Trying to &amp;quot;pull&amp;quot; the connector off with fingers on each side WILL cause the connector to be damaged. This sound board pair makes a two tone sound at power on. The two tones are different notes, like &amp;quot;LA-TI&amp;quot;. The first tone originates from the YM2151 on the MA-1294 auxiliary sound board. The second tone originates from the 7528 DAC. If either tone is missing, or unclear, suspect the associated sound lane.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-886) Jumpers J7 and J8====&lt;br /&gt;
[[File:GottliebMA886JumperComparison.jpg|300px|left|thumb|The left board is from Silver Slugger (a System 3 game) which has both J7 and J8 installed. The right board is from Night Moves which has only J7 installed.]]&lt;br /&gt;
[[File:GottliebMA886SchematicSnippet.jpg|300px|right|thumb|A snippet of the schematic for the two boards showing that without J8 installed, the sound board will not be &amp;quot;interrupted&amp;quot; to indicate a new sound command is to be processed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-886 sound board was used in both System 80B and System 3 games. Two jumpers allow the board to be configured to accept the signal at connector P1, pin 9, as input. J8 IN enables this. J8 OUT defeats this. It&#039;s important to ensure these jumpers are installed appropriately for a particular game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
[[File:Sys80 Flippers.jpg|400px|left|thumb|Typical System 80 Flippers]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® System 80 flipper assemblies are very well engineered, and very little goes wrong with them.  Due to this, they are considered to be the &amp;quot;Sherman Tanks&amp;quot; of flippers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gottlieb® System 80/80A/80B games other than Bone Busters utilize the traditional &amp;quot;fat&amp;quot; flipper bat design (similar to Bally, Chicago Coin, and Stern), which is a carry over from the last flipper design of Gottlieb® System 1 games. The 3&amp;quot; plastic flipper bat is technically called a &amp;quot;flipper island&amp;quot; (Gottlieb® part number A-13150), and uses a 3/8&amp;quot; wide rubber ring versus the more common 1/2&amp;quot; wide rubber all other manufacturers use.  Another anomaly regarding Gottlieb® flippers from this era is that they are the only flipper design that uses an upper and lower flipper bushing system.  Neither bushing protrudes through the playfield.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
System 80/80A/80B flippers (other than Bone Busters) use an A-17875 (standard), A-24161 (stronger), or A-20095 (strongest) dual wound flipper coil.  The general design is a coil with two windings, the &amp;quot;power stroke&amp;quot; (low resistance) and &amp;quot;hold&amp;quot; (high resistance) windings, just like most other flipper coil designs. However, only a single diode is used with this serial winding design versus others which employ a dual diode, parallel winding design.  Here&#039;s how it all works.  When initially engaged via the flipper cabinet button switches, both the power stroke and hold windings receive power, however, the hold winding is bypassed or shorted by the end of stroke (EOS) switch (electricity follows the path of least resistance).  As the flipper actuates and opens the EOS switch, the power is then transferred to both the power and hold windings (the resistance sum of the two windings), creating a very high resistance.  The high resistance allows the coil to remain turned on without creating stress on the low resistance power winding.  Hence, the coil can stay turned on indefinitely in theory.&lt;br /&gt;
&lt;br /&gt;
Gottlieb® System 80/80A/80B flipper systems do not use a flipper relay per se.  Flipper power flows through switch pairs on Q &amp;amp; T relays located under the playfield, along with other non-computer controlled coils like slingshots.&lt;br /&gt;
&lt;br /&gt;
For problems and resolutions for the flippers used in Bone Busters, please see the [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_3#Flipper_Problems Flipper Problems] section in the Gottlieb System 3 repair guide. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers Won&#039;t Work at All====&lt;br /&gt;
Like any flipper issue, it has be determined whether the problem is electrical or mechanical in nature.  Start with obvious first.  Look for broken wires at the flipper coil, EOS switch, and cabinet switch first.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During visual inspection, make certain that the flipper EOS switch is closed (use an ohmmeter to determine this), and the switch pairs on the tilt and game over relays are properly gapped and closed.  Equally, inspect the switch pairs to see if any of the switch blades are broken or missing their contacts.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since high current passes through all of the switches which enable the flipper, any of the switches may be suspect.  It is somewhat common for games which have been sitting dormant for years that the cabinet switch and / or EOS switch become so fouled, the flipper will not budge at all.  The remedy is to file these switches with an ignition file.  See the [http://www.pinwiki.com/wiki/index.php?title=General#How_to_Properly_File_Switch_Contacts How to Properly File Switch Contacts] section.  A flexstone will not work for this job, as the cabinet and EOS switch contacts are very hard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inspect the cabinet switches for broken female spade connectors where the cabinet wiring attaches to the switch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, look at the flipper plunger / link assembly.  The plunger link is a hefty plastic piece which inserted into at hollowed out end of the flipper plunger.  The link is connected to the plunger with a small roll pin.  The link can break or the roll pin can fall out, due to vibration.  If the link is no longer connected to the plunger, the flipper will not move at all.  Refrain from trying to engage the flipper with the cabinet switches.  Continuing to enable the flipper coil will stress the coil, because the EOS switch will not open, transferring power.  The end result is an overheated flipper or damaged flipper coil.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers are Weak, Sluggish, or Erratic====&lt;br /&gt;
&#039;&#039;&#039;Wrong Flipper Coil Installed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb manuals of this era are a little confusing and misleading when documenting the flipper coils used in each game.  The manual usually has a chart in the front half of the manual that lists all the coils that &amp;quot;could be&amp;quot; used in the game.  This chart is the same for every game and lists multiple flipper coils (i.e., A-17875, A-24161, or A-20095), but not necessarily what is installed in that specific game or where it is used.  To determine that, the schematics in the later half of the manual should be used to identify the coils that are supposed to be installed for each of the flippers in that specific game.  It&#039;s somewhat common to see Gottlieb games with the wrong flipper coils installed; likely either because the operator didn&#039;t have the correct coils on-hand, or because the installer misinterpreted the information in the manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System1-80FlipperLinkDamageAnnotated.jpg|thumb|left|300px|A Gottlieb® System 80/80A/80B Flipper Plunger/Link/Crank Parts. Note the &amp;quot;hogged out&amp;quot; part of the link]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn Flipper Link&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The design of the flipper crank and flipper link / plunger is peculiar to Gottlieb® games.  Gottlieb® games from the System 80/80A/80B era use a very meaty flipper link, which does not have a pivot point between it and the connected plunger.  To achieve the necessary fulcrum, the flipper link has an oval opening at the point where the link and flipper crank connect.  The two pieces are simply connected with a roll pin protruding through the two parts.  Over time, the roll pin can sometimes cut into the opening in the link, and the roll pin will catch as the flipper crank pivots.  The result is a weak flipper or a flipper which does not return to the at rest position.  Using a roll pin punch tool, remove the roll pin, and replace the flipper link / plunger assembly.  Pay close attention when installing the roll pin into the new plunger link.  It is very easy to cut into the link with the roll pin, deeming the new link / plunger worthless.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flipper Crank Installed Incorrectly&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Reassembling a flipper bat / shoe incorrectly can result in a weak flipper.  Before tightening the two set screws which hold the flipper shaft in place, make certain that the flipper crank is centered equidistant between the upper and lower flipper bushings.  If placed too close to the upper bushing, it will &amp;quot;sandwich&amp;quot; the upper bushing between the crank and bat.  If placed too close to the lower bushing, the crank will have friction between it and the lower bushing.  The end result is a weak flipper or a flipper which does not return to the at rest position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fouled / Pitted Switch Contacts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fouled switch contacts can reduce current, which in turn reduces power / strength.  Make certain that the EOS switch, cabinet switch, and switch pairs on the game over (Q) and tilt (T) relays are all clean and not pitted. Filing the contacts with an ignition file will remedy the problem, provided that the contacts are not heavily pitted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bad Connection to Cabinet Switch&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem related to the cabinet switches is the female spade connector used to connect the cabinet wiring to the switch.  These spade connectors can sometimes become sloppy or break.  In most cases, the break is not evident, until the connector is removed and reinstalled on the cabinet switch tab.  The spade connector can be removed and a new one crimped on, or the better solution is to solder the cabinet switch wires to the tabs on the cabinet switch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn Flipper Plunger&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A mushroomed flipper plunger can create excessive drag within the coil sleeve.  When replacing the plunger / link, replace the coil sleeve and coil stop too.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Coil Stop&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The coil stop &amp;quot;slug&amp;quot; is pressed into the coil stop bracket.  It is somewhat common for the slug to become detached from the coil stop bracket.  The coil stop slug will then be &amp;quot;free floating&amp;quot; within the coil sleeve.  This can create some interesting problems, but the most noticeable are reduction in flipper power, decrease in flipper stroke or both.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incorrect Flipper Rubber Installed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® used 3/8&amp;quot; wide rubber on flippers.  It fits perfectly into the groove on the plastic flipper bat.  Everybody else used 1/2&amp;quot; wide rubber, and that tended to get installed on the Gottlieb® games, too.  When a 1/2&amp;quot; wide ring is used, it almost fits, but because of the groove, it will present a funny angle to the ball instead of a flat plane.  The results are either air balls, or the flipper will smack the ball downward into the playfield.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cracked / Broken Plastic Bat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes the flipper bat cracks.  Replacements are available.  The screw that holds the plastic flipper bat on the metal shoe is located on the underside of the flipper.  Loosen the two set screws on the flipper crank, and the shoe and bat will come free.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Hold Winding&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Erratic flipper function is defined as a flipper which will not remain in the up (hold) position when activated.  The flipper will move rapidly up and down as if it is &amp;quot;machine gunning&amp;quot;.  This is typically the result from a break in the hold winding right at the flipper coil lug.  One resolution is to locate the broken coil winding (this will be the thinner of the two windings), and unwind one turn from the coil.  This can be accomplished if the side of the winding is not connected to the common lug of the flipper coil.  Note that the power winding cannot be unwound if it breaks.  This is because the power winding is wound on the coil bobbin first, and is located beneath the hold winding.  Once one turn of the hold winding is unwound from the coil, the excess length must be shortened.  After the correct length is determined, the portion of the winding which will be soldered to the coil lug must have its insulation stripped off.  The red or green hue on the coil winding is actually a thin insulation, which is used to keep the winding from shorting to adjacent windings.  Gently scrape the coating off the winding by using an exacto or utility knife, exposing the copper wire of the winding.  Then wrap the uninsulated winding around the coil lug, and solder it.  If a single winding cannot be removed from the existing coil, complete coil replacement is the solution.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers Will not Return to at Rest Position====&lt;br /&gt;
The EOS switch assembly is actuated by the pointed part of the flipper crank assembly.  This is a metal-on-metal contact point.  Due to the design of the flipper crank, it will eventually wear a hole in the EOS actuating blade.  The fix is to replace the EOS switch assembly.  About halfway through the System 80B games (around TX-Sector or so), the EOS switch was slightly relocated, and a modified flipper crank actuates the switch with a roller.  An MA-988 or MA-989 kit can be purchased to perform this upgrade on any System 80/80A/80B game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, the flipper link can become cut by the roll pin which secures it to the flipper crank.  This can also cause the flipper to not return to the rest position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also mentioned in the previous section, the flipper coil stop slug can detach from the coil stop bracket, causing the flipper not to return completely.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the flipper return spring has become stretched or is no longer connected to the flipper crank or coil stop anymore, the flipper will not return properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pop bumper problems===&lt;br /&gt;
[[File:Gtb pbdb new.JPG|thumb|300px|left|Corrected/Modified Gottlieb® System 80/80A/80B Pop Bumper Driver Board]]&lt;br /&gt;
[[File:PBDBDiagram.jpg|thumb|300px|right|Gottlieb® System 80/80A/80B Pop Bumper Driver Board Parts Locator. Click this link for an interactive parts locator: &amp;lt;br&amp;gt;https://www.pinballschematics.com/pop-bumper-board-a8/]]&lt;br /&gt;
The pop bumpers on all System 80 / 80A / 80B games are controlled by an under playfield mounted board known as the pop bumper driver board (PBDB). Remote pop bumper driver boards are unique to Gottlieb® System 80 games. No other manufacturer made this design decision. The reason Gottlieb® did this is probably to supplement the number of coil drive circuits as well as to solve the common problem of pop bumpers locking on with subsequent damage to the games components.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each pop bumper has its own board.  Each board provides a consistent, strong pop regardless of how long the spoon switch is activated, and ensures (when working properly) only a single pop per actuation of the spoon switch. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These boards are single-sided construction, where the traces are located only the solder side of the board.  Due to this construction, the solder connections crack easily.  Reflowing the solder of the header pins on any suspect boards is recommended to ensure a good mechanical and electrical connection.  The components should be inspected as well, because they can also have cracked solder connections that will need to be touched up.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the pop bumper fires but does not score, examine the secondary switch on each pop bumper to see if it needs cleaning or adjustment.  This switch is part of the switch matrix, and can be tested by manually pulling the pop bumper rod and ring down to activate it.&lt;br /&gt;
&lt;br /&gt;
====Pop Bumper Driver Board Power and Ground Source====&lt;br /&gt;
[[image:PBDBPowerGroundConnection.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
As can be seen in the schematic snippet above, Pop Bumper Driver Boards receive 5V power and a connection to ground via MPU connector A1J6, pins 18 and 9 respectively. A poor connection at these pins will render the pop bumper driver board, and hence the associated pop bumper, inoperative.&lt;br /&gt;
&lt;br /&gt;
Testing to see if the PBDB is receiving 5VDC and ground can be accomplished by measuring between pin 7 (ground) and pin 14 (5VDC) on either of the integrated circuits on the board. &lt;br /&gt;
&lt;br /&gt;
Lack of 5VDC power (or ground) may also be caused by fractured solder joints on the PBDB header.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Pin 2 of each pop bumper driver board connector is the path to ground for solenoid power. This ground is connected to the transformer chassis via one of the many equally dicey methods Gottlieb used. See: [[Gottlieb_System_80#Recommended_Ground_Improvements_for_System_80B|Recommended Ground Improvements for System 80B Games]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Updating the Pop Bumper Driver Board====&lt;br /&gt;
Gottlieb® issued a service bulletin to correct a design error with the PBDB. A great many of these boards were delivered in games prior to correcting the design at the factory. Examine the PBDBs to ensure that they have been updated. See the pictures below, noting the differences. &#039;&#039;&#039;A dead giveaway would be the lack of a jumper to replace CR1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=150px perrow=2 caption=&amp;quot;System 80/80A/80B PBDB Before/After Modification&amp;quot;&amp;gt;&lt;br /&gt;
File:Gottlieb-UnModifiedPBDB.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Unmodifed PBDB&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gottlieb-ModifiedPBDB.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Modifed PBDB&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gottlieb-ModifiedPBDBPartsExplanation.jpg|thumb|300px|right|Gottlieb® System 80/80A/80B PBDB Update]]&lt;br /&gt;
Should your PBDB require update, follow this procedure:&lt;br /&gt;
&lt;br /&gt;
*Acquire the following parts&amp;lt;br&amp;gt;&lt;br /&gt;
**Cut to length .156 Molex male header pins with locking ramp (you&#039;ll need a 6 pin length)&amp;lt;br&amp;gt;&lt;br /&gt;
**47uf/10V electrolytic capacitor (C4)&amp;lt;br&amp;gt;&lt;br /&gt;
**4.7uf/10V capacitor (C3, tantalum or electrolytic, may be axial or radial)&amp;lt;br&amp;gt;&lt;br /&gt;
**Jumper material (use the remaining leg cut from C4 when you install it)&amp;lt;br&amp;gt;&lt;br /&gt;
*Remove CR1, C3, and C4&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the Molex connector or reflow the solder on each header pin&amp;lt;br&amp;gt;&lt;br /&gt;
*Install C4 (47uf/10V) with the negative side facing the male header pins&amp;lt;br&amp;gt;&lt;br /&gt;
*Use the remaining part of the capacitor leg from C4 as a jumper to replace CR1. Any jumper wire will work...the cap leg is convenient, available, and looks professional when installed nice and straight.&amp;lt;br&amp;gt;&lt;br /&gt;
*Install C3 (4.7uf/10V), reversing the original polarity so that the positive side faces the jumper just installed and the negative side faces the nearest board edge. Note that C3 may be axial (leads from both ends along the components &amp;quot;axis&amp;quot;) or radial (leads on one end of the component). The board is designed to accept either style.&amp;lt;br&amp;gt;&lt;br /&gt;
*Ensure that the large can transistor (2N6057, 2N6059, PMD10K40 or PMD10K60) solder joints are solid and that the bolted end is making good contact with the PCB trace.&amp;lt;br&amp;gt;&lt;br /&gt;
*Test the large can transistor...&amp;lt;br&amp;gt;&lt;br /&gt;
**DMM set to &amp;quot;diode test&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
**Black lead on the nut that secures the transistor&amp;lt;br&amp;gt;&lt;br /&gt;
**Red lead on each leg of the transistor&amp;lt;br&amp;gt;&lt;br /&gt;
**A measurement between .5 and .7 should be seen. Readings significantly outside of these ranges indicate a failed transistor which should be replaced.&amp;lt;br&amp;gt;&lt;br /&gt;
*Examine the remaining solder joints on the board to ensure good solid joints and no lifted traces. Note that the trace between the jumper that replaces CR1 and R2 is particularly susceptible to damage and if broken, will cause the associated pop bumper to lock on.&lt;br /&gt;
*Reinstall the PBDB and test.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an update for the PBDB that gives the board a bit more &amp;quot;pop&amp;quot;. Simply replace R1 (1.5Kohms) with a 10Kohm 1/4W resistor and replace C1 (0.01mfd) with a 1 mfd 100 volt (non polarized) capacitor.&lt;br /&gt;
&lt;br /&gt;
Also, to avoid random, uncommanded pops caused by &amp;quot;noise&amp;quot; on the switch line, you can add an electrolytic capacitor to the solder side of the board. Use a 4.7 mfd 16 volt radial capacitor (both leads on one end). Solder the negative lead of the capacitor to pin 4. Solder the positive lead of the capacitor to pin 5.&lt;br /&gt;
&lt;br /&gt;
=====Replacing the 2N6057 with a TIP-102=====&lt;br /&gt;
&lt;br /&gt;
[[File:popdrivertip102.jpg|300px|thumb|left|A TIP-102 installed on a Pop Bumper Driver Board (PBDB)]]&lt;br /&gt;
[[File:PBDTIP102.JPG|300px|thumb|right|Closer view of a TIP-102 installed on a PBDB]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 2N6057 used on Gottlieb games is obsolete, so it is hard-to-find and expensive.  A cheap and effective substitute for the 2N6057 as used on the PBDB is a TIP102 transistor.  It&#039;s not the most elegant &amp;quot;hack&amp;quot;, but it works well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====using Pop Bumper Driver Board for a Kicker solenoid====&lt;br /&gt;
With some games, Gottlieb® used pop bumper boards to control kicker solenoids (for example Victory, uses a PBDB for the top kicker). However, on these boards the pulse time for the solenoid is different! Standard pop bumper boards have a pulse time of 40 milliseconds, while the boards for controlling a kicker have a pulse time around 110 milliseconds.&lt;br /&gt;
&lt;br /&gt;
The pulse timing is controlled by the components at R2 &amp;amp; C3. The standard pop bumper board uses 12KOhm resistor at R2 and a 4.7uF capacitor at C3. On the pop bumper boards intended for the kickers, R2 has a 33KOhm resistor. &lt;br /&gt;
&lt;br /&gt;
pulse time (t) = 0.7 x R x C&lt;br /&gt;
&lt;br /&gt;
So if the kicker is too weak, check the R2 resistor&#039;s value on the kicker&#039;s pop bumper board.&lt;br /&gt;
&lt;br /&gt;
===Drop Target Problems===&lt;br /&gt;
&lt;br /&gt;
====Early System 80 / 80A Drop Target Removal====&lt;br /&gt;
For now, please review the drop target removal guide available at [http://www.papinball.com/tips/gottlieb_drop_target_guide2.html PAPinball.com].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later System 80B Drop Target Removal==== &lt;br /&gt;
This is a stub&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vari-Target Problems===&lt;br /&gt;
The single largest problem with vari-targets is adjusting the spring tension, which returns the vari-target to the at rest position.  The spring can be adjusted by hooking it to one of two screws which hold the spring in place.  In most cases, there is only one screw, but two screw holes are placed 180 degreees from one another within the vari-target frame.  Spring adjustment should be made so that the vari-target barely returns to the home position, when the playfield is upright (resting against the backbox).  Once the playfield is placed in its proper position, gravity will help with the extra &amp;quot;bump&amp;quot; that the vari-target needs to return home.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, the switch leaves of the vari-target, which &amp;quot;ride&amp;quot; along the rivet board need enough tension to make good solid contact with the rivets. Since it&#039;s impossible to bend the switch leaves closer to the rivet board with the rivet board in place, removal of the vari-target rivet board must be done to make this adjustment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vari-targets seldom require adjustment as they were correctly adjusted at the factory. It is possible to move parts of the mechanism so that the switch no longer comes to rest on a rivet when the vari-target &amp;quot;gear&amp;quot; is stopped by the reset relay armature.&lt;br /&gt;
&lt;br /&gt;
Vari-targets are a rare example of where lubrication helps the operation of the mechanism. A thin film of lithium grease on the rivets helps the switch blade &amp;quot;wipe&amp;quot; cleanly across them. Like [http://en.wikipedia.org/wiki/Brylcreem Brylcreem], &amp;quot;a little dab&#039;ll do ya&amp;quot;. Note: That&#039;s humor son...Brylcreem is not a suitable lubricant...for pinball machines. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Roto Target Problems===&lt;br /&gt;
By the time System 80 games first came out, the roto target was a dying assembly.  The believed reason is due to the amount of playfield &amp;quot;real estate&amp;quot; in which it used underneath a playfield.  Circus is the only System 80 game which used the roto target.	 	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===Cabinet===&lt;br /&gt;
* Power cable strain relief bushing, 80A games: Heyco 7k-2&lt;br /&gt;
&lt;br /&gt;
==Game Specific Problems and Fixes==&lt;br /&gt;
&lt;br /&gt;
Black Hole issues have been moved to the dedicated [http://www.pinwiki.com/wiki/index.php?title=Black_Hole Black Hole] page.&lt;br /&gt;
&lt;br /&gt;
===Alien Star Game Start Failure===&lt;br /&gt;
Alien Star has a major fault when running the original 689 code.  For the game to properly start, one ball must be in the trough and one ball in the outhole.  If both balls are located in the trough, only the single trough switch will be closed, and not the outhole switch.  When only the trough switch is closed, the game *thinks* that only one ball is installed, (2 balls total are needed), and will do absolutely nothing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has not been verified, but running 689A code may resolve this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Haunted House - Upkicker Plastic Tube Mounting Bracket===&lt;br /&gt;
&lt;br /&gt;
[[File:Cornell_VR4_cap_bracket.jpg|300px|thumb|left|Mounting bracket for the plastic tube.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The metal mounting bracket that secures the longer plastic upkicker tube to the main playfield breaks its tabs (ears) off allowing the tube to flop around loose. This bracket is actually an electrolytic capacitor mounting bracket for computer grade capacitors. If broken, Mouser Electronics sells this item as part number [http://www.mouser.com/ProductDetail/Cornell-Dubilier/VR4/?qs=0r35cIPu56HWvTGFwxXK2g%3d%3d 539-VR4]. The OEM part is a VR4, which is manufactured by Cornell-Dublier (Mallory).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spring Break - Shooter Lane Switch Required to work or ball will drain and game will &amp;quot;brick&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
[[File:SpringBreakBallLaunchGateCropped.jpg ‎|300px|thumb|left|Ball gate at exit to Spring Break shooter lane. The spring actuates a switch below the playfield. &amp;lt;i&amp;gt;Image courtesy of Russell McIntyre&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spring Break is configured to start a multiball at the start of every ball. The game uses a &amp;quot;shooter lane exit&amp;quot; switch or any scoring switch, to know that a ball has been put into play, enabling subsequent balls to launch. If this switch is malfunctioning, and a ball is launched that scores no points before draining, the game will be &amp;quot;bricked&amp;quot; requiring a power cycle. The key is scoring points and the shooter lane exit switch scores 300 points. This seems like a &amp;quot;hack&amp;quot; created by Gottlieb once this &amp;quot;feature&amp;quot; was discovered.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Devil&#039;s Dare - All Displays out except status display===&lt;br /&gt;
[[File:DD Resistor Before.jpg|thumb|left|300px|Burnt 200 Ohm resistor on +60VDC display power line]]&lt;br /&gt;
[[File:DD Resistor After.jpg|thumb|right|300px|Replacement 200 Ohm 2 watt resistor on +60VDC display power line]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the game in question is a Devil&#039;s Dare, and all of the displays are out except for the status display, and the +60VDC is present at the power supply, but not at the displays, the following may apply.  Some Devil&#039;s Dare games, (it is unknown exactly which ones at this point), have a 200 ohm resistor installed in series with the +60VDC power line for the displays.  The resistor is located on the lamp insert board, just behind the lower right 6 digit display.  The resistor is soldered to two solder eyelets, so replacement is relatively easy.  It is unknown what the purpose of this resistor is, but it is fairly common for the resistor to overheat and potentially fail.  The recommended replacement for this is a 200 ohm 2 watt resistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no information regarding the value or placement of this resistor in the Devil&#039;s Dare manual / schematics.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Volcano Kick Back Ends Prematurely ===&lt;br /&gt;
[[File:VolcanoKickBack.jpg|300px|thumb|left|The Volcano kickback mechanism.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The kickback mechanism in Volcano, once enabled by a playfield feature, remains available until the player uses the feature by pressing the green cabinet button in front of the flipper switch. The game knows that the feature has been used by sensing the switch at the rear of the mechanism. As the plunger pulls in, the normally closed switch is opened by the ring on the rear of the plunger. If this normally closed switch isn&#039;t &amp;quot;making&amp;quot; solidly, the game will think that the plunger has pulled in. The kickback feature will be considered used and hence disabled.&lt;br /&gt;
&lt;br /&gt;
The behavior looks like the feature has timed out prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Games with Playfield Windows: Black Hole, Haunted House, Genesis, Monte Carlo, etc. ===&lt;br /&gt;
Playfield windows use foam washers that provide &amp;quot;counter force&amp;quot; to help keep the window flush with the playfield. If the window isn&#039;t flush with the playfield, the &amp;quot;lip&amp;quot; of the sunken window in its mount will cause airballs and/or the edge of the playfield will wear excessively.&lt;br /&gt;
&lt;br /&gt;
After a couple decades, springy foam washers turn into hard, crumbly foam washers. Weatherstripping (&amp;quot;beer seal&amp;quot;), cut really small, works in a pinch, but the Pinball Resource stocks the proper foam washers (GTB # 21219). Strips of tool box drawer liner work as well, but there is only one chance to crank them down before they compress.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Repair Logs==&lt;br /&gt;
Did you do a repair? Log it here as a possible solution for others.&lt;br /&gt;
====Volcano and Devil&#039;s Dare Left Outlane KickBack Not Working====&lt;br /&gt;
[[File:GottliebBallSaveKickBack2.jpg ‎|300px|thumb|left|With the plunger not pulled in, the normally closed switch &amp;quot;makes&amp;quot;. &amp;lt;i&amp;gt;Image courtesy of PinSider NeedaVirus&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GottliebBallSaveKickBack1.jpg ‎|300px|thumb|right|With the plunger pulled in, the normally closed switch is opened. &amp;lt;i&amp;gt;Image courtesy of PinSider NeedaVirus&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The &amp;quot;kickback ball save&amp;quot; implementation on games like Volcano and Devil&#039;s Dare is enabled via game play achievement(s) but is not &amp;quot;automatically&amp;quot; driven. The player must use a dedicated button adjacent to the cabinet flipper button to fire the plunger at just the right time. Once the plunger is fired, the feature is considered &amp;quot;used&amp;quot; and disabled until the same game play achievement(s) have been accomplished again.&lt;br /&gt;
&lt;br /&gt;
A particular issue with the mechanism is &amp;quot;premature cancellation&amp;quot; of the feature. The feature is enabled via game play, but then immediately disabled. This is caused by the normally closed switch under the apron being maladjusted and not &amp;quot;making&amp;quot;. A simple adjustment of this switch, to ensure it is normally closed, but opens when the plunger is pulled in, will correct the issue. &lt;br /&gt;
&lt;br /&gt;
These pictures...are better than 1,000 more words.&lt;br /&gt;
[[File:BallSaverSchematic.png ‎|600px|thumb|center|The applicable schematic snippet showing the &amp;quot;Ball Saver Switch&amp;quot; and the ball saver relay, a crude but effective implementation. &amp;lt;i&amp;gt;Image property of Gottlieb LLC&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Game Displays 000000 On Power Up and It&#039;s Not The Slam Switch ====&lt;br /&gt;
If you power the game on and all of the displays immediately display all zeros without strobing the problem is usually with the slam switch. However, if the slam switch modification has been done or the slam switch is working properly there is a problem with the switch matrix.&lt;br /&gt;
&lt;br /&gt;
I had this problem on my Haunted House machine. I finally found that chip Z15 (7432) was bad.&lt;br /&gt;
&lt;br /&gt;
I was fixing a kicker solenoid on the playfield, the playfield was still in the machine and fully in the upright position. While I was soldering the wire to the new solenoid I did not adequately protect the components below from a solder drip. Well, I did have a solder drip that landed right on a pop bumper driver board connector and shorted the connector. The short caused more than just this problem but for this narrative we will restrict to the slam/switch matrix problem.&lt;br /&gt;
&lt;br /&gt;
Reading in other materials I recognized the problem as the slam switch issue. I used a logic probe to test other components and found the CPU board working, mostly as it should except for acting like the machine was slam tilted. There was little written about the problem outside of the slam switch. I decided to check the matrix by doing a diode check on all of the diodes in the switch matrix. When I did this, I found that many of the diodes were testing bad. These were being tested with the board removed from the machine.&lt;br /&gt;
&lt;br /&gt;
Having replacement diodes in my parts drawer I decided that these must have gone bad during the short. I began unsoldering a few of the diodes. Once disconnected from the circuit board I remeasured the removed diodes and found the correct values on my meter, they were not bad. I then noticed that the bad diodes were all in the same row on the switch matrix. They all traced back to the Z15 chip. I replaced the Z15 7432 and the problem was resolved.&lt;br /&gt;
&lt;br /&gt;
====Game Displays a single 0 or 1 on Displays====&lt;br /&gt;
If an 80A game does not boot and displays just a single zero, just a single 1, or alternates between a single zero and single 1, this may indicate one or more bad IC(s) on the MPU:&lt;br /&gt;
* CPU&lt;br /&gt;
* Z7&lt;br /&gt;
* Z8&lt;br /&gt;
&lt;br /&gt;
The CPU itself may still output data that can be picked up with a logic probe, but still might be bad.&lt;br /&gt;
&lt;br /&gt;
[[File:Gottlieb-sys80a-bad-cpu-display-symptom.gif|thumb|300px|left|Animation of symptom of alternating 0 and 1]]&lt;br /&gt;
[[File:Gottlieb-sys80a-bad-cpu-display-symptom-zeros.jpg|thumb|300px|left|Symptom of the displays showing a single zero]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Testing the Q relay ====&lt;br /&gt;
Had a problem with my Black Hole - Q relay didn&#039;t activate. Played a bit with wires, did ground mods, .. &lt;br /&gt;
After a while I noticed it did work but didn&#039;t stay enabled - at the start of a game it closed, 1 coil (ball drain) kicked and the Q relay deactivated again. Noticed this with the playfield in up position, no pinballs installed.&lt;br /&gt;
Finally tested with playfield down - and pinballs installed - suddenly the behaviour was different: ball drain coil kicked and then the next coil also that put a coil in the shooter lane. Seems the Q relay did work all this time, but will only stay enabled when pinballs are installed in the game ?!&lt;br /&gt;
&lt;br /&gt;
==== Results of a locked on coil ====&lt;br /&gt;
[[File:BurntCoil1.jpg|300px|thumb|left|Melted coil sleeve.]]&lt;br /&gt;
[[File:BurntCoil2.jpg|300px|thumb|right|Burned coil wrapper.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a coil locks on (due for example to a bad driver board transistor), the coil will burn. Here is a coil which had locked on. Note the burn marks on the paper wrapping and the melted coil sleeve, which prevented the coil plunger from moving through the coil. The resistance of this coil was 0.9 ohms (the specified resistance for this particular coil should be 3.35 ohms), also indicating it&#039;s bad due to an internal short (adjacent windings shorted together due to overheating the coil wire insulation).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Black Hole top rollover switches ====&lt;br /&gt;
When Black Hole serves a ball, it must go through the top rollovers before hitting any other switch.  The playfield design ensures this.  But if it doesn&#039;t (I had the glass off and started testing some other feature), things get very weird: suddenly, I seemed to be in a 3-ball, 4-player game with some of the score displays blank.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t usually a problem in practice but it is worth making sure that the three top rollovers have clean switches.&lt;br /&gt;
&lt;br /&gt;
==== Replacing the 80B 5V pot ====&lt;br /&gt;
I got a Monte Carlo and replaced the 5V adjustment pot on the regulator.  It was working fine.  After the old one had been chopped off, I discovered it was the same as the new one.  It had already been replaced!  A bunch of rework on the regulator, and ground mods on the transformer frame, should have been my clue.&lt;br /&gt;
&lt;br /&gt;
==== 80B sound doesn&#039;t work ====&lt;br /&gt;
I got a Spring Break and the sound didn&#039;t work.  The LED didn&#039;t light in any predictable way, and the game put out a lot of white noise.  At one point I thought I heard some sounds underneath.&lt;br /&gt;
&lt;br /&gt;
Fortunately, I had a Monte Carlo sitting next to it where the sound did work.  I spent some time trying to understand the problem, and finally just swapped all the socketed chips (three EPROMs and the &amp;quot;Orator&amp;quot; speech synthesizer).  The problem followed the EPROMs, not the board.  Ultimately I replaced all three ROMs, although it seems likely that only one was likely bad.&lt;br /&gt;
&lt;br /&gt;
Note that the sound board has two separate CPUs, and only one controls the LED, so it is likely one of the two EPROMs associated with that CPU that is actually bad.&lt;br /&gt;
&lt;br /&gt;
==== Two flash lamp problems ====&lt;br /&gt;
Monte Carlo has four pairs of flashers controlled by &amp;quot;lamp&amp;quot; drive transistors, stepped up by under-playfield transistors.  On my game, I had two unrelated problems with different flash banks.  &lt;br /&gt;
&lt;br /&gt;
The two sockets by the roulette wheel were missing their lamps, and the under playfield was a little burned near where the lamps had been.  Apparently they were locked on, and someone had pulled the bulbs rather than fix the problem.  I replaced Q17, which was out of spec according to the measurements on this page.  I didn&#039;t replace the under-playfield MJ2955 because it seemed to measure correctly.  One down, one to go.&lt;br /&gt;
&lt;br /&gt;
The other flasher, the two on the left side, just didn&#039;t work.  Lamp bulbs were fine, and all transistors seemed OK by the tests given above.  I checked for continuity in the wiring and even tried grounding the transistor side of the circuit, but no lamps lit.  Finally, I pulled the plastic off to take the bulb out (to measure at the socket) and I found that the two lugs of the socket were bent and touching!  So the lamp was a short, but because of the resistor, not short enough to blow the fuse or fry the transistor.  A little bending back seems to have fixed it. -- [[User:Ts4z|ts4z]] ([[User talk:Ts4z|talk]]) 16:29, 7 February 2014 (CST)&lt;br /&gt;
&lt;br /&gt;
==== 80B Display has garbage on one display glass ====&lt;br /&gt;
Chicago Cubs had garbage/nonsensical characters on just the lower score display. I found chip U2 (type 10939) which controls the lower display to be bad. Replacing the chip cured the problem. I also installed a 40 pin IC socket for the replacement chip. If by chance you encounter the same symptom except that it is on the upper display, then chip U1 (type 10939) is bad. U1 controls the upper score display.&lt;br /&gt;
&lt;br /&gt;
====Rebuilt 80/80A Power supply, solenoid fuse blows on power up====&lt;br /&gt;
If a System 80/80A power supply has been rebuilt and the solenoid fuse blows as soon as the game is turned on, take a look at the power supply capacitor at C1. It might have been installed in the wrong direction. Make sure the (-)side on the capacitor matches the (-) side notated on the PCB.&lt;br /&gt;
&lt;br /&gt;
==== Haunted House ten thousand digit out on several displays ====&lt;br /&gt;
Encountered the ten thousand digits missing on three displays: player 1, player 3, and bonus display. Tried several known good cpu boards and problem remained. Tried swapping displays and problem remained. I traced the problem to the wiring harness on the main playfield. At the playfield mounted transistor Q2, the transistor mounting bracket had cut into the wiring harness. I repaired the harness with electrical tape and routed the harness farther away from that bracket with a couple of wire ties. Problem fixed and all displays are now working correctly.&lt;br /&gt;
&lt;br /&gt;
==== Multiple Pop Bumpers dead (maybe) ====&lt;br /&gt;
&lt;br /&gt;
I have a Counterforce, an early 80 game with two pop bumpers. I shopped it and took it to a show. It got put back in my garage and left idle for over a year. I went to play it, and the lower pop bumper didn&#039;t work. I looked into it, and after some poking around, including pulling a connector off of a PBDB. Now, neither pop bumper worked. I checked fuses and voltages but they looked OK. After I got over my frustration at making the problem worse, I realized it was likely something related to having moved the game. I checked both PBDBs and both had cracked header pins. Both boards had the same problem independently. Fixing both boards fixed the pop bumpers.  [[User:Ts4z|ts4z]] ([[User talk:Ts4z|talk]]) 02:49, 18 October 2022 (CDT)&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80&amp;diff=26020</id>
		<title>Gottlieb System 80</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80&amp;diff=26020"/>
		<updated>2026-09-30T21:19:32Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* Ground Improvements for System 80B at the Transformer Panel - &amp;quot;Tag Team Pinball&amp;quot; to &amp;quot;Spring Break&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Gottlieb_Repair_Guides | Gottlieb® solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 1st gen boardset.jpg‎|300px|thumb|left|Gottlieb® System 80 Board Set - 1st Generation ]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
			&lt;br /&gt;
Gottlieb&#039;s® second generation of solid state pinballs is System 80.  Capabilities were increased in terms of controllable lamps, solenoids, gameplay, and sound.  No longer tied to an EM-esque platform, Gottlieb® started to introduce games with more unconventional asymmetric playfields.  System 80 marked a foray into double and triple level playfields, speech, and multiball. Unfortunately, it also represented a lateral step in reliability, with battery corrosion, connectors, and bad grounding plaguing the design.  Nearly all the same issues as were present with the System 1 platform.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
			&lt;br /&gt;
[[File:System80cabinet.jpg|300px|thumb|left|Gottlieb® System 80 Board Set - 2nd Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Just like the System 1 games, the System 80 / 80A / 80B design relied solely on connectors and daisy-chained wiring to transport the ground lines from board to board. The exception is that the large ground plane used with System 1 games was no longer used behind the boards with the System 80 games. Gottlieb® still opted to use plastic standoffs to elevate and secure the boards to the backbox or the back side of the lamp box insert. Thus, if a single ground connector failed in the chain, the logic ground could fail for one or several of the circuit boards. This could potentially lead to locked on coils, relays, and / or controlled lamps. In turn, transistors and chips would fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:Later gtb sys80a boardset.jpg|300px|thumb|left|Gottlieb® System 80A Board Set]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 platform was used for a total of nine years from 1980-1989.  During this period, there were three main versions of the boardset.  These three versions are referred to as: System 80, System 80A, and System 80B.  System 80 was used from 1980-1982, System 80A was used from 1982-1985, and System 80B was used from 1985-1989.  The easiest way to differentiate between the three versions is by looking at the style of displays which were used.  System 80 used 6-digit displays for scoring, and in some instances, for bonus values or timers.  System 80A used 7-digit displays for scoring, and 6-digit displays for bonus values or timers too.  Both the 6-digit and 7-digit displays were limited to displaying numeric values.  System 80B differed the most by using two 20-digit alpha-numeric displays, which were stacked on top of each other.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
[[File:Early gtb sys80b boardset.jpg|300px|thumb|left|Gottlieb® System 80B Board Set - Early]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Shortly after the onset of using the System 80B boardset, it was evident that the complexity of playfield designs had quickly outgrown the boardset.  Remote satellite boards, and transistors littered the underside of the playfield and inside the cabinet, because the driver board was too undersized to handle these extra duties.  A new boardset, known as the System 3 platform, was under development, but was not released until nearly 4 years later in 1990.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
	 &lt;br /&gt;
[[File:Typical gtb sys80b boardset.jpg|300px|thumb|left|Gottlieb® System 80B Board Set - Typical]]&lt;br /&gt;
[[File:GTB Later 80B Backbox.JPG|300px|thumb|right|Gottlieb® System 80B Board Set - Later Games (Hot Shots, Bad Girls, and Big House]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once a System 80 / 80A / 80B game has been methodically gone through with board design grounding flaws and connectors corrected, they are just as reliable as any of their contemporaries.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Games==&lt;br /&gt;
===System 80 Prototype===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|The Incredible Hulk || 1979 || Unknown (10 presumed, 4 confirmed) || 500 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit || A small number of games were used as a testing platform, which featured the system 80 boardset instead of the system 1 boardset. Confirmed games include serials 01440, 01442, 01443, 01447.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80 1st Generation===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|The Amazing Spiderman|| 05-1980 || 7625 || 653 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Panthera|| 06-1980 || 5220 || 652 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||   6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Circus|| 06-1980 || 1700 || 654 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit || Ultra Widebody &lt;br /&gt;
|-&lt;br /&gt;
|Counterforce|| 06-1980 || 3870 || 656 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||   6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Star Race|| 08-1980 || 870 || 657 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit || Ultra Widebody  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80 2nd Generation===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;Sound&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|James Bond|| 10-1980 || 3625 || 658 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Time Line|| 12-1980 || 3167 || 659 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Force II|| 02-1981 || 2000 || 661 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|Pink Panther|| 03-1981 || 2840 || 664 || [[Media:Gtb_sys80_sound.JPG | Sound only]] ||  6-digit ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Mars, God of War]]|| 03-1981 || 5240 || 666 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || First Gottlieb® with speech, lane change, and multi-ball&lt;br /&gt;
|-&lt;br /&gt;
|Volcano|| 09-1981 || 3655 || 667 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || Export games used [[Media:Gtb_sys80_sound.JPG | sound only]] board&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Hole]]|| 10-1981 || 8774 || 668 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  6-digit || First Gottlieb® with 2-Level playing area, Export games used [[Media:Gtb_sys80_sound.JPG | sound only]] board and a simple single backglass with no spinning disc.&lt;br /&gt;
|-&lt;br /&gt;
|[[Haunted House]]|| 06-1982|| 6835 || 669 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 6-digit || First game with 3-Level playing area, Sound only, but used sound &amp;amp; speech board w/o the speech chip installed.&lt;br /&gt;
|-&lt;br /&gt;
|Eclipse|| 1982 || 193 || 671 || [[Media:Gtb_sys80_sound.JPG | Sound only]] || 6-digit || Production game and available as a kit for James Bond 007 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80A===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Devil&#039;s Dare|| 08-1982 || 3832 || 670 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || Export games used the [[Media:Gtb_sys80_sound.JPG | sound only]] board&lt;br /&gt;
|-&lt;br /&gt;
|[[Caveman]]|| 09-1982 || 1800 || PV810 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || Pinball / Video game hybrid &lt;br /&gt;
|-&lt;br /&gt;
|Rocky|| 09-1982 || 1504 || 672 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  ||  7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|[[Spirit]]|| 11-1982 || 1230 || 673 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Punk!|| 12-1982 || 959 || 674 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board  &lt;br /&gt;
|-&lt;br /&gt;
|Striker|| 11-1982 || 910 || 675 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Krull|| 02-1983 || 10 || 676 || [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Goin&#039; Nuts|| 02-1983|| 10 || 682 || [[Media:Gtb_sys80%26a_s%26s.JPG | Sound only]]  || 7-digit || Sound only, but used sound &amp;amp; speech board&lt;br /&gt;
|-&lt;br /&gt;
|Q*bert&#039;s Quest|| 03-1983 || 884 || 677 ||  [[Media:Gtb_sys80%26a_s%26s.JPG | Sound &amp;amp; Speech]]  || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Super Orbit|| 05-1983 || 2100 || 680 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]]  || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board &lt;br /&gt;
|-&lt;br /&gt;
|Royal Flush Deluxe|| 06-1983 || 2000 || 681 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]]  || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board  &lt;br /&gt;
|-&lt;br /&gt;
|[[Amazon Hunt]]|| 09-1983 || 1515 || 684 || [[Media:Gtb sys80 sound MA483 pig.JPG | Sound Only]] or [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || Sound only, but uses the less populated sound &amp;amp; speech board. Later production games used the [[Media:Gtb_sys80a%26b_sound.JPG|sound only]] piggyback sound board &lt;br /&gt;
|-&lt;br /&gt;
|Rack &#039;Em Up!|| 11-1983 || 1762 || 685 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Ready... Aim... Fire!|| 11-1983 || 390 || 686 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Jacks to Open|| 05-1984 || 2350 || 687 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Star]]|| 06-1984 || 1065 || 689 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || 689A Denotes a revision in the ROM code&lt;br /&gt;
|-&lt;br /&gt;
|The Games|| 08-1984|| 1768 || 691 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Touchdown|| 10-1984 || 711 || 688 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|El Dorado City of Gold|| 09-1984 || 905 || 692 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|-&lt;br /&gt;
|Ice Fever|| 02-1985 || 1585 || 695 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || 7-digit || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System 80B===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Date of Release&lt;br /&gt;
!Production&amp;amp;nbsp;#&lt;br /&gt;
!Model&amp;amp;nbsp;#&lt;br /&gt;
!Sound&lt;br /&gt;
!Display&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Chicago Cubs Triple Play|| 05-1985 || ~1365 || 696 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Bounty Hunter|| 07-1985 || 1220 || 694 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] || Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Tag Team Pinball|| 09-1985 || 1220 || 698 || [[Media:Gtb_sys80a%26b_sound.JPG|Sound Only]] ||  Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Rock|| 10-1985 || 1875 || 697 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 || DIP switches 7 and 8, while listed as &amp;quot;spares&amp;quot;, 7 is actually used to turn attract sounds on / off.  There is an addendum added to the first page of the manual stating as such.&lt;br /&gt;
|-&lt;br /&gt;
|Raven|| 03-1986 || 3550 || 702 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Rock Encore|| 04-1986 || 245 || 704 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||Production game using same playfield art as Rock, but mainly available as a conversion kit for Rock&lt;br /&gt;
|-&lt;br /&gt;
|Hollywood Heat|| 06-1986 || 3400 || 703 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Genesis|| 09-1986 || 3500 || 705 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings|| 10-1986 || 3260 || 707 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break|| 04-1987 || 3550 || 706 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo|| 02-1987 || 4315 || 708 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]||  Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Arena|| 06-1987 || 3099 || 709 ||[[Media:GTB Sys80B Sound.JPG|Sound Only]]||Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Victory|| 10-1987 || 3315 || 710 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Lady|| 02-1988 || 2700 || 711 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|TX Sector|| 03-1988 || 2336 || 712 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War|| 04-1988 || 2130 || 714 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-644 ||&lt;br /&gt;
|-&lt;br /&gt;
|Excalibur|| 11-1988 || 1710 || 715 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||Start of the MA-1133 CPU Board. No actual speech callouts are present in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls|| 11-1988 || 2500 || 717 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||  &lt;br /&gt;
|-&lt;br /&gt;
|[[Big House]]|| 04-1989 || 1977 || 713 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 || &lt;br /&gt;
|-&lt;br /&gt;
|Hot Shots|| 04-1989 || 2342 || 718 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 ||  &lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters Inc.|| 08-1989 || 2000 || 719 || [[Media:Gtb sys80b MA886 sound.JPG|Sound &amp;amp; Speech]]|| Alphanumeric; MA-999 || Uses 3 sound boards - uses 50v to power flippers &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Game date of release, production numbers, and model number provided by the Internet Pinball Database - http://www.ipdb.org&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
===Recommended Documentation===&lt;br /&gt;
====Manuals====&lt;br /&gt;
* A game manual.  Pinball Resource has many factory originals still left, and reprints of everything else.&lt;br /&gt;
&lt;br /&gt;
====Theory of Operation &amp;amp; Repair Guides====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Gottlieb Star Series 80 Service Manual&lt;br /&gt;
|[[file:Gottlieb-star-series-80-service-manual-cover.jpg|thumb|left|140px]][[file:Gottlieb-star-series-80-service-manual-cover-alt.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Information on how system 80 operates, with troubleshooting information outlined.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1983 Technical Seminar Workbook&lt;br /&gt;
|[[file:Gottlieb-technical-seminar-workbook-1983-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Information on how system 80 operates, with troubleshooting information outlined.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Parts Catalogs====&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; schematics, and diagrams for controlled lamp, solenoid, and rubber locations. Gottlieb tended to publish a lot of game-specific information in parts catalogs. These have exploded diagrams of assemblies, particularly in earlier games that had the thinner, much less helpful manuals. Playfield parts, lamps, and switches are all diagrammed out. These also have collected service bulletins. Reprints are available from Pinball Resource.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1982 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1982-parts-catalog-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Counter Force, Star Race, James Bond, Time Line, Force II, Pink Panther, Mars God Of War, Volcano, Black Hole, Haunted House, Devil&#039;s Dare, Caveman, Rocky. This catalog also features system 1 games.&lt;br /&gt;
|Includes parts assemblies, plus switch matrix and controlled lamp locations, board layouts, schematics, and board parts lists, coin door parts, and some cabinet parts. Includes System 1 and 80 parts and boards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1987 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1987-parts-manual-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Volcano, Black Hole, Haunted House, Devil&#039;s Dare, Rocky, Spirit, Rock, Striker, Q*bert&#039;s Quest, Super Orbit, Royal Flush, Amazon Hunt, Rack &#039;Em Up, The Games, Chicago Cubs Triple Play, Rock Encore, Ready Aim Fire, Touchdown, Bounty Hunter, Raven, Jacks To Open, El Dorado City Of Gold, Tag Team, Hollywood Heat, Alien Star, Ice Fever, Rock, Genesis&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1992 Parts Catalog&lt;br /&gt;
|[[file:gottlieb-1992-parts-manual-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[http://www.pbresource.com/books.html PBResource.com]&lt;br /&gt;
|Covers 80B games starting from Gold Wings and the first 9 System 3 titles (games #706-#730).&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One interesting note about the part numbers is that the single letter that preceded the number indicated the size of the paper that was used for the original drawing/blueprint of the part. Paper sizes A up through F were used.&lt;br /&gt;
&lt;br /&gt;
===Connector Designations===&lt;br /&gt;
All Gottlieb® machines have a common naming convention for all of the connectors in the game.  A specific connection uses two parts - a prefix and a suffix.  The prefix is the board number or an inline wire junction, and the suffix is the connection on the board or a sequential wire junction number.  When referencing a specific connector pin within a housing, a dash follows the connection number.  For example, the connector pin for the slam switch signal on the CPU board is A1J5-10.  The coin door connection used on Devil&#039;s Dare is A15P1 and A15J1 - the connector pin for switch return 7 on the coin door is A15J1-8.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following boards are assigned the same numbers throughout the System 80 / 80A / 80B platforms.&lt;br /&gt;
*CPU Board - A1&lt;br /&gt;
*Power Supply - A2&lt;br /&gt;
*Driver Board - A3&lt;br /&gt;
*Sound Board - A6&lt;br /&gt;
*Pop Bumper Driver Boards - A8&lt;br /&gt;
*Reset Board - A24&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There are several other board designations used, however, they change from game to game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Wiring Color Code===&lt;br /&gt;
&lt;br /&gt;
Unlike every other pinball manufacturer, which adopted a two-color wiring code system, Gottlieb® used three colors.  Most wiring in a Gottlieb® game used a white base color, which is the wire&#039;s insulation color, and three &amp;quot;striped&amp;quot; traces on each wire.  I state most cases, because there are some wires which only used two colors - the green insulated ground lines which have a single yellow trace, or only one color - the white ground wires used in System 80B games with no trace at all.  Below is the Gottlieb® color chart.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
|-&lt;br /&gt;
| Color || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#000000&amp;quot;&amp;gt;Black&amp;lt;/span&amp;gt;  &lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#A52A2A&amp;quot;&amp;gt; Brown &amp;lt;/span&amp;gt; &lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#800080&amp;quot;&amp;gt; Purple &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#808080&amp;quot;&amp;gt; Gray &amp;lt;/span&amp;gt;&lt;br /&gt;
|| &amp;lt;span style=&amp;quot;color:#000000; background:#FFFFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Does the color chart look familiar?  Well, if you have an electronics background, it should.  The Gottlieb® wire code system is the same as the resistor color coding system.&lt;br /&gt;
&lt;br /&gt;
Here are some examples of the color coding system.  The color wire code for switch strobe line 0 is 400.  400 would be a white insulated wire with a yellow trace and two black traces, or commonly referred to as a yellow-black-black wire.  The ground lines in early System 80 games are code 54.  54 would be a green insulated wire with one yellow trace.&lt;br /&gt;
&lt;br /&gt;
There is one word of caution, which should be pointed out.  If the connections on A1J2 and A1J3 are being replaced, there are wire colors on these connections which are very similar.  Although each wire is located on a different housing, please proceed with caution, as it can be difficult to see all three traces without spinning the wire around.  The wires which come to mind are 344 and 677 on A1J2, and 433 and 766 on A1J3.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Matrix===&lt;br /&gt;
====Switch Matrix Wire Coloring====&lt;br /&gt;
[[File:GottliebSystem80A1J6SwitchMatrixWireColors.png|right|thumb|500px|Gottlieb® System 80 Switch Matrix Wire Coloring at Connector A1J6. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Wire colors used for the switch matrix, as connected to A1J6 on the MPU, were identical across all Gottlieb System 80/80A/80B games. They are, from pin 1 to 19, and right-to-left &amp;lt;b&amp;gt;(backwards)&amp;lt;/b&amp;gt; as you view the front of the connector as installed on the MPU...&lt;br /&gt;
#yellow-black-black&lt;br /&gt;
#yellow-brown-brown&lt;br /&gt;
#yellow-red-red&lt;br /&gt;
#yellow-orange-orange&lt;br /&gt;
#yellow-yellow-yellow&lt;br /&gt;
#yellow-green-green&lt;br /&gt;
#yellow-blue-blue&lt;br /&gt;
#yellow-purple-purple&lt;br /&gt;
#white (ground)&lt;br /&gt;
#blue-black-black&lt;br /&gt;
#blue-brown-brown&lt;br /&gt;
#blue-red-red&lt;br /&gt;
#blue-orange-orange&lt;br /&gt;
#blue-yellow-yellow&lt;br /&gt;
#blue-green-green&lt;br /&gt;
#blue-blue-blue&lt;br /&gt;
#blue-purple-purple&lt;br /&gt;
#blue-slate-slate (+5VDC)&lt;br /&gt;
#empty&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; that not all games use all rows and/or all columns of the switch matrix. Unused switch matrix circuits are not wired.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Switch Numbering====&lt;br /&gt;
[[File:Sys80 switch matrix.png|left|thumb|600px|Gottlieb® System 80 Switch Matrix]]&lt;br /&gt;
The Gottlieb® System 80 / 80A / 80B switch matrix consists of a maximum of 64 switches.  There are a total of 8 switch strobes and 8 switch returns. However, not every switch in the matrix is used on every System 80 game.&lt;br /&gt;
&lt;br /&gt;
Just like the System 1 switch numbering system, the System 80 switch numbers have a similar naming convention.  Except, the System 80 switch numbering system is the opposite of System 1.  If you are accustomed to working on System 1 games, pay close attention.  With Gottlieb® System 80 switches the first number of the switch is its strobe number, while the second number is switch&#039;s return number.  An example would be switch 54.  Switch 54 is located on strobe 5 and return 4 of the switch matrix.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Strobe 0&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-1 / A1J5-2)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 1&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-2 / A1J5-3)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 2&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-3 / A1J5-4)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 3&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-4 / A1J5-5)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 4&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-5 / A1J5-6)&lt;br /&gt;
! Strobe 5&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-6 / A1J5-7)&amp;lt;br&amp;gt;&lt;br /&gt;
!Strobe 6&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-7)&lt;br /&gt;
!Strobe 7&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-8 / A1J5-9)&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 0 (A1J6-10)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 00&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 10&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 20&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 30&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 40&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 50&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 60&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 70&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 1 (A1J6-11)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 01&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 11&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 21&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 31&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 41&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 51&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 61&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 71&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 2 (A1J6-12)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 02&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 12&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 22&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 32&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 42&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 52&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 62&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 72&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 3 (A1J6-13)&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 03&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 13&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 26&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 33&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 43&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 53&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 63&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 73&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 4 (A1J6-14)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 04&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 14&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 24&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 34&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 44&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 54&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 64&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 74&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 5 (A1J6-15)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 05&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 15&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 25&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 35&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 45&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 55&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 65&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 75&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 6&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-16 / A1J5-8)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 06&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 16&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 26&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 36&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 46&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 56&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 66&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 76&amp;lt;br&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top; text-align: center; font-weight: bold;&amp;quot; | Return 7&amp;lt;br&amp;gt;&lt;br /&gt;
(A1J6-17 / A1J5-1)&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 07&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 17&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 27&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 37&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 47&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 57&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 67&amp;lt;br&amp;gt;&lt;br /&gt;
|  style=&amp;quot;vertical-align: top; text-align: center;&amp;quot; | 77&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
====The &amp;quot;Missing&amp;quot; Gottlieb® System 80 Switches====&lt;br /&gt;
&lt;br /&gt;
With the Gottlieb® System 80 series of games, there are some switch assignments that are designated the same throughout the System 80, 80A, and 80B platforms.  These switches are typically not listed in the switch matrix portion of the manual.  You have to review the cabinet schematics, and decipher what switches use what return and strobe.  However, it appears that Gottlieb® / Premier® changed this section of the schematic starting with Excalibur or Bad Girls by no longer listing the strobes for these switches.  So, below are the &amp;quot;missing&amp;quot; switch assignments for any Sys80B.  All the info applies for Sys80 and Sys80A, except the two advance buttons, which weren&#039;t used prior to Sys80B.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;06&#039;&#039;&#039; - left advance button, also pause both lamp and relay/ solenoid tests (Sys80B only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;07&#039;&#039;&#039; - play / test switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;16&#039;&#039;&#039; - right advance button (Sys80B only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;17&#039;&#039;&#039; - left coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;27&#039;&#039;&#039; - right coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;37&#039;&#039;&#039; - center coin switch&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;47&#039;&#039;&#039; - replay button&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;57&#039;&#039;&#039; - plumb bob and ball roll tilts (these have the same switch assignment as the playfield tilt switch)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Black Hole is an exception.  The switch assigned for the tilt on Black Hole is 26.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The coin door slam switch is not part of the switch matrix.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Language Selection ===&lt;br /&gt;
&lt;br /&gt;
The only way to change the language displayed is to install the correct language ROMs. Gottlieb didn’t incorporate a “soft” method of changing language selection. &lt;br /&gt;
&lt;br /&gt;
===Enabling Free Play===&lt;br /&gt;
Free play options were unavailable in the original System 80/80A/80B game code. However, there are some hardware modifications that can be done, stacked switches can be added to the start/credit button, or  EPROMs with free play code can replace original PROMs.&lt;br /&gt;
&lt;br /&gt;
====Free Play EPROMs====&lt;br /&gt;
For system 80/80A, the U2/U3 PROMs can be replaced with an [http://www.flipprojets.fr/Freeplay_EN.php EPROM with free play code]. Replacing U2/U3 will require an adapter, such as the [https://www.greatplainselectronics.com/proddetail.asp?prod=140-101 module from GreatPlainsElectronics (no longer available)], [https://lisy.dev/u2u3-_adapter.html LISY], [https://www.flippp.fr/u2u3pcb.php?lg=en flippp], or a [http://www.actionpinball.com/tech/sys80mod.php#system custom adapter board]&lt;br /&gt;
&lt;br /&gt;
For System 80B, the game PROM can be replaced with an [http://www.flipprojets.fr/Proms80B_EN.php EPROM with free play code].&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80 Games====&lt;br /&gt;
Early Gottlieb® solid state pinball machines, prior to 1990, did not have a free play option available within the game settings.  With this simple modification, a game can be set up for free play.  First, identify the diode strip in the bottom of the cabinet.  Once the diode strip is found, locate the credit button and coin switch strobe line wires.  The wires will be located on the left of the diode strip - the non-banded side of the diodes.  Below is a list of the wires.&lt;br /&gt;
&lt;br /&gt;
* Credit button wire - Green-Yellow-Yellow&lt;br /&gt;
* Left coin switch wire - Green-Brown-Brown&lt;br /&gt;
* Center coin switch wire - Green-Orange-Orange&lt;br /&gt;
* Right coin switch wire - Green-Red-Red&lt;br /&gt;
&lt;br /&gt;
[[File:Gtbsys80board.jpg|300px|thumb|left|Typical location of System 80 diode board in cabinet]]&lt;br /&gt;
[[File:System80FreePlayJumper.jpg‎|300px|thumb|right|Gottlieb® System 80 Black Hole diode board with jumper (yellow wire) to implement free play]]&lt;br /&gt;
&lt;br /&gt;
Solder a small lead wire from the credit button wire to any of the coin switch wires. The wires will change to different colors on the other side of the diode. You want to solder to the side of the diode (non-banded) with the color wire specified above. &lt;br /&gt;
&lt;br /&gt;
Make sure that the diode, credit button wire, and coin switch wire are still soldered securely to the diode strip terminal when finished.  If soldering is not an option, use a small alligator clip test lead. Now, when the credit button is pressed, a credit will be incremented and decremented. A game can be easily started without the need to open the coin door to trip the coin switches anymore.&lt;br /&gt;
&lt;br /&gt;
For this &amp;quot;hack&amp;quot; to work properly (adding a credit and then decrementing a credit), the MPU DIP switches for the associated coin chute must be configured so that one coin drop adds one credit. In other words, if the DIP switches are set to require more than one coin drop through the associated chute, the free play &amp;quot;hack&amp;quot; will not work correctly because the &amp;quot;hack&amp;quot; mimics a single coin drop.&lt;br /&gt;
&lt;br /&gt;
Please note that this modification does not apply to Gottlieb® System 80A and System 80B machines. System 80A and 80B machines use diode boards with edge connections, which are typically located on the cabinet wall near the left flipper cabinet switch. Jumpering the diodes on System 80A and 80B games do not give the intended free play results of jumpered System 80 diodes. This is attributed to how the diode boards are physically placed differently in circuit with respect to the switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TimeLineFreePlay.jpg‎|300px|thumb|left|Gottlieb® System 80 Time Line diode board with jumper (the red wire...I mean...it&#039;s a red flippin&#039; wire. You HAVE to be able to see it!) to implement free play]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left ties the center coin chute wire (Green-Orange-Orange) to the credit button wire (Green-Yellow-Yellow).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80A Games====&lt;br /&gt;
[[File:ExampleSwitchStack.jpg ‎‎|300px|thumb|left|A &amp;quot;donor&amp;quot; switch pair.]]&lt;br /&gt;
[[File:System80AStackedSwitch.jpg ‎ ‎‎|300px|thumb|right|Donor switch pair atop original credit button switch pair.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There is no method to implement free play for System 80A games at this time, other than &amp;quot;stacking&amp;quot; the credit button switch with one of the coin drop switches.&lt;br /&gt;
&lt;br /&gt;
The image at left shows a &amp;quot;donor&amp;quot; switch pair. A diode is not required on the switch as switch isolation diodes for coin door switches are located elsewhere in the game. This switch pair is from an early Williams solid-state game and is a bit too long. As implemented, the switch tabs were clipped, an additional 3/16&amp;quot; hole was drilled forward of the existing two holes, so that the switch pair length approximated the original credit button length. The insulating fish paper is necessary and will be reused.&lt;br /&gt;
&lt;br /&gt;
The image at right shows both the original credit button switch pair (inside) and the new switch pair with the coin drop wires from one of the coin chutes soldered tightly. The two switch pairs are insulated from each other with fish paper from the donor switch. Two new 5x40 by 1 inch screws have been used to secure the switch stack tightly. The original screws are too short for two switches. The additional switch has been adjusted to close just after the credit button switch closes.&lt;br /&gt;
&lt;br /&gt;
This implementation attempts to start a game, then adds a credit, making it normal to have to press the credit button twice if the game has no credits. One might think that swapping the switches would work better by adding a credit and then starting a game. However, at least for this game (Spirit), doing this didn&#039;t work. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Free Play for System 80B Games====&lt;br /&gt;
A System 80B game does not have a built-in free play option available, so the fallback option to add credits is usually to open the coin door and trip the coin switches. However, there are a couple of methods that can be used to avoid doing that.&lt;br /&gt;
&lt;br /&gt;
=====Free Play (80B) Diode Board Modification=====&lt;br /&gt;
Locate the diode board used for all of the coin door switches (normally inside the cabinet to the left of where the coin box would be placed). Remove the diode board. Add a jumper between pin 4 and pin 10 of the diode board on the solder side of the board, (this can be done on the component side instead). Make certain that the jumper is soldered onto the banded side of the diodes. This jumper essentially ties the right advance button on the front of the cabinet to the center coin switch.&lt;br /&gt;
&lt;br /&gt;
Now, when the right advance button is pressed, credits will be added to the game. There have not been any unwanted side effects observed when the right advance button is pressed while scrolling through characters used to enter high score initials.&lt;br /&gt;
&lt;br /&gt;
An alternative method that achieves the same result is to use a jumper wire with minigrabber ends and clip them on to the bottom of the 4th and 9th diodes (from the right) on the front of the board. This requires no soldering and the diode board doesn&#039;t even need to be removed.&lt;br /&gt;
&lt;br /&gt;
The jumper modification should work on games from Chicago Cubs Triple Play to Excalibur. Hot Shots, Bad Girls, Big House, and Bone Busters, Inc. do not have a diode board for the coin door, so this specific modification cannot be done on those titles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=400 class=center&amp;gt;&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board.JPG|Typical location of System 80B diode board on cabinet wall&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Added.JPG|Added jumper to back of diode board&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Location_Front.JPG|Location to add jumper to front of diode board&lt;br /&gt;
File:GTB_Sys80B_Coin_Door_Diode_Board_Jumper_Added_To_Front.JPG|Added minigrabber jumper to front of diode board&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Free Play ROM (80B) =====&lt;br /&gt;
Another option is a free play ROM, produced by a group of kindly fellows in France. By burning the revised image into a 2764, and installing the new ROM on the daughter card, the game will now be on free play. Their implementation notices when zero credits are on the game and the credit button has been pressed. The new code then adds 20 credits to the game, and starts a game. The System 80B free play ROMs can be found [http://www.flipprojets.fr/Proms80B_EN.php here].&lt;br /&gt;
&lt;br /&gt;
[[image:PinSideLogo.png]] PinSider &amp;quot;McZonk&amp;quot; has hacked the 80B ROM set to include a very nice free play option. This code modification displays the letters &amp;quot;FP&amp;quot; on the display in lieu of the credit count when enabled. More information regarding this modification can be found on [https://pinside.com/pinball/forum/topic/free-play-mod-for-raven the Pinside discussion thread here].&lt;br /&gt;
&lt;br /&gt;
=== Bookkeeping &amp;amp; Diagnostics ===&lt;br /&gt;
[[File:GTB sys80 test button.jpg|300px|thumb|left|Gottlieb® System 80 Coin Door Test Button Highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
To enter the bookkeeping / diagnostic mode, open the coin door and press the red momentary switch. (Note this switch has no credit function)  Depending on the particular game, the self test button may be mounted on a bracket located on the coin door or just inside the cabinet near the coin door hinge.  Upon pressing this button, the 4-digit status display used with System 80 and System 80A games will display &amp;quot;&#039;&#039;&#039;00&#039;&#039;&#039;&amp;quot; in the credit window. Pressing the self test button again will advance to the next step in the bookkeeping.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an option to bypass all of the bookkeeping functions, entering diagnostic mode directly.  To achieve this, the self test button must first be pressed.  &amp;quot;&#039;&#039;&#039;00&#039;&#039;&#039;&amp;quot; will shown on the status display.  Then, the credit / start button should be pressed once.  The status display should now show &amp;quot;&#039;&#039;&#039;16&#039;&#039;&#039;&amp;quot;. &amp;quot;&#039;&#039;&#039;16&#039;&#039;&#039;&amp;quot; is the first test in diagnostic mode.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bookkeeping (System 80/80A)&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1 - Coins thru left chute&amp;lt;br&amp;gt;&lt;br /&gt;
2 - Coins thru right chute&amp;lt;br&amp;gt;&lt;br /&gt;
3 - Coins thru center chute&amp;lt;br&amp;gt;&lt;br /&gt;
4 - Total plays&amp;lt;br&amp;gt;&lt;br /&gt;
5 - Total replays&amp;lt;br&amp;gt;&lt;br /&gt;
6 - Game percentage&amp;lt;br&amp;gt;&lt;br /&gt;
7 - Extra ball&amp;lt;br&amp;gt;&lt;br /&gt;
8 - Total tilts&amp;lt;br&amp;gt;&lt;br /&gt;
9 - Total slam tilts&amp;lt;br&amp;gt;&lt;br /&gt;
10 - Number of times the HSTD has been beaten&amp;lt;br&amp;gt;&lt;br /&gt;
11 - First high score level&amp;lt;br&amp;gt;&lt;br /&gt;
12 - Second high score level&amp;lt;br&amp;gt;&lt;br /&gt;
13 - Third high score level&amp;lt;br&amp;gt;&lt;br /&gt;
14 - High score to date score&amp;lt;br&amp;gt;&lt;br /&gt;
15 - Average game time &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Diagnostics&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
16 - Lamp test&amp;lt;br&amp;gt;&lt;br /&gt;
17 - Coil test (will cycle and display coil number of coils used in the game. Coin counter coils, if installed, are excluded)&amp;lt;br&amp;gt;&lt;br /&gt;
18 - Switch test. (99 = no switches closed)  You can check switch numbers by pressing them on the playfield during this step.&amp;lt;br&amp;gt;&lt;br /&gt;
19 - Display test. The displays will cycle through each digit&amp;lt;br&amp;gt;&lt;br /&gt;
20 - Memory test. (99 = no fault)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80-7641-2Error.jpg|300px|thumb|left|Gottlieb® System 80 &amp;quot;7641&amp;quot; Error]]&amp;lt;br&amp;gt;&lt;br /&gt;
An example of a ROM image checksum error (or perhaps a ROM memory access error) displayed during test 20 is pictured at left. During test 20, if a checksum error is detected, the ROM code in U2/U3 will indicate &amp;quot;7641-X&amp;quot; in the player 1 display window, with &amp;quot;X&amp;quot; being &amp;quot;1&amp;quot; to indicate PROM 1 or &amp;quot;2&amp;quot; to indicate PROM 2. If you have followed the procedure to combine the original game ROMs into a single 2716, this error message is an indicator that the checksum of either the 1st half or the 2nd half of that ROM failed. Replace the ROM.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80A5101.jpg ‎|300px|thumb|left|Gottlieb® System 80A &amp;quot;5101&amp;quot; Error]]&amp;lt;br&amp;gt;&lt;br /&gt;
An example of a probable 5101 CMOS RAM error (or perhaps a CMOS RAM memory access error) displayed during test 20 of a System 80A &amp;quot;Spirit&amp;quot; game is pictured at left. During test 20, if a RAM error is detected, &amp;quot;5101&amp;quot; will be displayed in the player 1 display window.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
System 80B uses the same process as System 80/80A to enter bookkeeping / diagnostics.  The only difference is upon pushing the self test button the first time, the top alphanumeric display will display &amp;quot;&#039;&#039;&#039;TEST MODE&#039;&#039;&#039;&amp;quot;.  Pressing the self test button again will enter bookkeeping mode, while pressing the credit / start button will enter diagnostics mode.  After entering either mode, pressing the self test button will advance through each step in the appropriate mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80BZ5Error.jpg ‎|300px|thumb|left|Gottlieb® System 80B &amp;quot;ERROR- Z5&amp;quot;]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80B memory test will throw a memory error, &amp;quot;ERROR- Z5&amp;quot; as shown at left. This could indicate a failed 5101 (most likely) or it could mean that the processor can not access the 5101 due to chip select, address signal line, or data line signal line issues.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following notes apply to all System 80/A/B games.&lt;br /&gt;
*Any diagnostic test can be repeated by pressing the credit / start button.&lt;br /&gt;
*Waiting 60 seconds will reset the CPU and return the game to attract mode. &lt;br /&gt;
*The slam switch or tilt switch can be triggered to exit diagnostics. This is probably the only benefit of keeping the slam switch functional. However, considering the sometimes strange side effects which can arise from a maladjusted or malfunctioning slam switch, [[Gottlieb_System_80#Slam_Switch_Modification | disabling the slam switch]] is generally a better idea.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Default High Score To Date (HSTD)====&lt;br /&gt;
If a high score to date is not explicitly set (setting 14), then some (most) games use a default HSTD of either 770,000 or 790,000. Some games (such as Volcano or Black Hole) also have an auto-reset back to the default HSTD value after a player&#039;s score exceeds 980,000.&lt;br /&gt;
&lt;br /&gt;
====Pausing the Lamp and Solenoid Test (System 80B Only)====&lt;br /&gt;
[[File:Gtb sys80B left advance.jpg|left|thumb|300px|The left advance button on a System 80B Game]]&amp;lt;br&amp;gt;&lt;br /&gt;
The following only applies to System 80B lamp and solenoid tests.  A little known fact is that the lamp and solenoid tests can be &amp;quot;paused&amp;quot; on a single lamp or single solenoid.  To stop whichever item is being tested during lamp or solenoid test, and repeat the test on the particular item, simply push and hold in the left advance button located on the front of the cabinet, as shown in the picture to the left.  The left advance button can then be released, pressed, and held in again to step to the next item in the test.  This is a particularly nice feature, because the lamps and solenoids or relays tend to be pulsed rather quickly in test, and cannot be observed very well, until the test repeats itself.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rubber Ring Chart===&lt;br /&gt;
Although the Gottlieb® System 80 game manuals do list the location and part numbers for rubber rings used, some fail to list the actual rubber ring size.  Below is a handy chart, which lists the Gottlieb® rubber OEM number and its size.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gottlieb® #&lt;br /&gt;
!Description &lt;br /&gt;
|-&lt;br /&gt;
|A-14793 ||23/64&amp;quot; White Mini-Post&lt;br /&gt;
|-&lt;br /&gt;
|A-15705 ||27/64&amp;quot; White Mini-Post&lt;br /&gt;
|-&lt;br /&gt;
|A-10217 ||5/16&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-17493 || 7/16&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10218 || 3/4&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10219 || 1&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10220 || 1-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10221 || 2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10222 || 2-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10223 || 3&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10224 || 3-1/2&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10225 || 4&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-10226 || 5&amp;quot; White Ring&lt;br /&gt;
|-&lt;br /&gt;
|A-13151 || 3/8 x 1-1/2&amp;quot; Standard Red Flipper&lt;br /&gt;
|-&lt;br /&gt;
|A-13149 || 3/8 x 1&amp;quot; - Small Beaded Red Flipper&lt;br /&gt;
|-&lt;br /&gt;
|A-1344 || Rebound Rubber&lt;br /&gt;
|-&lt;br /&gt;
|1872 || Shooter Tip&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
&lt;br /&gt;
===[[System 80 / 80A / 80B Board Set]]===&lt;br /&gt;
Clicking the link above will direct you to a new page showing all of the System 80/80A/80B boards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 boards 3.png‎|800px|center|Gottlieb® System 80 Board Diagram]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following functional block diagram depicts the main PCBs and the input/output signals between them (#n = wire count).&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:sys80b_IO_lines.png|800px|center|Gottlieb® System 80/B functional blocks and I/O lines]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[System 80 / 80A / 80B Satellite Boards]]===&lt;br /&gt;
Clicking the link above will direct you to a new page showing all of the System 80/80A/80B satellite boards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Supplies===&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Power Supply====&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 psu.JPG‎|300px|thumb|left|System 80 / 80A Power Supply]]&lt;br /&gt;
[[File:Gtb sys80 psu back.JPG|300px|thumb|right|System 80 / 80A Power Supply - Showing the Large Heat Sink]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 / 80A power supply is very similar to the System 1 power supply, where as the circuit board is secured to a large &amp;quot;hot plate&amp;quot; heat sink. This style power supply is used for all System 80 and 80A games from Spiderman to Ice Fever, and is the source of the following:&lt;br /&gt;
* +5 VDC logic power&lt;br /&gt;
*+8 VDC offset voltage needed for the displays&lt;br /&gt;
*+60 VDC for the 6 or 7 digit displays&lt;br /&gt;
*+42 VDC for the status display&lt;br /&gt;
*Ground from earth ground located on the transformer panel&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the System 1 power supply, the +5 VDC logic power is no longer rectified and filtered on the power supply itself.  This process is now handled by a bridge rectifier and a large filtering capacitor located on the transformer panel.  The System 80 power still employs a [http://en.wikipedia.org/wiki/Crowbar_%28circuit%29 crowbar circuit] for the logic power, which protects from over-voltage situations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although these power supplies are fairly reliable, there are some drawbacks to the design.  By incorporating a large heat sink for the PMD10K40 / 2N6059 TO-3 transistor on the board, a lot of heat is dissipated throughout the whole board.  This in turn will limit the life expectancy of the other electronic components on the board.  Equally, the heat sink must be removed in order to perform component level repairs to the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Sound &amp;amp; Speech Power Supply==== &lt;br /&gt;
&lt;br /&gt;
A sound &amp;amp; speech board (S&amp;amp;S) is used starting with Mars God of War (MGOW).  Because of the voltages needed to drive some of the components on the S&amp;amp;S board, this secondary power supply is added to the power train.  The voltages generated from this board are:&lt;br /&gt;
*+12 VDC used for the analog inverters and voice synthesizer chip&lt;br /&gt;
*-12 VDC used for the analog inverters&lt;br /&gt;
*+30 VDC used by the sound amplifier (LM379)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 sands power1.JPG|300px|thumb|left|System 80 Sound &amp;amp; Speech Power Supply (1st Generation)]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There are two different variations of this power supply.  The first style is used only with MGOW and Volcano, and is not a printed circuit board (PCB).  The electronic components were screwed to a block of wood, which is located on the left wall of the lower cabinet.  Conducting tests and repairs to this style power supply can be awkward and difficult.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys80 s&amp;amp;s psu.JPG|300px|thumb|left|System 80/80A Sound &amp;amp; Speech Power Supply (2nd Generation)]]&lt;br /&gt;
[[File:System80SpeechAndSoundPS.jpg|300px|thumb|right|System 80/80A Sound &amp;amp; Speech Power Supply (2nd Generation), with test points added. Unstuffed component locations facilitate easy addition of voltage test points The ground test point requires a hole to be drilled in the PCB. Negative 12V is measured at the non-banded end of the 1N4742 zener diode.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Black Hole, the S&amp;amp;S power supply is now on a circuit board (MA-188), which is located in the head of the game with the other circuit boards.  Even though each style of S&amp;amp;S power supply uses different components for the generation of +12 VDC, the end result is the same.  The S&amp;amp;S power supply was no longer used when Gottlieb® went a step backwards, and installed the System 80A sounds only board with the piggyback board.  This change occurred during the run of Amazon Hunt.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The generation 1 and generation 2 sound board power supplies are not pin compatible. One could be exchanged for the other by rearranging connections of a 9-pin molex connector. However, this is not recommended.&lt;br /&gt;
&lt;br /&gt;
====System 80B Power Supplies====&lt;br /&gt;
&lt;br /&gt;
Starting with Chicago Cubs, the Gottlieb® power train went through a bit of a face lift. The System 80B platform uses two separate boards to supply power.  This design change is mainly due to the single display board, which rectifies the high voltage on the board itself.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80b psu.JPG|300px|thumb|left|System 80B +5 VDC Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
The small power supply with the finned heat sink is only used to generate +5 VDC for logic power.  Although, removing the heat sink is not necessary to work on the board, this power supply has its own set of issues.  First, it does not have a crow bar circuit.  If the LM338K voltage regulator fails, and fails whereas the voltage increases drastically, it can destroy electronic components on the other circuit boards.  Secondly, it&#039;s not as bad, but heat is still dissipated throughout the board.  Third, the adjustable potentiometer (pot) on the power supply is prone to failure, due to dirt, dust, and contaminants.  Finally, it is typical for the header pins on the input and output of the board to develop cracked solder joints.  The two latter problems can easily be overcome, and will be addressed in the [http://pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Recommended_Repairs_for_the_System_80B_Power_Supply_Board Recommended Repairs for the System 80B Power Supply Board] section below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80b aux psu.JPG|300px|thumb|left|System 80B Auxiliary Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Rock, the second power supply is added, and is referred to as the auxiliary power supply. The primary functions of this board is used to power the sound board, and amplify the audio output. This sound amplifier board is used in concert with MA-766 and MA-886 sound boards. A breakdown of the voltages supplied by the auxiliary power supply are as follows:&lt;br /&gt;
*-12 VDC&lt;br /&gt;
*+12 VDC&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80B-MA1017AuxPowerSupply.jpg |300px|thumb|left|System 80B Auxiliary Power Supply with .156 headers versus edge connector]]&lt;br /&gt;
[[File:BoneBustersSpecificAmpBoard.jpg |300px|thumb|right|A BoneBusters Inc specific Auxiliary Power Supply]]&amp;lt;br&amp;gt;&lt;br /&gt;
This Auxiliary Power Supply board changed with the release of Bad Girls. Edge connections were no longer used. Instead, .156&amp;quot; header pins were added to the board as shown at left. Note that the System 80B Auxiliary Power Supply board is slightly different from the System 3 Auxiliary Power Supply board. The System 80B board uses a 1K ohm, 2 watt resistor at R8. The System 3 board uses a 330 ohm 1/2 watt resistor at that location.&lt;br /&gt;
&lt;br /&gt;
[http://www.ipdb.org/machine.cgi?id=347 Bone Busters Inc.] uniquely used a modified Auxiliary Power Supply board as pictured at right. A connection was made between pin 12 and the intersection of R1 and R2 to connect the audio output of the second, less populated sound board to the amplifier circuitry. A 1.8K ohm 1/4 watt resistor makes the connection while balancing the audio level from this input. No other game used pin 12 or this configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===CPU Board===&lt;br /&gt;
[[File:Gtb sys80 cpu divided.png‎|300px|left|thumb|Gottlieb® System 80 CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 CPU board is a 6502 based microprocessor system. The 6502 microprocessor (the very same one used in the first Apple computer and the Atari 2600) executes the basic operating system contained in the masked ROMs at U2/U3.  The masked ROMs at U2 and U3 have the same code for all of the different generations of the System 80 platform.  U2 and U3 code changed with the System 80A platform.  The game code &amp;quot;personality&amp;quot; augments the basic operating system PROM(s).  Early System 80 games which used two ROMs at PROM1 and PROM2 positions were masked ROMs.  Later, when the game code could be held in a single 2716, an EPROM was used instead. Battery-backed memory for audits and adjustable game parameters is added via a 5101 256x4 bit CMOS memory at Z5. &amp;quot;Scratchpad&amp;quot; memory is contained in the three 6532 RIOTs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Control of peripheral devices (in this case lamps, displays, solenoids, switches and sound) is accomplished via three 6532 RIOTs (RAM-I/O-Timer) at U4, U5, and U6. Each RIOT in turn controls it&#039;s own &amp;quot;subsystem&amp;quot; to drive these devices.&lt;br /&gt;
&lt;br /&gt;
*Switch matrix (U4)&lt;br /&gt;
*Displays (U5)&lt;br /&gt;
*Solenoids (U6)&lt;br /&gt;
*Lamps (U6)&lt;br /&gt;
*Sound (U6)&lt;br /&gt;
&lt;br /&gt;
There are four generations of the System 80 board.  All of the CPU boards can be easily identified by their revision numbers notated just below the operator adjustable dip switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====1st Generation CPU Board====&lt;br /&gt;
[[File:GTB sys80 CPU 1st ver.JPG|300px|thumb|left|System 80 CPU Board - 1st Generation]]&amp;lt;br&amp;gt;&lt;br /&gt;
The first generation CPU is used in the first 5 System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-001&lt;br /&gt;
*DET PB03-D102-001&lt;br /&gt;
*REV B&lt;br /&gt;
This board uses two masked PROM chips for the game code.  The chips are typically labeled with the three digit game model number followed by /1 or /2, designating the game PROM position.  An example of this naming convention is shown in the pic to the left.  652/1X and 652/2X are game PROM 1 and PROM 2 for Panthera.  The &amp;quot;X&amp;quot; in this case designates a code revision.  The masked ROMs at position U2 and U3 are not socketed on this board.&amp;lt;br&amp;gt;&lt;br /&gt;
With some simple modifications, this board is upward compatible to use a single 2716 EPROM placed in the PROM 1 socket of the board.  With the change of U2 and U3, this board can be used in System 80A games.  The board could potentially be used in a System 80B game with many modifications, and the addition of a daughter board, however, it is not recommended.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:EarlySystem80MPUFactoryCutJumper.jpg|300px|thumb|left|The corrected trace layout error in the 1St generation System 80 MPU]]&amp;lt;br&amp;gt;&lt;br /&gt;
This generation of board has a trace layout error that was corrected by a cut and jumper which moves the trace that terminates at Z5 (5101) pin 20 from Z36 pin 10 to pin 9.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB sys80 cpu front scale.png|300px|thumb|left|System 80 CPU Board - 1st Generation (Front)]]&lt;br /&gt;
[[File:GTB sys80 cpu back scale.png|300px|thumb|right|System 80 CPU Board - 1st Generation (Back)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;skeletal&amp;quot;, semi-populated board scans can be very useful when having to replace or follow traces on a CPU board.  Although the scans are of the 1st generation CPU board, most areas can be used for other generation CPU boards too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====2nd Generation CPU Board====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Placeholder for System 80 CPU Board - 2nd Generation]]&lt;br /&gt;
The second generation CPU is used in some System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-??? (check boards for the suffix)&lt;br /&gt;
*DETAIL PB03-D107-001&lt;br /&gt;
This board uses a single 2716 EPROM chip for the game code located at the PROM 1 socket position.  The chips are typically labeled with the three digit game model number.  Occasionally, the chip&#039;s game number label will be followed by /1, /2, /3, or even /4. In this case, the number following the slash is the code revision number.  An example of this naming convention is 658 /2, which is a game PROM for James Bond - code revision 2.  The masked ROMs at position U2 and U3 are not socketed on this board either.&amp;lt;br&amp;gt;&lt;br /&gt;
With the change of U2 and U3, this board can be used in System 80A games.  The board could potentially be used in a System 80B game with many modifications, and the addition of a daughter board, however, it again is not recommended.  The second generation CPU is backward compatible, provided a doubled up, single game PROM is used at the PROM 1 position.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====3rd Generation CPU Board====&lt;br /&gt;
[[File:GTB sys80 CPU 2nd gen.JPG|300px|thumb|left|System 80 CPU Board - 3rd Generation]]&lt;br /&gt;
The third generation CPU is used in some System 80 games, and is marked with the following:&lt;br /&gt;
*ASSY PB03-D100-011&lt;br /&gt;
*DETAIL PB03-D107-003&lt;br /&gt;
This board is essentially the same as the second generation board, except an eyelet ground trace was placed just above Z33 on the board.  This ground trace was never used.  All information which applies to the second generation CPU board, applies to this board.  The third generation CPU is backward compatible, provided the same is done to it as the 2nd generation board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====4th Generation CPU Board (System 80A)====&lt;br /&gt;
[[File:GTB sys80A CPU.JPG|300px|thumb|left|System 80A CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fourth generation CPU is used in all System 80A games, and is marked with the following:&lt;br /&gt;
*D 20869&lt;br /&gt;
This board is the same as the third generation board, except the U2 and U3 masked ROM chips have different code, and are now socketed.  The PROM 2 socket is no longer populated on the board.  The fourth generation CPU is backward compatible, provided the System 80 ROM code is installed at U2 and U3.  If used on a game with the 1st generation CPU, the game code must be doubled up on a 2716 EPROM, and installed at the PROM 1 position.  This board is forward compatible with System 80B, provided all of the above outlined modifications are performed.  Out of all the System 80 CPU boards, this is the most compatible with System 80B, due to using the same base circuit board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5th Generation CPU Board (System 80B)====&lt;br /&gt;
[[File: GottliebSystem80BMPUChris.jpg|300px|thumb|left|System 80B CPU Board (Refurbished; battery removed, NVRAM module installed)]]&lt;br /&gt;
The fifth generation CPU is used in all System 80B games, and is marked with the following:&lt;br /&gt;
*D 20869&lt;br /&gt;
Even though the base circuit board is identical to the fourth generation CPU board, it&#039;s being named the fifth generation board, due to all of the major changes.  The U2 and U3 masked ROM and sockets have been replaced with a piggyback daughter board soldered via header pins mounted in the U3 position.  The daughter board uses a 2764 EPROM.  Most of the related display segment and digit chips are no longer populated.  This is due to the single display board handling these functions on its own board.  The missing chips once used for the displays are Z19, Z21, Z22, Z23, Z24, and Z25. Equally, jumpers have been placed where Z19 and Z21 once resided. The fifth generation CPU is backward compatible, after the daughter board has been removed, and the missing display chips populated.  Note that there technically are two different 80B CPU boards - MA-774 and MA-1133.  The only difference between these two boards is a cut trace on the component side and a long trace wire added on the solder side from the E3 jumper to pin 35 of TC1. This modification is done to increase the ROM size of PROM 2 from a 2716 to a 2732.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Any of the Gottlieb® System 80 / 80A / 80B CPU boards are compatible cross platform.  It&#039;s just matter of how much work must be done to modify each board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80B CPU Jumper Settings=====&lt;br /&gt;
[[File:GTB Sys80B Jumpers.jpg|300px|thumb|left|The location of jumpers discussed...]]&lt;br /&gt;
All System 80B games have the E1 and E2 jumpers installed.  Jumpers E8, E9, E10, E11, E12 are unused in all games.&lt;br /&gt;
&lt;br /&gt;
The first five System 80B games, Chicago Cubs, Bounty Hunter, Tag Team Pinball, Rock, and Rock Encore, use a single ROM at the daughterboard chip socket. Therefore, jumpers associated with PROM 2 connections may not be installed. If jumpers are installed, it doesn&#039;t matter what position(s) they are placed in.&lt;br /&gt;
&lt;br /&gt;
For all games after the first five System 80B games and prior to the last five, jumpers E4, E5, and E7 should be installed.&lt;br /&gt;
&lt;br /&gt;
For the last five System 80B games, Excalibur, Bad Girls, Big House, Hot Shots, and Bone Busters, jumpers E3, E5, and E7 should be installed.&amp;lt;br&amp;gt;&lt;br /&gt;
For Night Moves (made by International Concepts using the 80B board set), these same jumpers should be installed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;The last five System 80B games, along with Night Moves, used a 2732 PROM at the &amp;quot;PROM 1&amp;quot; position.  The socket is marked PROM 1&amp;quot;, but PROM 2 is inserted into this chip socket . Additional modifications to the PCB may be necessary. See [[Gottlieb_System_80#...using_an_MA-1133_or_MA-774_MPU_in_games_that_REQUIRE_a_2732 | &amp;quot;...using an MA-1133 or MA-774 MPU in games that require a 2732&amp;quot;]], for more information.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====U2/U3 ROM Part Numbers====&lt;br /&gt;
[[File:GottliebSystem80ROMs.jpg|300px|thumb|left|System 80 ROMs]]&amp;lt;br&amp;gt;&lt;br /&gt;
All Gottlieb System 80 U2/U3 ROMs will be labeled as pictured at left.&amp;lt;br&amp;gt;&lt;br /&gt;
U2 is labeled &amp;quot;R3273-12&amp;quot; on the center line. The top line is the part number, a 2332 ROM. The bottom line is the date code, in this case, the 15th week of 1981.&amp;lt;br&amp;gt;&lt;br /&gt;
U3 is labeled &amp;quot;R3272-12&amp;quot; on the center line. The top line is the part number, a 2332 ROM. The bottom line is the date code, in this case, the 12th week of 1981.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80AROMs.jpg|300px|thumb|left|System 80A ROMs]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb System 80A ROMs may be labeled in a few different ways since Gottlieb used several manufacturers to provide the ROMs. A clear indication that the ROMs are for System 80A games is that somewhere in the labeling, &amp;quot;XO-326 U2&amp;quot; or &amp;quot;XO-327 U3&amp;quot; will be shown as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MPU to Driver Board Wire Harness===&lt;br /&gt;
[[File:A1J4-to-A3J1Mapping.png|300px|thumb|left|The System 80/A/B MPU to Driver Board Wire Harness]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left indicates the wiring connections from the MPU to the Driver board via the beefy wire harness with two sided connectors. The pins used in both connectors are bifurcated pins, Molex part number: 08-03-0304.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Driver Board===&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 drvr pw.png|300px|thumb|left|The System 80A / 80B Driver Board]]&lt;br /&gt;
The System 80 Driver board is responsible for all controlled lamps, relays, and all solenoids in the game. The CPU controls the driver board operation via a simple interface between A1J4 on the CPU and A3J1 on the driver board.  Although the driver board went through some minor changes over the years, the same board can be adapted for all of the System 80 platforms.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
To control the games&#039; total of 52 &#039;&#039;&#039;lamp circuits&#039;&#039;&#039;, the interface provides &amp;quot;device select&amp;quot; signals for each of the 74175s (Quad-D Flip-Flops) on the driver board, and 4 &amp;quot;bits&amp;quot; of data that is loaded (or &amp;quot;clocked&amp;quot;) into a particular 74175 via the aforementioned device selects. Each lamp is driven discretely by a particular output of a particular 74175, which in turn drives an MPS-A13 or MPS-U45 transistor, (NDS-U45 transistors were used in place of MPS-U45s in some cases). Gottlieb® did not implement a &amp;quot;lamp matrix&amp;quot; as some other manufacturers did.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80DriverBoardFront.jpg|600px|thumb|left|The System 80A / 80B Driver Board Component Side]]&lt;br /&gt;
[[File:GottliebSystem80DriverBoardBack.jpg|600px|thumb|right|The System 80A / 80B Driver Board Solder Side]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is noteworthy that there are some dedicated lamp transistors, which control specific game relays across the System 80 / 80A platforms.  Relays such as the game over, tilt, and coin lockout relays are controlled by Q1, Q2, and Q3 respectively.  The tilt and game over relays use the same designation for the System 80B platform, however, the use of a coin lockout relay was abandoned by this time. One neat feature of the driver board circuitry is that lamp &amp;quot;n&amp;quot; is driven by transistor Q&amp;quot;n+1&amp;quot;. i.e. L12 is driven by Q13.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_drvr_board_coin_ctrs.JPG|400px|thumb|left|Driver Board with Coin Counter Transistors Highlighted ]]&amp;lt;br&amp;gt;&lt;br /&gt;
To control the games&#039; &#039;&#039;&#039;solenoids circuits&#039;&#039;&#039;, the driver board uses signals directly from the CPU to enable transistors on the driver board which turn on up to 9 solenoids.  For solenoid control, the driver board uses MPS-U45, 2N3055, and 2N6043 transistors.  Starting and ending with the System 80 platform, (games from Spiderman to Haunted House), three transistors were reserved to drive optional mechanical coin counters. These mechanical coin counter solenoids and associated transistors are: solenoid 3 (Q54), 4 (Q55), and 7 (Q56). Starting with the System 80A platform, (Devil&#039;s Dare), these transistors were no longer reserved for coin counters, and were used for other functions. Equally, the 3 diodes associated with these 3 transistors were changed to 3 zero ohm jumpers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The games&#039; &#039;&#039;&#039;sound&#039;&#039;&#039; signals (S1, S2, S4, S8) also pass through the driver board at Z13, a 7404 Hex Inverter. See below for S16 and S32.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Repurposed Driver Board Circuits====&lt;br /&gt;
[[File:Gtb under pf transistor.JPG‎|400px|thumb|left| A Typical Remote Transistor Mounted Under the Playfield]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since quite a few System 80 games employ more than 9 solenoids, and since the original driver board design will drive a maximum of 9 solenoids, Gottlieb® repurposed some lamp outputs to drive &amp;quot;under-playfield transistors&amp;quot; which drive additional solenoids.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb ma1011 trans board.JPG‎|400px|thumb|left| A Typical Transistor Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once playfields became littered with numerous &amp;quot;under-playfield transistors&amp;quot;, Gottlieb® opted to merge some of these transistors into a transistor driver board.  The transistor driver board started to appear on Gottlieb® games nearly midway through the System 80B platform, with the game Victory.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sound S16 and S32 signals are also repurposed lamp outputs. For instance, Haunted House and Black Hole both repurpose L9 to S16. Robo-War repurposes lamp 4 to S16. Note that S16 is not consistently implemented across the System 80 family. Note also that references to the usage of S32 are difficult to find.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Auxiliary Lamp Driver Boards===&lt;br /&gt;
[[File:Gtb aux lamp 5.JPG|300px|thumb|left| An MA-138 Auxiliary Lamp Driver Board Using MPS-U45 Transistors]]&lt;br /&gt;
[[File:Gtb aux lamp MA866 2N6043.JPG|300px|thumb|right| An MA-866 Auxiliary Lamp Driver Board Using 2N6043 Transistors]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Time Line, several System 80/80A/80B platform games use auxiliary lamp driver boards. These boards are commonly referred to as &amp;quot;chaser boards&amp;quot; or &amp;quot;lamp chaser boards&amp;quot;. The reason for either of these nicknames is because these boards are used to control lamps for effect. They are either placed in the backbox or under the playfield. With later System 80B games, they were located in the lower cabinet. Location is typically dependent upon what lamps are being controlled. The auxiliary lamp driver boards are not directly controlled by the CPU. The only signals needed for an auxiliary lamp driver board to function is +5V and ground.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several different variants of auxiliary lamp driver boards used. The earliest versions use MPS-U45 transistors to control up to 10 lamp circuits, with no more than 3 lamps per circuit. Both 5 and 10 transistor versions of this board exist. Some later boards use NDS-U45 transistors instead of MPS-U45 transistors. It is assumed this is due to a the cost or lack of MPS-U45 transistors during production. Either of these versions of boards are interchangeable with one another. Finally, there are some boards used in later games which use 2N6043 transistors. These are designed to control #67 flash lamps, but sometimes circuits with 3 or more #44/45/555 lamps. These boards are compatible with previous board versions, and can be used as a drop-in replacement. &lt;br /&gt;
&lt;br /&gt;
The main differences between the auxiliary lamp boards are number of transistors used to drive lamps, the electrical load of the lamps that can be supported, and the resistor (R13) used to control the rate at which the lamps flash or &amp;quot;chase&amp;quot;. Boards using 2N6043 transistors have different resistor values for resistors R2-R11 than boards which use MPS-U45s or NDS-U45s.&lt;br /&gt;
&lt;br /&gt;
MPS-U45, NDS-U45, and CEN-U45 transistors are not substitutes for 2N6043 transistors because of differences in amperage (U45 series transistors are rated for 2A, while 2N6043 is rated for 8A). A viable replacement transistor for the 2N6043 is the TIP102.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In summary: an auxiliary lamp driver board with 2N6043 transistors is backwards compatible with any game (Arena&#039;s board with no transistors may be an exception); just change the R13 timing resistor to suit the game. Because of power requirements, a board with U45-series transistors should only be used in games that only have &#039;&#039;&#039;at most&#039;&#039;&#039; three #44/47/555 lamps on each controlled circuit, and &#039;&#039;&#039;do not&#039;&#039;&#039; control #67 flasher bulbs; and then just change the R13 timing resistor to suit the game.&lt;br /&gt;
&lt;br /&gt;
List of auxiliary lamp driver boards variations:&lt;br /&gt;
&lt;br /&gt;
* MA-121: 10 MPS-U45 transistors, R13 820K Ohm&lt;br /&gt;
* MA-138: 5 MPS-U45 transistors, R13 330K Ohm&lt;br /&gt;
* MA-210: 10 MPS-U45 transistors, R13 330K Ohm &lt;br /&gt;
* MA-234: 10 MPS-U45 transistors, R13 270K Ohm&lt;br /&gt;
* MA-339: 10 MPS-U45 transistors, R13 560K Ohm (Specs assumed assigned to MA-339, but the MA-339 part number was not explicitly documented in game schematics) &lt;br /&gt;
* MA-789: 10 NDS-U45 transistors, R13 680K Ohm&lt;br /&gt;
* MA-866: 10 2N6043 transistors, R13 680K Ohm&lt;br /&gt;
* MA-936: No transistors, R13 516K Ohm&lt;br /&gt;
* MA-1169: 10 NDS-U45 transistors, R13 10M Ohm &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Game&lt;br /&gt;
!style=&amp;quot;white-space: nowrap;&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;Part #&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Total Transistors&lt;br /&gt;
!Total Lamp Circuits Controlled&lt;br /&gt;
!Total Lamps Controlled&lt;br /&gt;
!R13 Resistor Value&lt;br /&gt;
!Controls&lt;br /&gt;
!Location&lt;br /&gt;
!Notes&lt;br /&gt;
|- &lt;br /&gt;
|Time Line||MA-121||10||10||10||820K Ohm||Chaser lamps behind nuclear symbol on backglass||In backbox||&lt;br /&gt;
|- &lt;br /&gt;
|Mars:God of War||MA-210||10|| ||28||330K Ohm||Backglass perimeter chaser lamps||In backbox||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Mars:God of War||MA-138||5|| ||10 (LEDs)||330K Ohm||LEDs behind tube||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Volcano||MA-339||10|| ||20||560K Ohm||Upper backglass perimeter chaser lamps and volcano effect behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Black Hole||MA-234||10||10||28||270K Ohm||Backglass perimeter chaser lamps||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Haunted House||MA-234||10||7||21||270K Ohm||Behind backglass lightning effect lamps||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Rocky||MA-339||10||10||19||560K Ohm||Behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Spirit||MA-339||10||10||20||560K Ohm||Behind backglass||In backbox||&lt;br /&gt;
|-&lt;br /&gt;
|Tag Team Pinball||MA-121||10|| ||20||820K Ohm||Multiball insert illumination||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Rock||MA-789||10||10||18||680K Ohm||Extra ball insert path||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Rock Encore||MA-789||10||10||18||680K Ohm||Extra ball insert path||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Raven||MA-789||10||10||20||680K Ohm||Inserts leading to ramp||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Hollywood Heat||MA-789||10||10||20||680K Ohm||Ramp insert illumination||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Genesis||MA-866||10||10||10 (#67 Flashers)||680K Ohm||In top of backbox ||Under PF||Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Genesis||MA-866||10||10||10 (#67 Flashers)||680K Ohm||Around playfield window ||Under PF||Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings||MA-866||10||7||14 (#67 Flashers)||680K Ohm||Flashers in topper ||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Gold Wings||MA-789||10||10||10||680K Ohm||Inserts leading to ramp ||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo||MA-789||10||5||5||680K Ohm||Behind $10,000,000 sign||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Monte Carlo||MA-866||10||10||30||680K Ohm||Lamps around perimeter of topper||Under PF||2 of 2 Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break||MA-789||10||10 ||30||680K Ohm||In topper||Under PF||1 of 2...installed only if topper is present&lt;br /&gt;
|-&lt;br /&gt;
|Spring Break||MA-789||10||10 ||20||680K Ohm||Special shot and shooter loop||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Arena||MA-936||None|| ||10 (LEDs)||560K Ohm||LED strip under shooter lane wireform ||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Victory||MA-789||10||10||10 (#86 bulbs)||680K Ohm||Next to left ramp||Under PF||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Victory||MA-789||10||10||10 (#86 bulbs)||680K Ohm||Next to right ramp||Under PF||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Lady||MA-789||10|| ||5||680K Ohm||Loop right of the ramp||Under PF||&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War||MA-866||10||10||20||680K Ohm||Inserts in lower portion of playfield ||Lower cabinet||(1 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Robo-War||MA-866||10||10||10 ||680K Ohm||Under playfield glass stop||Lower cabinet||(2 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls||MA-789||10||5||5||680K Ohm||Drop target illumination ||Lower cabinet||1 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Bad Girls||MA-1169||10||10||10 ||10M Ohm||Under playfield glass stop||Lower cabinet||2 of 2&lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters||MA-789||10|| ||12||680K Ohm||Playfield inserts ||Under PF||(1 of 2) Uses NSD-U45&lt;br /&gt;
|-&lt;br /&gt;
|Bone Busters||MA-866||10|| ||20 (#67 flashers)||680K Ohm||Backbox lamp insert||In backbox||(2 of 2) Uses 2N6043&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound Boards===&lt;br /&gt;
&lt;br /&gt;
Gottlieb® uses different sound boards throughout the course of all System 80 platforms.  Several of the sound boards cross platforms too.  Out of all of the sound boards used, there is really only about three base units total with variations made to each one.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sounds Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound.JPG|300px|thumb|left|Gottlieb® System 80 Sound Board MA-55 (Sounds only)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The first System 80 sound board is capable of sound only.  Based on the 6503 CPU architecture, this sound board is very similar to the System 1 Multi-Mode sound board.  However, there are a couple of differences between the two boards.  First, the +12VDC is no longer rectifed on the sound board.  The +12VDC power comes from the power supply.  Secondly, the +5VDC is no longer regulated on the sound board. The System 80 sound receives +5VDC from the power supply also.  Finally, the pin outs for the System 1 sound board and the System 80 sound board are completely different.  Even though either board will plug into either platform,  &#039;&#039;&#039;DO NOT PLUG A SYSTEM 1 SOUND BOARD INTO A SYSTEM 80 GAME AND VICE VERSA!!!&#039;&#039;&#039;  If this is done, bad stuff will happen.  &lt;br /&gt;
&lt;br /&gt;
Unfortunately, there are two chips on this style of board which are very difficult to source. This sound board uses a 6503 CPU and 6530 RIOT chip with special embedded code. 6530 chips marked with R3016-11 are for this System 80 sound board. 6530 chips marked with a R3014-12 or R3014-13 are for the earlier System 1 sound board. The two chips are not cross-compatible since they each have different code embedded in them for each game system.&lt;br /&gt;
&lt;br /&gt;
In addition to being used in early System 80 games, this sounds-only board was also used in the export versions of Black Hole, Volcano, and Devil&#039;s Dare.&lt;br /&gt;
&lt;br /&gt;
If the sound board is missing or cannot be repaired, there are daughter boards and aftermarket boards available.  A daughter board called the &amp;quot;[https://coinop.mally.eu/produkt.php?bestellnr=101647&amp;amp;details=1 MIOT adapter]&amp;quot; ([[media:Coinop.mally.eu_MOIT_adapter_manual_german.pdf|German manual here]]) is a replacement for the 6530 chip for both System 1 and System 80 sounds boards, produced in Germany however the webstore has been closed since at least [https://web.archive.org/web/20201218021701/http://coinop.mally.eu/ December 2020]. Pascal Janin in France has made a replacement sound board for both the original 2nd generation sound boards, and combination System 1 2nd gen boards / System 80/80A sound boards. These boards can purchased directly from Pascal - [http://www.flippp.fr/pifx1.php 2nd gen sound] &amp;amp; [http://www.flippp.fr/pifx.php combination Sys1 / Sys80/80A sound] . Although Pascal does not have US distributors, [http://www.bigdaddy-enterprises.com/ProductPages/flippp.html Big Daddy Enterprises], sometimes has these sound boards available too. There is an FPGA (TDA7267) based replacement board by LISY called the [https://www.lisy.dev/gosof.html GOSOF] which emulates System 1, 80, 80A, and early 80B.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Prototype Sounds Only Board as found in System 80 Hulk&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Images below capture a factory original Sounds only board prototype, complete with cuts (on component side) and jumpers (on solder side). Note the sound ROM marking of &amp;quot;500&amp;quot;, the game number assigned to the System 80 Hulk prototype (10 units built). Also note the &amp;quot;extra&amp;quot; 24 pin IC labeled 7681-5 in the center of the board. This IC is not present on production versions of this board. Just a guess, but since this board has a 6532 installed vs the production 6530 (40 pin IC), the 7681 appears to be ROM space to drive the sound program.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=450px heights=250px perrow=2 caption=&amp;quot;System 80 Hulk Prototype Sound Only Board&amp;quot;&amp;gt;&lt;br /&gt;
File:System80HulkSoundsOnlyBoardFront.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Component side. Note &amp;quot;cut&amp;quot; at pin 21 of the center 24 pin IC.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80HulkSoundsOnlyBoardBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Solder side. Note factory green jumpers.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound &amp;amp; Speech Board====&lt;br /&gt;
[[Image:Gtb sys80&amp;amp;a s&amp;amp;s.JPG|300px|thumb|left|Gottlieb® System 80 / 80A B-20887-2 Sound &amp;amp; Speech Board]]&lt;br /&gt;
[[File:GTB SS B-20887-3 Front.JPG|300px|thumb|right|Gottlieb® System 80 / 80A B-20887-3 Sound &amp;amp; Speech Board]]&lt;br /&gt;
Starting with Mars God of War, the second System 80 sound board has the capability of speech.  Ironically, this board is commonly referred to as the &amp;quot;sound and speech board&amp;quot;, and was brought over from the Gottlieb® video game division at the time.  Fortunately, Gottlieb® chose the 6502 CPU architecture just like the CPU board.  There is a 6532 RIOT used also.  The downside to this board is the now rare LM379S amp and SC-01 phoneme speech chip are both difficult to acquire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are approximately three renditions of this board.  Each will be marked with [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Different_Revisions_of_the_Sound_and_Speech_Boards B-20887-X].  The &amp;quot;X&amp;quot; denotes a suffix of 1, 2, or 3.  If the board has [http://en.wikipedia.org/wiki/Wire_wrap wire wrap] or resistors added to the solder side of the board, do not assume that it is some sort of diabolical, weird hack.  These were recommended upgrades either done by the factory or out in the field.  With each higher revision number, less wire wrap and resistors are present on the solder side of the board.  However, each board revision typically has some degree of wire wrap added to it.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Schematics corresponding to the -1 revision of the board can be found in the Mars, God of War and Volcano manuals. Schematics corresponding to the -3 revision of the board can be found in the Black Hole and Haunted House manuals.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound MA483 pig.JPG|300px|thumb|left|Gottlieb® System 80 / 80A Sound Board w/ MA-483 Piggyback Board (replaces LM379S amp)]]&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback.JPG|300px|thumb|right|Gottlieb® MA-483 Piggyback Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
To reduce costs, Gottlieb® abandoned the speech option, and went a step backwards with a board generating sounds only.  In doing so, they used the same B-20887-3 base board as the most current sound and speech board.  The SC-01 speech chip socket in addition to the 74xx TTL chips, one of the LM741 op amps, and discrete components associated with the speech circuit were not installed on the board.  By the time this board was first used, the LM379S amp was too costly and difficult to source.  The solution was to add a single-side, piggyback board (as shown in the picture) with a TDA2002 amplifier and other necessary components.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this board is used as a replacement in a game which uses a sound &amp;amp; speech power supply, (Haunted House for example), modifications to the sound and speech board power supply must be made.  This is due to the higher voltages necessary to operate the LM379S amp versus the TDA2002. If this board is installed in a game where the sound and speech board power supply has not been modified, destruction of the TDA2002 amp is inevitable.&lt;br /&gt;
&lt;br /&gt;
The procedure to modify the speech board power supply can be found [[#Using_the_MA-483_Sound_Amp_Board_on_a_Sound_and_Speech_Board|here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:GottliebSystem80SoundMA483WithPigAndDip.jpg ‎|300px|thumb|left|Gottlieb® System 80 / 80A Sound Board w/ MA-483 Piggyback Board and DIP switch bank]]&amp;lt;br&amp;gt;&lt;br /&gt;
A slightly different variant of this board was used in Royal Flush Deluxe. This revision of the board included the 8 position DIP switch bank.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Only Board with Piggyback====&lt;br /&gt;
[[File:GottliebSystem80ABSoundsOnlyWithPiggyback.jpg ‎|300px|thumb|left|Gottlieb® System 80A/80B Sound Board MA-490 w/MA-488 Piggyback Board (Sounds only)]]&lt;br /&gt;
[[File:Gtb piggyback sound factory trace wire.JPG|300px|thumb|right|Gottlieb® System 80A/80B Sound Board w/Factory Trace Wire]]&lt;br /&gt;
[[File:GottliebSoundsOnlyCut.jpg ‎|300px|thumb|left|Gottlieb® System 80A/80B Sound Board w/Factory &amp;quot;cut&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
To reduce costs even more, Gottlieb® started using a modified sound only board originally released with Spiderman in 1980. This &amp;quot;new&amp;quot; sound board was used during the production of Amazon Hunt, and continued until Tag Team Pinball. The main modification of the board was the addition of a piggyback board. The piggyback board was used to increase the size of the sound ROM by using a 2716 EPROM. The original game ROM location was neither socketed or stuffed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two other noteworthy modifications are an added factory trace wire on the solder side of the board, and a cut trace between pin 8 of U7 (7404) and a header pin on the component side of the board. The added trace wire runs from pin 3 of U1 (6503 CPU) to pin 18 of U2 (piggyback header pins). Both of these modifications should remain intact for the board to function properly.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is also worth mentioning that this is one of the few instances where Gottlieb® used a double-sided piggyback board.  The benefit of using a double-sided board is the decreased chance of cracked header pins, where the header pins attach to the underside of the piggyback board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (two button)====&lt;br /&gt;
[[Image:GTB Sys80B Sound.JPG|300px|thumb|left|Gottlieb® System 80B MA-766 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
And now for something completely different.  Well, not really.  The MA-766 sound board hit the scene with Rock, but a similar design was already used prior by the Gottlieb® video game division (Mylstar) when it existed.  It is based on the 6502 CPU architecture, but uses two 6502s instead of one.&lt;br /&gt;
&lt;br /&gt;
Two momentary push button switches are present on the board - SW1 and SW2.  Upon pushing SW1, the sound board should output a single blip (tone).  SW2 is used to manually reset the CPU on the sound board.  A bank of 4 dipswitches is located adjacent to SW1.  Dipswitches 1-3 should always be off, while dipswitch 4 should remain on for proper function.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (one button)====&lt;br /&gt;
[[Image:Gtb sys80b MA886 sound.JPG|300px|thumb|left|Gottlieb® System 80B MA-886 Sound Board]]&lt;br /&gt;
[[Image:GTBMA886SoundDepop.jpg|300px|thumb|right|Gottlieb® System 80B MA-886 Sound Board, only partially populated (found in Big House, Bad Girls, etc.]]&lt;br /&gt;
The MA-886 board is essentially the same as the previous sound board, except it uses 2 separate .156&amp;quot; header pin connections instead of edge connectors for inputs / outputs. Some other obvious changes are the omission of momentary test button SW1, the omission of the 4-bank dipswitch, the omission of YROM2 socket. In addition, a socket is sometimes populated at position S4 and neither AY-3-8913 orator chip is populated.  Momentary test button SW2 is still preset, and is still used to manually reset the board&#039;s processor.  The lack of YROM2 is because the MA-886 board allows for the use of larger EPROMs.  The S4 socket has been added on some boards, and is used to transfer data via a ribbon cable to an auxiliary sound board (MA-1033 or MA-1294). These boards also stuff R58 with a 10K 1/4W resistor and may have JP8 cut or not stuffed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Bone Busters Sound Board=====&lt;br /&gt;
[[Image:MA766-719A.jpg ‎|300px|thumb|left|Gottlieb® System 80B MA-886-719A Sound Board]]&lt;br /&gt;
The MA-886-719A sound board (also noted as MA-1299-719 in the manual) is an additional sound board found only in Bone Busters. It is based on the MA-886 sound board, but it is a stripped down version with much fewer populated components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Amazon Hunt II Sound Board=====&lt;br /&gt;
[[Image:placeholder.jpg|300px|thumb|left|Gottlieb® System 80B MA-982 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-982 sound board is used only in the conversion game: Amazon II. It is based on the MA-886 sound board, but it is a stripped down version with much fewer populated components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Auxiliary Sound Board====&lt;br /&gt;
There are two versions of the auxiliary sound board.&lt;br /&gt;
&lt;br /&gt;
[[Image:MA1033AuxSound.jpg|300px|thumb|left|Gottlieb® System 80B MA-1033 Auxiliary Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-1033 auxiliary sound board was used in System 80B games including: Bad Girls, Big House, and Hot Shots, as well as one System 3 game: Lights, Camera, Action.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys3 sound MA-1294.JPG|300px|thumb|left|Gottlieb® System 80B MA-1294 Auxiliary Sound Board]]&lt;br /&gt;
The MA-1294 auxiliary sound board was only used in one System 80B game, Bone Busters, as well as System 3 games including: Hoops, Bell Ringer, Silver Slugger, Car Hop, Deadly Weapon, Title Fight, and Vegas.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Speakers===&lt;br /&gt;
[[File:Panthera Head Speaker.jpg|thumb|left|300px|Typical speaker located in the head of a System 80 game (Panthera)]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80 games use a dual speaker system.  In most cases, (where there is a grill above the backglass), there is a 6-1/2&amp;quot;, 8 ohm, low wattage speaker in the lower cabinet, and a second one in the head, behind the grill in the backbox.  Some games, like Haunted House, have two speakers in the lower cabinet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB-80a-the-games-speaker.jpg|thumb|left|300px|Single speaker from an 80A game (The Games)]]&amp;lt;br&amp;gt;System 80A games may have two speakers or just one. Again, these are 6-1/2&amp;quot;, 4 ohm, low wattage speakers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Tag Team Speaker.jpg|thumb|left|300px|Single speaker from an early 80B game (Tag Team)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Early System 80B games, Chicago Cubs, Tag Team, and Bounty Hunter, all use a single 6-1/2&amp;quot; 4 ohm speaker in the lower cabinet.&lt;br /&gt;
&lt;br /&gt;
Starting with Rock, 80Bs use a 6-1/4&amp;quot; in the cabinet and a small speaker on the left of the display panel.  The last few 80B games, where the speaker panel is located above the translite, use three speakers total (2 above the translite and 1 in the lower cabinet).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Displays===&lt;br /&gt;
====System 80====&lt;br /&gt;
[[Image:GottliebSixDigitDisplay.jpg|300px|thumb|left|Gottlieb® 6 Digit Display]]&lt;br /&gt;
[[Image:GTB 6 digit display back.JPG|300px|thumb|right|Gottlieb® 6 Digit Display (Back)]]&lt;br /&gt;
&lt;br /&gt;
[[Image:GTB status display.JPG|300px|thumb|left|Gottlieb® 4 Digit Display]]&lt;br /&gt;
[[Image:GTB status display back.JPG|300px|thumb|right|Gottlieb® 4 Digit Display (Back)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80=====&lt;br /&gt;
Display test is step number 19 System 80 games. Each display, including the credit/match display participates in &amp;quot;walking&amp;quot; each digit (0 through 9 beginning with 0) across each display. The &amp;quot;walking&amp;quot; begins at the match side of the credit/match display, then moves to players 1 and 3, then to players 2 and 4. After a &amp;quot;9&amp;quot; is walked through all displays, the cycle starts again with &amp;quot;0&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A====&lt;br /&gt;
[[Image:GTB 7 digit display.JPG|300px|thumb|left|Gottlieb® System 80A 7 Digit Display]]&lt;br /&gt;
[[Image:GTB 7 digit display back.JPG|300px|thumb|right|Gottlieb® System 80A 7 Digit Display (Back)]]&lt;br /&gt;
[[Image:GTB status display.JPG|300px|thumb|left|Gottlieb® 4 Digit Display]]&lt;br /&gt;
[[Image:GTB status display back.JPG|300px|thumb|right|Gottlieb® 4 Digit Display (Back)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80A=====&lt;br /&gt;
Display test is step number 19 System 80A games. Each display lights every position, and advances through all of the numbers starting with &amp;quot;0&amp;quot; and ending with &amp;quot;9&amp;quot;.  Once &amp;quot;9&amp;quot; is reached, the process starts over at &amp;quot;0&amp;quot; again.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B====&lt;br /&gt;
[[File:System80BDisplayFront.jpg‎|300px|thumb|left|Gottlieb® System 80B MA-644 Display Component Side]]&lt;br /&gt;
[[File:System80BDisplayBack.jpg‎|300px|thumb|right|Gottlieb® System 80B MA-644 Display Solder Side]]&lt;br /&gt;
System 80B games introduced the 20 alphanumeric character dual line display module. These displays evolved over time. The one pictured here was used in games Chicago Cubs Triple Play until Excalibur. The two large ICs found on this board (Rockwell 10941 segment driver and Rockwell 10939 digit driver) are long obsolete and very hard to obtain. Other components on the board are readily available.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board rectifies 32VAC via diodes CR1-CR4 to produce -45VDC and -15VDC for use by the segment and digit drivers. Should one or more of these diodes fail, the foil trace on the board sometimes acts like a fuse, and burns itself up. The picture at right shows a board that experienced this failure, along with a jumper to repair the damaged trace.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If an MA-644 or MA-999 display exhibits ghosting or partially-dimmed characters, one possible cause is failure of the VR1 zener diode. VR1 is used as a regulator to provide a DC offset to the AC filament voltage via the center tap (VCO) of the filament transformer output. In normal operation, the AC filament voltage oscillates entirely above the reference voltage such that the trough of the wave is approximately at the reference. If VR1 fails as a short, the DC offset drops and causes the AC filament voltage to center itself around the reference voltage rather than completely above it. Replacing VR1 should correct the issue without damaging the display. VR1 on an MA-644 is a 1N4737A (7.5V, 1W) zener; it normally passes about 10-12mA of current and dissipates approximately 50mW of power. The MA-999 variant of the display uses a 1N4739A (9.1V, 1W) zener.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[FILE:GTB_80B_Large_AlphN_Display.JPG|300px|thumb|left|Gottlieb System 80B MA-999 Alpha-Numeric Display Board with header pin connections. (Bad Girls)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The last System 80B games (Hot Shots, Big House, Bad Girls, and Bone Busters) all used a larger alphanumeric vacuum fluorescent display assembly.  This type of display used two sets of .156&amp;quot; header pins instead of the more familiar edge connection.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Display Test - System 80B=====&lt;br /&gt;
[[File:Gtb alphanum display test.gif|thumb|left|300px|Simulation of System 80B display test]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Display test is test number 20 for System 80B.  All 40 of the alpha-numeric &amp;quot;digits&amp;quot; (both the top and bottom displays) will light starting with a &amp;quot;0&amp;quot;, next a &amp;quot;+&amp;quot;, then an &amp;quot;X&amp;quot;, and finally a &amp;quot;,&amp;quot;.  In doing this, all possible segments of all the display digits are lit at one point during display test.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Reset Board===&lt;br /&gt;
[[File:Gtb sys80 reset.JPG|thumb|left|300px|Gottlieb® System 80 / 80B MA-980 Reset Board]]&lt;br /&gt;
[[File:GTB Sys80B Newer Reset Board.jpg|thumb|right|300px|Gottlieb® System 80B MA-1143 Reset/Anti-Static Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with Devil&#039;s Dare, the first System 80A game, the reset board became a staple of the Gottlieb® design to automatically reset the CPU board should the CPU lock up.  Apparently games locking up on location was an issue with System 80 games.  The reset board was created to resolve this issue, should the game lock up, and no one is present to manually reset the game by shutting it off and turning it back on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The MA-980 reset board is a small footprint PCB with the board designation of A24, and is located adjacent to the TC1 connector of the CPU board.  The connection on the reset board is A24P1, while the connection for TC1 of the CPU board is A24P2.  As long as someone can turn the game off, should it lock up, there is no need to keep the reset board connected.  In most cases, the aged reset boards are more troublesome if allowed to remain connected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTBResetBoardConnector.jpg|thumb|left|300px|Connection at TC1 to the reset board.]]&lt;br /&gt;
[[File:GTB_RW_3K_Pullup.JPG|thumb|right|300px|A 3.0Kohm resistor, added between pins 7 and 11 of TC1.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Along with adding the reset board, Gottlieb® added a 3.0Kohm resistor across pins 7 and 11 of the reset board connection at MPU connector TC1. If not using the reset board, it&#039;s advised to add this resistor to the back of the board, as shown at right. This resistor pulls the R/W (read/write) line high when not pulled down by the 6502.&lt;br /&gt;
&lt;br /&gt;
If using connector A24-P2, do not add the 3.0Kohm resistor.  Doing so will change the effective resistance to 1.5Kohms (value of resistors in parallel).&lt;br /&gt;
&lt;br /&gt;
The reset board connector also has a 1N270 diode soldered to it. There is no need to add this diode to the MPU since it&#039;s part of the reset board function.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;More Regarding the 3Kohm Pullup Resistor&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most MPU boards will work without the reset board but some MPU boards do refuse to work without the Read/Write pullup resistor.&lt;br /&gt;
&lt;br /&gt;
The 3K resistor was added for two reasons:&lt;br /&gt;
&lt;br /&gt;
#It provides a stable Read/Write signal at power-up. There is a tiny fraction of time at power up where data can be written into Z5 but due to gate Z36A, this data write is prevented. The resistor does provide a proper biasing to the Read/Write line at time of powerup.&lt;br /&gt;
#More importantly - A Rockwell 6502 has a minimum VOH of 2.4volts, a 4069 requires a minimum VIH of 4 volts.&lt;br /&gt;
&lt;br /&gt;
In other words:&amp;lt;br&amp;gt;&lt;br /&gt;
*The Read/Write output from U1 (pin 34) guarantees the output will be 2.4 volts or higher for a logic 1.&amp;lt;br&amp;gt;&lt;br /&gt;
*The 4069 located at Z36D (pin 9 input of Z36) requires the input to be 4 volts or higher for a logic 1.&amp;lt;br&amp;gt;&lt;br /&gt;
*The 3K pullup resistor pulls the Z36D input closer to the required voltage range.&lt;br /&gt;
&lt;br /&gt;
Do realize that even though this problem exists on all System 80/80A/80B boards but only a very small fraction of these Gottlieb boards exhibit any symptoms. The chances that you have one if these that exhibit symptoms is quite slim.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game ROMs===&lt;br /&gt;
====ROM Checksums====&lt;br /&gt;
A partial listing of ROM checksums can be found [https://flippers.com/catalog_oc/gottlieb-game-or-sound-prom-eprom-gals-gott-prom &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]. Thanks to &amp;lt;i&amp;gt;John Robertson&amp;lt;/i&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B ROM Text Message Modifications====&lt;br /&gt;
&lt;br /&gt;
[[File:Rambo.jpg|300px|thumb|left|&amp;quot;RAMBO&amp;quot; replacement text (shown on a LISY 80B display panel). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
Text messages on the dual 20 alphanumeric displays of System 80B games can be modified in the ROM image. One popular mod is to change &amp;quot;RAVEN&amp;quot; to &amp;quot;RAMBO&amp;quot;, which is displayed at the start of a game on Raven.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video describing how to do this can be found [https://www.youtube.com/shorts/SvHguKodqhs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aftermarket Boards===&lt;br /&gt;
====Power Supply Boards====&lt;br /&gt;
=====Rottendog GPS081=====&lt;br /&gt;
[[File:GPS081-1.png|thumb|left|300px|Rottendog GPS081 Power Supply Board]]&lt;br /&gt;
[[File:RottendogGPS081schematic.png|thumb|right|300px|Rottendog GPS081 Power Supply Board Schematic Diagram]]&amp;lt;br&amp;gt;&lt;br /&gt;
This is a direct replacement for the original MA831. It uses a switching voltage regulator to derive the 5V DC supply from 12V DC, &lt;br /&gt;
instead of a linear voltage regulator, as in the original board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
===Initial Troubleshooting===&lt;br /&gt;
When attempting to troubleshoot a malfunctioning or non-booting game, there are a few initial steps to perform before diving into more serious troubleshooting.&lt;br /&gt;
&lt;br /&gt;
# If the MPU has damage from a leaky battery, the corrosion will need to be addressed.&lt;br /&gt;
# Clean all the edge connector contacts using a pink rubber eraser. This will remove any tarnish or grime that has built up over the years. Sandpaper or fiberglass scratchers can be used but do so sparingly. Avoid removing the actual copper traces. &lt;br /&gt;
# Check all fuses using a multimeter set to continuity test. Do not rely on a visual inspection. Sometimes a fuse will appear to be intact but actually may be blown. Fuses are located near the transformer and on the underside of the playfield.&lt;br /&gt;
# Check voltages on the fuses near the transformer to make sure they are as expected.&lt;br /&gt;
# Check the power supply voltages and make sure that they are as expected. The 5V trim POT can be adjusted to 5.10v to overcome voltage loss across connectors if necessary. As you &amp;lt;b&amp;gt;slowly&amp;lt;/b&amp;gt; adjust the voltage trim POT, continuously measure DC voltage across the filter cap adjacent to J1 on the MPU board. This 100uf capacitor filters the incoming 5VDC. Adjust the voltage slowly, cautiously. Do not adjust the voltage above 5.1VDC&lt;br /&gt;
# It is sometimes helpful to [[#Adding_Ground_and_5V_Connections_to_Interconnect_Harness|install the two jumper wires in the interconnect harness]] between the driver board and MPU. This overcomes interboard connector loss of 5VDC and Ground.&lt;br /&gt;
&lt;br /&gt;
These steps may help address a number of common issues before proceeding to some of the more specific problems that can occur with system 80 games.&lt;br /&gt;
&lt;br /&gt;
===Connectors, Connectors, Connectors===&lt;br /&gt;
Connectors, connectors, connectors!!!  Since the Gottlieb® System 80/80A/80B boardset primarily relies on Molex connectors to pass data and voltages from board to board, the connectors should be addressed first.  Before even attempting to turn a Gottlieb® System 80/80A/80B game on for the first time, worn or corroded edge connector contacts must be replaced.  Cleaning or burnishing connector contacts is not a viable option to ensure a game&#039;s reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Poor connector contacts are the number one reason why System 80/80A/80B games do not function properly.  Poor or missing connector contacts have a cascading effect too.  The end results of bad connector contacts can be, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
*voltages which mysteriously disappear and reappear&lt;br /&gt;
*increased resistance &lt;br /&gt;
*specific switches not functioning&lt;br /&gt;
*lamps locking on&lt;br /&gt;
*lamps not turning on&lt;br /&gt;
*displays not properly functioning&lt;br /&gt;
*coils not turning on&lt;br /&gt;
*coils locking on&lt;br /&gt;
*CPU boards not booting, booting sporadically, or randomly resetting&lt;br /&gt;
*driver boards not functioning or functioning sporadically&lt;br /&gt;
&lt;br /&gt;
So, it is very important that the connector contacts are shiny, have proper spring tension, and are properly crimped for the over all reliability of the game.  Random, flaky issues which happen either sporadically or all the time are attributed to poor connector contacts in nearly every case.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=450px heights=100px perrow=2 caption=&amp;quot;System 80 Connector (J6), The Good, The Bad, and The Ugly&amp;quot;&amp;gt;&lt;br /&gt;
File:System80ConnectorBadPins.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;An example of pins in desperate need of rehab.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80ConnectorGoodPins.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Ahhh...Much nicer after repinning.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SandedGottliebEdgeConnector.jpg|300px|thumb|left|Sanded (or possibly bare from the factory) card edge contacts will corrode and degrade the electrical connection.]]&lt;br /&gt;
[[File: GottliebEdgeConnectorRehab.jpg|300px|thumb|right|The two connector pads on the left have been lightly scratched with the fiberglass pencil. Even the small bit of oxidation or corrosion shown on the remaining pins is enough to prevent a connection.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A common (poor) practice is to sand the card edge contacts to the bare copper as shown at left. While this may alleviate issues in the short term, longer term the copper will oxidize and cause more problems. All copper oxidizes. Copper is beautiful on building rooftops when first installed but oxidizes to a light green patina over time. Card edge contacts will do the same thing. &lt;br /&gt;
&lt;br /&gt;
If the card edge contacts aren&#039;t bright and shiny, they can be cleaned off with a pink rubber eraser or lightly scratched with a fiberglass pencil. This will remove oxidation and grime without harming or thinning the finger contacts. If the contacts are corroded (due to battery damage) or have divots in them, lightly sand them, then re-tin them with a thin coat of solder. Either suck the excess solder off with a solder sucker or when heated, wipe the solder off with a rag. Avoid heating the card edge contacts too much as they will detach from the PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Replacing (Repinning) System 80 Connectors====&lt;br /&gt;
Replacing connectors in a pinball machine somehow adopted the term repinning. Repinning a System 80 connector housing isn&#039;t too bad overall.  On a difficulty scale of 1 to 10 (1 being the easiest to do) compared to all other makes and platforms made, System 80 connector replacement is about a 3.  One benefit regarding the System 80 IDC housings is that they are reusable.  Below are the steps to remove the connector from its housing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*First, grasp the housing in one hand. .&lt;br /&gt;
*Next, use the Molex tool pictured below by sliding it behind the pin to release the &amp;quot;barb&amp;quot; holding the pin in.&lt;br /&gt;
*Finally, pull gently but firmly on the wire.&lt;br /&gt;
&lt;br /&gt;
Conversely, a small &amp;quot;pocket&amp;quot; flat blade screwdriver can be used to remove the Molex connector.  After pushing the connector tab down, pull the wire out and downward a bit.&lt;br /&gt;
&lt;br /&gt;
Sometimes the connector comes out, and sometimes the wire pops out of the connector.  If the latter, use a small jeweler&#039;s screwdriver to gently pry the very end of the connector against the rectangular opening in the connector housing. You&#039;re trying to get the IDC &amp;quot;ears&amp;quot; of the connector to clear the housing. Sometimes the connector will easily come right out. If it doesn&#039;t, use small needle nose pliers with serrated jaws, to grab the &amp;quot;ear&amp;quot; of the connector, and pull it out.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Molex11-03-0016.jpg|300px|thumb|left|A Molex Contact Extraction Tool, Molex part number 11-03-0016]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some system 80 connector housings are &amp;quot;double sided&amp;quot; edge connectors. All of the connector housings that are double sided are black from the factory (blue colored housings are typically Jamma connectors used as replacements, and do not apply to this section of this guide).  To remove pins from these connector housings, you need a pricey yet effective tool called a Molex contact extraction tool, (commonly referred to as a Molex extractor). The Molex part number for the extractor is 11-03-0016, and can be purchased from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=11-03-0016&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= Great Plains Electronics] or other electronics vendors.  Slide the extractor behind the pin to release the &amp;quot;tang&amp;quot; that holds the pin in. Firmly grip the wire and pull the pin out of the connector.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of the repinning process can be found [https://www.youtube.com/watch?v=hErTlsFOMw4&amp;amp;t=5s here].&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] Another YouTube video of the repinning process, along with a &amp;quot;home made&amp;quot; tool, can be found [https://youtu.be/T_uj5F1fBgU here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Alternate Method of Replacing (Repinning) System 80 Connectors====&lt;br /&gt;
[[File:AlternateRepin1.jpg|300px|thumb|left|The repinning on a single sided connector]]&lt;br /&gt;
[[File:AlternateRepin2.jpg|300px|thumb|right|The repinning on a double sided connector]]&lt;br /&gt;
Some System 80 (and most System 1) connectors do not have the slot for depressing the pin ear. Most guides (as in the previous section) recommend purchasing a somewhat pricey tool to insert into the connector and depress the ear. This procedure is tedious and takes a bit of practice. If you have a decently equipped shop which includes a drill press, repinning these connectors using the following steps might be easier for you. Using this procedure, you can expect to replace each pin in less then a minute. I repinned an entire A1-J4 / A3-J1 harness in about 40 mins.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The procedure is to drill out the depression ear and pull out the pin:&lt;br /&gt;
&lt;br /&gt;
* Install a 1/16&amp;quot; bit in your drill.&lt;br /&gt;
* Set up a jig by clamping a straight edge to your drill press table. Set the jig so the hole will be 1/4&amp;quot; from the edge of the connector.&lt;br /&gt;
* Drill through the plastic housing on the back/bottom side.&lt;br /&gt;
* When you feel resistance from the metal pin, gently continue to drill until you feel and hear it destroy the pin ear.&lt;br /&gt;
* Repeat for the remaining pins.&lt;br /&gt;
* Gently pull wire by hand and it will come out very easily. Pliers shouldn&#039;t be required.&lt;br /&gt;
&lt;br /&gt;
The newly installed pins ears will correctly lock in place regardless of the holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The CPU / Driver Board Interconnect Harness===&lt;br /&gt;
[[File:Gtb sys80 harn2.JPG|300px|thumb|left|The A1-J4 / A3-J1 Interconnect Harness]]&lt;br /&gt;
[[File:Gtb sys80 harn1.JPG|300px|thumb|right|The A1-J4 / A3-J1 Interconnect Harness]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are 33 discrete signals which pass from the CPU board to the driver board via this connection.  Two of the connectors pass ground and +5v logic to the driver board [http://pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Adding_Ground_and_5V_Connections_to_Interconnect_Harness (two more can be added)].  The remaining signals are for lamp, solenoid, relay and sound control.  It is &#039;&#039;&#039;extremely important&#039;&#039;&#039; to have solid connectors installed in the CPU / driver board interconnect harness.  Without decent connections, lamps, coils, relays, and sound can either lock on or not turn on at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Adding Ground and 5V Connections to Interconnect Harness====&lt;br /&gt;
Yet one more power/ground update to make is to &amp;quot;double up&amp;quot; the 5VDC and ground connections between the MPU and the driver board. The OEM harness contains only one connection between the MPU and driver board for 5VDC and one connection for logic ground. This is an easy upgrade since spare connection positions are available in the connectors that lead to the correct edge contacts on each board.  Approximately 8 inches of wire and four bifurcated crimp on pins (bifurcated style, Molex 4366 series, Product Family KK, product ID: 08-03-0304 at [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=4366&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= Great Plains Electronics]) are needed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Crimp a pin to each end of each wire. The connectors at each end should face opposite directions. Doing this will avoid twisting the wire as you insert the pins into the connector housing. In the picture below, the red wire carries 5VDC, blue wire carries logic ground. These colors were chosen for illustrative purposes only. Any color wire will do, of course.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=3 caption=&amp;quot;MPU-to-Driver Board Harness Upgrade&amp;quot;&amp;gt;&lt;br /&gt;
File:S80HarnessUpgradeWires.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pins crimped to extra wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80HarnessSlots.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Spare pin positions in harness.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80HarnessUpgraded.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5VDC and ground upgraded.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ground updates===&lt;br /&gt;
&lt;br /&gt;
==== Recommended Ground Improvements for System 80/80A/80B Boards ====&lt;br /&gt;
&lt;br /&gt;
When the Gottlieb® System 80 board set was designed, for whatever reason, the designers did not physically attach each board to a common ground plane via a conductive back panel, standoffs and screws as Bally and Williams did. Instead, Gottlieb® relied on connectors and wires between each board to create a common ground. A poor connection due to dirty/damaged/fatigued connector pins will sever or introduce resistance into the ground between system components resulting in all sorts of odd behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To address this problem, it is important to examine each connector to ensure each pin is clean, and making solid contact (zero electrical resistance, 0 ohms) with the card edge conductor. The ultimate (and recommended) insurance is to add an additional wire from each board&#039;s ground to a common ground point. Historically, the recommended location to join separate board grounds is at the power supply. That ground is then connected to the ground strip (System 80/80A) or transformer assembly (System 80B) in the cabinet bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These ground upgrades were initially recommended and published on the Internet by [http://flippers.com/gottlieb_ground_cures.html#System80 John Robertson of John&#039;s Jukes].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=4 caption=&amp;quot;Recommended Board Ground Wire Locations&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB_Sys80_PSU_Ground.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80/80A Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80bPowerSupplyGroundMod.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B 5V Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:System80BAuxiliaryPowerSupplyCardEdge.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Auxiliary Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80a cpu brd grd.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;MPU Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80ab drvr brd grd.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Driver Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb sys80 sound added ground.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80 Sound Only Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sound Speech ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Sound and Speech Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sound Speech power sup ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Sound and Speech Power Supply&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gtb piggyback sound ground add.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80A/80B Sound Only Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GottliebSoundBoardGroundMod.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Sound Board (edge connector)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:S80SoundBoardHeaderGrounds.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80B Sound Board (header connector)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Aux Board Ground Upgrade.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Chaser Lamp Board&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another design decision was to provide separate ground wires for groups of lamps and coils on the driver board. There are several variations used to tie the driver board lamp and solenoid discrete ground wires to the ground plane.  The most common method Gottlieb® used was passing the ground wires through a large, inline Molex connector. If a group of lamps and/or coils are not working, there is a significant probability that a ground is missing.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80GroundsTiedTogether.jpg|left|thumb|300px|Tying all board ground together at a single point, on a System 80 or 80A game.]]&lt;br /&gt;
[[File:Sys80B_BoardGrounds_Added.jpg|right|thumb|300px|Using the 5VDC power supply heatsink as a tie point to add ground mods to a &amp;quot;non-foil&amp;quot; back panel game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Once all of the board grounds have been installed, tie them all together to a single point, as shown at left on a Gottlieb System 80 or 80A game. Here, one of the screws on the power supply is a handy attach point. Note that the coating on the cold plate at that screw point should be sanded bare, as discussed in step 9 of this [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_80#Recommended_Updates_and_Repairs_for_the_System_80.2F80A_Power_Supply_Board procedure].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For 80B games with &amp;quot;non-foil&amp;quot; back panels, one method is to use the +5V power supply heatsink as a tie point. Run a lead from the heatsink to the lower right bolt in the backbox. This bolt will have the factory ground straps secured to it. Make sure to sand or use a Dremel to remove the anodized coating from the heatsink where the grounds will be connected. This implementation eases subsequent board removal as fewer &amp;quot;eyelets&amp;quot; are involved to remove a specific board.&lt;br /&gt;
&lt;br /&gt;
The other method, and a good alternative for 80B games with the &amp;quot;foil&amp;quot; back panel where the heat sink is isolated from the back panel with nylon dual sided washers, is to use wires long enough to tie each board to the lower right bolt in the backbox.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80GroundTiedToCabinetGround.jpg|left|thumb|300px|Connecting all the grounds to cabinet ground (green/yellow wire).]]&amp;lt;br&amp;gt;&lt;br /&gt;
With the grounds all tied together at the power supply, tie that ground to the ground strip in the cabinet bottom. In the picture at left, the wire joined to all other grounds at the power supply is tied to a cabinet ground point (in this case the speaker housing). Cabinet ground points generally have a green wire with yellow tracer attached.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System80GroundStrap.jpg|left|thumb|300px|System 80 Cabinet Bottom Ground Strip]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bottom board ground strap is where all grounds should come together for System 80 games.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Grounds Improvements for System 80A at Transformer Panel=====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|System 80A Grounds Cabinet Bottom Ground Strip]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Grounds Alien Star After.jpg|300px|thumb|left|Grounds at Transformer Panel (Alien Star)]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® did secure the grounds correctly on one particular game.  As seen in the adjacent pic, the grounds on Alien Star were attached discretely on the transformer panel.  These ground lines did not pass through a Molex connector like games before or games after.  Why Gottlieb® did not continue this practice is unknown.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Recommended Ground Improvements for System 80B====&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80A / 80B at the Transformer Panel - &amp;quot;The Games&amp;quot; to &amp;quot;Bounty Hunter&amp;quot;=====&lt;br /&gt;
After Alien Star, Gottlieb® either soldered wire leads directly to the male spade connector board on the transformer panel (games like Chicago Cubs), or used female spade connectors (games like The Games, Touchdown, and Ice Fever), and used square, inline 9-pin Molex connectors to connect to the wiring harness. These connections, if the pins in the connectors are in good shape, are solid and do not require upgrade or modification.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px&amp;gt;&lt;br /&gt;
File:Gottlieb-touchdown-transformer-panel.jpg|Grounds at Transformer Panel (Touchdown)&lt;br /&gt;
File:GTB Grounds Cubs.jpg|Grounds at Transformer Panel (Chicago Cubs Triple Play)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80B at the Transformer Panel - &amp;quot;Tag Team Pinball&amp;quot; to &amp;quot;Spring Break&amp;quot;=====&lt;br /&gt;
&lt;br /&gt;
Games in this range:&amp;lt;br&amp;gt;&lt;br /&gt;
*Tag-Team Pinball&lt;br /&gt;
*Rock&lt;br /&gt;
*Raven&lt;br /&gt;
*Rock Encore&lt;br /&gt;
*Hollywood Heat&lt;br /&gt;
*Genesis&lt;br /&gt;
*Gold Wings&lt;br /&gt;
*Monte Carlo&lt;br /&gt;
*Spring Break&lt;br /&gt;
&lt;br /&gt;
Ground connections used on System 80B games from Rock to Spring Break are the most unreliable style of ground connections Gottlieb® ever used.  These connections consist of two (sometimes three) small boards each with two gangs of 9-pin male connections. The boards are fastened to the left side of the transformer panel&#039;s metal chassis.  One problem with this is that the 9-pin female connection becomes loose, and in turn, ground connections become intermittent.  Another problem is the male pins on the boards suffer from cracked solder connections.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One common symptom of poor ground connections is multiple solenoids not functioning.  If removing the 9-pin Molex plug from the ground board, rotating it 90 degrees, and reconnecting it causes non-working solenoids to function, the ground connections are bad. Whether or not this test proves that the ground connections are bad, it is highly recommended to improve the ground connections for future reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The purpose of these changes is to remove one potentially failed connection out of the equation.  The grounds will then be secured directly to the transformer chassis via solderless eyelet crimp connectors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These ground upgrades were initially recommended and published on the Internet by [http://www.flippers.com/gottlieb_ground_cures.html#System3 John Robertson of John&#039;s Jukes].  Below are the steps to properly upgrade the grounds.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=100px perrow=3 caption=&amp;quot;Gottlieb® System 80B Ground Upgrades (Tag Team Pinball to Spring Break)&amp;quot;&amp;gt;&lt;br /&gt;
File:Gtb_sys80b_trans_ground_01.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The stock ground connections plugged into the ground connection boards on the left side of the transformer panel.  This pic is a view from the left side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 02.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Remove all connections from the transformer panel.  Then, unscrew the four 5/16&amp;quot; hex head screws which secure the transformer panel from the bottom of the cabinet.  Turn the transformer panel on its side.  This will allow better access to secure the ring terminals to the side of the chassis.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 03.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut all of the ground wires as close as possible to the 9-pin connection.  Remove the two boards with the 9-pin male wafer connections.  As can be seen in the pic, Gottlieb® did actually secure the discrete transformer panel grounds to the panel&#039;s chassis with a single, soldered eyelet connector.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 04.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All the ground wires are to have their insulation stripped back longer than usual - approximately 3/4&amp;quot;.  Solderless ring terminals are crimped onto the ground wires.  The connections used in this particular application are Motormite #85443.  Motormite brand does not have to be used.  This particular brand and part number are mentioned due to the difficulty in finding the correct connectors to use. Most common ring terminals have a #10 or larger screw eyelet, which will not work effectively, if the eyelets are fastened to the side of the transformer panel chassis.  The ring terminals shown here are made for #12-#10 gauge wire with an eyelet for a #8 screw.  &amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 02.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The ground Molex plugs and connection boards which were formerly fastened to the transformer panel&#039;s metal chassis. The four ground connector plugs (some games only use three total) were cut off from the incoming ground wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground 06.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Keep wires which were common to one connector together (driver board ground wires, playfield ground wires, and backbox ground wires).  In doing this, future disassembly will be possible, should any of the individual wiring harnesses need attention or the playfield removed from the game.  The ground wires are then twisted together and crimped.  From experience, a maximum of 4 larger gauge wires can be crimped in one connection.  Lighter gauge wires can be paired with or without heavier gauge wires.  When doing this, the maximum effective grouping of wires increases slightly.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 01.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The screws which were removed from the ground bus board should be reused to secure the eyelets to the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
File:Sys80B Ground Transformer 03.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The transformer is fastened to the bottom of the cabinet with the ground upgrades in place.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
File:Gtb sys80b trans ground last.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pay close attention when securing the transformer panel to the cabinet.  All four mounting screws typically have flat ground straps with an eyelet.  These eyelet connections *must* be secured to the transformer panel.  Otherwise, the earth grounds will not all be tied together anymore.  Two of these ground connections are circled in the pic.  There are two more located on the backside of the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although somewhat equally difficult to locate, an alternate to the Motormite # 85443 connectors are Tyco / AMP 408-2049-4 connectors. Again, any brand can be used, but make certain the eyelet hole is for a #8 screw (not a #10 or larger), and the crimp connector can accommodate #10 / #12 gauge wires (typically yellow insulation on crimp).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Ground Improvements for System 80B at the Transformer Panel - &amp;quot;Arena&amp;quot; to &amp;quot;Bone Busters&amp;quot; =====&lt;br /&gt;
&lt;br /&gt;
Ground connections used on System 80B games from Arena to Bone Busters are the not as bad as the previous design, however, they are still unreliable at times.  These connections consist of two small boards with three 10-pin .156&amp;quot; inline male header connections. The boards are fastened to the left side (or back side on newer games like Hot Shots) of the transformer panel&#039;s metal chassis.  One problem with this is that the header pins get cracked solder joints, and in turn, ground connections become intermittent. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One common symptom of poor ground connections is multiple solenoids not functioning.  If removing the 10-pin Molex plug from the ground board, and reconnecting it at a different header causes non-working solenoids to function, the ground connections are bad. Whether or not this test proves that the ground connections are bad, it is highly recommended to improve the ground connections for future reliability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The purpose of these changes is to remove one potentially failed connection out of the equation.  The grounds will then be secured directly to the transformer chassis via solderless eyelet crimp connectors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like the previous section, these ground upgrades were initially recommended and published on the Internet by [http://www.flippers.com/gottlieb_ground_cures.html#System3 John Robertson of John&#039;s Jukes].  Below are the steps to properly upgrade the grounds.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=100px perrow=3 caption=&amp;quot;Gottlieb® System 80B Ground Upgrades (Arena to Bone Busters)&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB 80B Victory Grounds 01.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The stock ground connections plugged into the ground connection boards on the left side of the transformer panel.  This pic is a view from the left side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 02.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Remove all connections from the transformer panel.  Then, unscrew the four 5/16&amp;quot; hex head screws which secure the transformer panel from the bottom of the cabinet.  Turn the transformer panel on its side.  This will allow better access to secure the ring terminals to the side of the chassis.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 03.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut all of the ground wires as close as possible to the 10-pin housing.  Remove the two boards with the three .156&amp;quot; 10-pin male header connections.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 04.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All of the ground wires are to have their insulation stripped back longer than usual - approximately 3/4&amp;quot;.  Solderless ring terminals are crimped onto the ground wires.  The connections used in this particular application are Motormite #85443.  Motormite brand does not have to be used.  This particular brand and part number are mentioned due to the difficulty in finding the correct connectors to use. Most common ring terminals have a #10 or larger screw eyelet, which will not work effectively, if the eyelets are fastened to the side of the transformer panel chassis.  The ring terminals shown here are made for #12-#10 gauge wire with an eyelet for a #8 screw.  &amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 05.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The ground Molex plugs and connection boards which were formerly fastened to the transformer panel&#039;s metal chassis. The five ground connector plugs were cut off from the incoming ground wires.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 06.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Keep wires which were common to one connector together (driver board ground wires, playfield ground wires, and backbox ground wires).  In doing this, future disassembly will be possible, should any of the individual wiring harnesses need attention or the playfield removed from the game.  The ground wires are then twisted together and crimped.  From experience, a maximum of 4 larger gauge wires can be crimped in one connection.  Lighter gauge wires can be paired with or without heavier gauge wires.  When doing this, the maximum effective grouping of wires increases slightly.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 07.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The screws which were removed from the ground bus board should be reused to secure the eyelets to the transformer panel.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 08.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The transformer is fastened to the bottom of the cabinet with the ground upgrades in place.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
File:GTB 80B Victory Grounds 09.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Pay close attention when securing the transformer panel to the cabinet.  The four mounting screws may have flat ground straps with an eyelet.  These eyelet connections *must* be secured to the transformer panel.  Otherwise, the earth grounds will not all be tied together anymore.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although somewhat equally difficult to locate, an alternate to the Motormite # 85443 connectors are Tyco / AMP 408-2049-4 connectors. Again, any brand can be used, but make certain the eyelet hole is for a #8 screw (not a #10 or larger), and the crimp connector can accommodate #10 / #12 gauge wires (typically yellow insulation on crimp).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Problems===&lt;br /&gt;
====Replacing the Orange Filtering Capacitor====&lt;br /&gt;
[[File:AgedOrangeCap.jpg|300px|thumb|left|A worn out original 6800uf/25V Gottlieb® filter capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
If your System 80 or early System 80A game still has the original, orange 12VDC filtering capacitor in the cabinet bottom, it should be replaced. It&#039;s 30+ years old, has served the game well for a long time, and deserves a rest. Replace it with a new capacitor, valued from 6800uf to 12,000uf and at least 25V. Don&#039;t forget to acquire the right sized bracket to secure the cap to the bottom board.&lt;br /&gt;
&lt;br /&gt;
A very nice replacement for this capacitor, specified at 12,000uf, can be found [https://www.bigdaddy-enterprises.com/repairkits/gottlieb_kits.htm#g-80filters here] or [https://www.marcospecialties.com/pinball-parts/C12KM40VR here].&lt;br /&gt;
&lt;br /&gt;
This capacitor filters the rectified 12VDC which is supplied to the power supply board for regulation down to 5VDC which is used by every board in the game, including the MPU. Solid 5VDC power is critical for the game to operate properly, hence the need for a properly working cap.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sporadic / Inconsistent / Missing Voltages====&lt;br /&gt;
[[File:GTB Sys80 PS Cold Joints.jpg|300px|thumb|left|This header pin was removed from the board by wiggling it loose!]]&amp;lt;br&amp;gt;&lt;br /&gt;
One problem with the System 80 power supply sporadic, inconsistent, or missing voltages.  The game may be fine one minute, while the next minute, it loses voltage(s) completely.  One of the main culprits for this is cracked header joints.  Between vibration and the heat dissipated by the heat sink, header joints have a fairly high failure rate on System 80 power supplies.  The fix is to disassemble the power supply (as seen in the next section), and replace the stock round header pins with square headers. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Low 60v and All Displays Dim or at Half Brightness===&lt;br /&gt;
See the display section: [[#All Displays Dim or at Half Brightness|All Displays Dim or at Half Brightness]]&lt;br /&gt;
&lt;br /&gt;
====Recommended Updates and Repairs for the System 80/80A Power Supply Board====&lt;br /&gt;
[[File:GottliebSystem80PSBurnedCR7.jpg|300px|thumb|right|If CR7 on the Gottlieb power supply looks like this, the board should be rehabbed immediately.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 Power Supply board is a pretty tough bugger. Still, after years of steady operation, they do fail, and they require refurbishment / rebuild.&amp;lt;br&amp;gt;&lt;br /&gt;
The test point values are silk screened on the System 80 power supply board. They are +5VDC, +8VDC, +42VDC, and +60VDC. Ground, or &amp;quot;common&amp;quot; is also labeled.&amp;lt;br&amp;gt;&lt;br /&gt;
Given that the parts to refurbish the power supply are cheap and readily available, and that taking the power supply apart is a bit of a pain, a good strategy is to replace all failure prone parts, whether the parts have failed or not, to avoid disassembling the power supply more than once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mandatory parts list:&amp;lt;/b&amp;gt;&lt;br /&gt;
#.156 male header pins without friction lock, 9-pin, 7-pin, 6-pin, or break to size.&lt;br /&gt;
#500 ohm resistor cermet trimmer potentiometer. A quality sealed one like the one pictured is advised.&lt;br /&gt;
#3 inches of 18 gauge wire&lt;br /&gt;
#680 ohm 1/2 watt resistor (470, 510, 560, or 620 works also) replacement for R10, originally a 30 ohm 2W resistor and &amp;lt;b&amp;gt;must be replaced&amp;lt;/b&amp;gt; if CR7 is replaced with a 1N4738 (below)&lt;br /&gt;
#1N4738 8.2V 1 watt zener diode (CR7, originally a 1N3445 8.2V 2W zener)&lt;br /&gt;
#12K ohm, 1/2 watt resistor (R3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Optional parts list:&amp;lt;/b&amp;gt;&lt;br /&gt;
#1N4746 18V 1 watt zener diode (CR6, optional)&lt;br /&gt;
#47uf, 100V axial capacitor (C2, optional)&lt;br /&gt;
#LM723 voltage regulator and 14-pin socket (IC1, optional if the 5V section is operational)&lt;br /&gt;
#2N6057, 2N6059, or 2N6284 Darlington transistor (Q3, optional if the 5V section is operational)&lt;br /&gt;
#heat sink compound (optional as required)&lt;br /&gt;
#TO-3 mica insulator or heat sink gasket (optional as required)&lt;br /&gt;
#TO-3 transistor spacer (optional as required) Keystone 4616 or Mouser Electronics 534-4616&lt;br /&gt;
#2N5550 or 2N5551 transistor (Q2, optional)&lt;br /&gt;
#470uf/100V axial capacitor (C1, optional if the 42v/60v section is operational, this cap is often the cause of the 1/4A HV fuse blowing)&lt;br /&gt;
#TIP31C TO-220 NPN transistor (Q1, optional if the 42v/60v section is operational)&lt;br /&gt;
#TO-220 mica insulator (optional as required)&lt;br /&gt;
#TO-220 Passive Heatsink - Aavid Thermalloy 563002B00000G (only necessary if the existing heatsink is damaged or missing the PCB mounting tabs)&lt;br /&gt;
#TO-220 Nylon Bushing Insulator (only necessary if missing or damaged)&lt;br /&gt;
#Green LEDs (optional...use to identify that the board has been rebuilt)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&lt;br /&gt;
#Remove the 4 screws that fasten the PCB to the cold plate (heat sink).&lt;br /&gt;
#Remove the 2 screws that fasten the back mounted transistor Q3 to the PCB and cold plate.&lt;br /&gt;
#Use a solder removal tool to remove the solder from the legs of Q3 that extend through the PCB. This is the toughest part of the job. If the board had been really hacked, two irons and a friend may be needed to accomplish this.&lt;br /&gt;
#Once the cold plate and Q3 have been removed, set those parts to the side.&lt;br /&gt;
#Replace parts on the PCB as recommended and advised by the particular failure.&lt;br /&gt;
#On the solder side of the PCB, solder a 3&amp;quot; wire from the ground trace to the screw mount, as shown in the picture below.&lt;br /&gt;
#When replacing the original round header pins with new square header pins, the through holes may require slight enlargement using a pick as shown in the picture below. Alternatively, the holes can be drilled with a small bit from the solder side of the board. Pressing the pins into the through holes without enlarging them might cause the solder pad to pop off the board. Key pins must be removed prior to installation as the PCB has no holes at the key pin position.&lt;br /&gt;
#Recheck all of the work performed.&lt;br /&gt;
#Sand the black insulating coating from the top/right screw hole on the front of the cold plate, as shown in the picture below. The insulating coating is very tough. A drum sander attachment on a Dremel works very well for this.  To ensure enough has been sanded, use a meter to &amp;quot;buzz&amp;quot; between screw holes. The screw hole will be used later to tie the ground from each PCB together.&lt;br /&gt;
#Install Q3 (note that it will only install one way) onto the cold plate using the transistor spacer, mica insulator, and heat sink compound.&lt;br /&gt;
#Mate the two halves of the power supply together and reinstall the two screws which secure Q3.&lt;br /&gt;
#Solder the leads of Q3 to it&#039;s through-holes.&lt;br /&gt;
#To ensure continuity at each leg&#039;s solder joint, &amp;quot;buzz&amp;quot; the connection between the left leg of Q3 and the top leg of R9.&lt;br /&gt;
#Also &amp;quot;buzz&amp;quot; the connection between the right leg of Q3 and the bottom leg of R11.&lt;br /&gt;
#Install the remaining 4 screws around the perimeter of the power supply board. &lt;br /&gt;
#Lastly, ensure there is NO continuity between Q3 and the cold plate, as shown in the picture below. This is an essential step to ensure proper operation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=170px heights=100px perrow=3 caption=&amp;quot;System 80/80A Power Supply Repair&amp;quot;&amp;gt;&lt;br /&gt;
File:Parts.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Required&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsRemoved.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front Side, Parts Removed and Board Cleaned Up&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsRemovedBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Back Side, Parts Removed&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:EnlargingHoles.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Enlarging Header Pin Holes&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsReplaced.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Replaced, Front Side&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PartsReplacedBack.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Parts Replaced and Ground Updated, Back Side&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:R10ThermalStrainRelief.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Strain Relief for R10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Sys80PSAllDone.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;All Done&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Transistor-to-ColdPlateContinuityTest.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Ensuring no continuity between Q3 and the cold plate&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once fully assembled, reinstall the power supply into the game. Connect ONLY J1 (the lower 9-pin connector) at this time. Power the game on, looking for the two LEDs to light. If they do not light, there will be rework to perform. Assuming that they do light, test each of the voltages that the power supply creates to ensure the correct power is being generated/regulated. Since the power is not &amp;quot;under load&amp;quot;, each of the voltages may read 10% or so high. While measuring the 5V test point, adjust the 5V trim pot to about 5.1VDC.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
That&#039;s it! Done.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: once the other boards are connected to the power supply, the 5V may sag some. Measure the 5V across the electrolytic cap just to the right of the MPU power connector. Using the 5V trim pot, adjust the 5V power to between 5.0 and 5.1VDC.&lt;br /&gt;
&lt;br /&gt;
====Recommended Repairs for the System 80B Power Supply Board====&lt;br /&gt;
[[File:Gtb sys80b psu.JPG|300px|thumb|left|System 80B +5 VDC Power Supply. The adjustment POT is at the top of the PCB.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Step one to improving power supply reliability is to replace the original 500 ohm 1 watt adjustment pot.  This procedure can be done easily without removing the large heat sink.  A replacement sealed pot is recommended, but not completely necessary.&lt;br /&gt;
&lt;br /&gt;
Next, remove all the old solder from the all of the .156&amp;quot; header pins, and reflow new solder onto the joints. The top header pins (J2) supply +5VDC to the majority of the associated circuit boards in the back box.  Provided that the power supply is delivering acceptable voltages in the +5VDC range, these two relatively simple repairs are the only things needed for this board.&lt;br /&gt;
&lt;br /&gt;
However, if you&#039;ve adjusted the pot as much as possible in the appropriate direction, and the power supply is still delivering voltages higher or lower than around +5VDC, it&#039;s probably time to look at replacing the LM338K voltage regulator.  While not a frequent occurrence, the voltage regulator will sometimes fail. &lt;br /&gt;
&lt;br /&gt;
If the voltages measured are less than 1VDC, the grounds for the power supply (located at the transformer panel) will more than likely need attention.  Once the grounds at the transformer panel are better secured, recheck the voltage at the power supply.&lt;br /&gt;
&lt;br /&gt;
Note: When measuring the +5VDC provided by the power supply, first disconnect J2 on the power supply. Measure power at the J2 male headers first. Once within an acceptable range, turn power off and reconnect J2. Measure power across C1, the 100uf/10V capacitor that is next to J1 (power connector) on the MPU. The MPU may drag the +5VDC supply down a bit. If you find this to be the case, adjust the trim pot on the power supply until a steady +5VDC is seen at the MPU. Poor connections between the +5VDC power supply and the MPU board may also reduce the voltage measured at the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Optional Bling...Adding Power Indicating LED&#039;s to Boards====&lt;br /&gt;
=====CPU Board LED=====&lt;br /&gt;
How to add a &amp;quot;+5 volt&amp;quot; indicator for the Gottlieb System 80 Generation 1 CPU board (the D102 board). This will light up when + 5 volts are present on the CPU board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; diameter holes spaced about 3mm apart in the spot indicated just below power connector J1. This area has no traces to interfere with drilling.&lt;br /&gt;
#Install LED into board with flat side facing toward the power connector J1.&lt;br /&gt;
#Bend the flat side&#039;s lead to the negative (ground) point shown in the picture and solder it.&lt;br /&gt;
#The other lead of the LED will connect to one side of the 330 ohm resistor. The other end of the resistor will be soldered to the positive trace shown in the picture. You&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is powered on, this LED will indicate that the CPU board is receiving +5 volts from the power supply.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDholesfront.JPG|300px|thumb|left|Holes drilled on front of board]]&lt;br /&gt;
[[File:Sys80CPULEDholesrear.JPG|300px|thumb|right|Holes drilled on rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Circled areas are where to drill the two holes for the LED. Any color of LED can be used, but red or green are preferred.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDwiring.JPG|300px|thumb|left|Wiring on solder side of board]]&lt;br /&gt;
[[File:Sys80CPULEDfront.JPG|300px|thumb|right|LED installed on board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED. Note the location of the flat side of the LED.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80CPULEDlitup.JPG|300px|thumb|left|Finished installation of LED]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Completed installation with LED lit up indicating the +5 volts is present on the CPU board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Driver Board LED=====&lt;br /&gt;
Adding a &amp;quot;+5 volt&amp;quot; indicator to the System 80 Driver Board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohm quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; holes spaced about 3mm apart in the board at the location shown in the pictures to the left of the electrolytic capacitor near chip Z1. There should be no traces at that area.&lt;br /&gt;
#Install the red LED with the flat side facing the trace going to the negative side of the electrolytic capacitor. Bend the LED&#039;s flat side lead down to that trace and scrape away some of the green paint at the point you will be soldering it. Now solder that lead to the trace.&lt;br /&gt;
#Solder one end of the 330 ohm resistor to the other lead of the LED.&lt;br /&gt;
#The other end of the resistor will now get soldered to the trace that goes to the positive side of the electrolytic capacitor. Again, be sure to scrape some of the green paint off of the trace where the resistor lead will be soldered. You are done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is on, the LED will be lit indicating that the driver board is receiving +5 volts from the CPU board.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LED_holesfront.JPG|300px|thumb|left|Drilled holes on front of board]]&lt;br /&gt;
[[File:Sys80LEDholesrear.JPG|300px|thumb|right|Drilled holes on the rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Views of the holes drilled for the LED looking from the front and rear of the System 80 driver board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LEDrear.JPG|300px|thumb|left|Wiring of the LED and resistor]]&lt;br /&gt;
[[File:Sys80LEDflat.JPG|300px|thumb|right|Finished installation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED. Notice the location of the flat side of the LED. Any color of LED can be used, but red or green is prefered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80LEDlitup.JPG|300px|thumb|left|Finished installation with LED lit]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Completed installation showing the LED lit up indicating +5v power is present on the driver board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pop Bumper Driver Board LED=====&lt;br /&gt;
How to add a &amp;quot;+5 volt&amp;quot; indicator for the Gottlieb System 80 Pop Bumper Driver Board. This will light up when + 5 volts are present on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red LED, Jameco # 2125309 or Radio Shack # 276-209 or 1 Green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, quarter watt, Radio Shack # 271-1315&lt;br /&gt;
&lt;br /&gt;
#From the solder side, mark and drill four 1/16&amp;quot; diameter holes spaced as shown in the spot indicated. &lt;br /&gt;
#Install LED into board with flat side facing toward the power connector J1.&lt;br /&gt;
#Bend the flat side&#039;s lead to the negative (ground) point shown in the picture and solder it.&lt;br /&gt;
#The other lead of the LED will connect to one side of the 330 ohm resistor.&lt;br /&gt;
#The other end of the resistor will be soldered to the positive trace shown in the picture.&lt;br /&gt;
#You&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Now whenever the machine is powered on, this LED will indicate that the CPU board is receiving +5 volts from the power supply.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px perrow=3&amp;gt;&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-supplies.jpg|Supplies needed.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-1.jpg|Mark holes on solder side as shown.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-2.jpg|Drill holes.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-3.jpg|Stuff parts shown. Note the polarity of the LED.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-4.jpg|Bend component legs as shown.&lt;br /&gt;
File:gtb-sys80-pop-bumper-mod-led-5.jpg|Solder all 3 connections as shown.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Repeat for each Pop Bumper Driver Board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary Lamp Driver Board LED=====&lt;br /&gt;
Adding a &amp;quot;+5 volt&amp;quot; LED indicator for the auxiliary lamp driver board used to create &amp;quot;chase lamps&amp;quot; in many System 80/80A/80B games.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Red or green LED, Jameco Electronics # 2125296 (9 cents each) or Radio Shack # 276-022 ($1.69 for a 2 pack)&lt;br /&gt;
*1 Resistor, 330 ohms, 1/4 watt&lt;br /&gt;
&lt;br /&gt;
#Drill two 1/16&amp;quot; diameter holes about 3mm apart in the locations indicated in the pictures.&lt;br /&gt;
#Mount LED with the flat side toward the edge of the board.&lt;br /&gt;
#The lead from the LED&#039;s flat side will be soldered to pin 2 (ground) of connector A11P1. Be sure to slide a piece of heat shrink tubing over this lead so it does not accidently short to the other connector pins.&lt;br /&gt;
#The other lead of the LED will be soldered to one end of the 330 ohm resistor.&lt;br /&gt;
#The other end of the resistor will be soldered to pin 4 (+5 volts) of connector A11P1.&lt;br /&gt;
&lt;br /&gt;
Whenever the machine is on, the LED should be lit, indicating the auxiliary lamp driver board is receiving power. &lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDfrontholes.JPG|300px|thumb|left|Drilled holes on front of board]]&lt;br /&gt;
[[File:ALDLEDrearholes.JPG|300px|thumb|right|Drilled holes on rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
View of the holes drilled for the LED as viewed from the front and rear of the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDfront.JPG|300px|thumb|left|LED installed on board]]&lt;br /&gt;
[[File:ALDLEDrear.JPG|300px|thumb|right|Resistor and LED wiring]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistor and LED on the rear of the board. Notice the location of the flat side of the LED.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ALDLEDlitup.JPG|300px|thumb|left|LED is lit up]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Finished installation with LED lit up indicating presence of +5 volts power on the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound/Speech Power Supply Board LED&#039;s=====&lt;br /&gt;
The Sound/Speech power supply board will get a total of four LED&#039;s! These are to indicate the presence of -12 volts, +12 volts, and +30 volts going out to the actual sound/speech board and also to indicate +24 volts coming in to the power supply board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*4 Red or green LED&#039;s&lt;br /&gt;
*2 Resistors, 1 k, 1/4 watt&lt;br /&gt;
*1 Resistor, 2.2k, 1/4 watt&lt;br /&gt;
*1 Resistor, 3.0 k, 1/4 watt&lt;br /&gt;
&lt;br /&gt;
#Drill a total of eight 1/16&amp;quot; holes at the points shown in the pictures near connector A7P1. Lead spacing per LED is about 3mm. Be sure the LED&#039;s are not too close to each other to interfere with sitting flat against the board. The +12 and +30 volt LED&#039;s will mount with the flat side facing diagonally (7 o&#039;clock) toward the lower left board mounting hole.&lt;br /&gt;
#The -12 volt LED will have the lead of the round side (anode) soldered to the heavy ground trace of the board. You&#039;ll need to scrape some of the green paint off the trace first. The other lead of this LED will be soldered to one end of a 1k resistor. The other end of this resistor will be soldered to the junction point of resistor R2 and the anode of zener diode CR2.&lt;br /&gt;
#The +24 volt LED will have the lead from the flat side (cathode) of the LED soldered to the heavy ground trace on the board. You&#039;ll need to scrape a bit of the green paint off the trace first. The other lead of the LED will be soldered to one end of a 2.2k resistor. The other end of the resistor will be soldered to the trace going to connector A7P1 pin 6 (+24 volts). Again, you&#039;ll need to scrape some of the green paint from the trace first.&lt;br /&gt;
#The +12 volt LED will have the lead from the flat side (cathode) of the LED soldered to the heavy ground trace. You will need to scrape some of the green paint off the trace first. The other lead of the LED will be soldered to one end of a 1k resistor. The other end of this resistor will be soldered to to the trace going to connector A7P1 pin 1 (+12 volts). You will need to scrape some of the green paint off of the trace first.&lt;br /&gt;
#The +30 volt LED will have the lead of the flat side (cathode) soldered to the heavy ground trace. You will need to scrape off some of the green paint from the trace first. The other lead of the LED will be soldered to one end of a 3 k resistor. The other end of this resistor will be soldered to the trace going to connector A7P1 pin 2 (+30 volts). You will need to scrape some of the green paint from the trace first.&lt;br /&gt;
#These LED&#039;s above are all optional. The board never originally came with anything to indicate presence of voltages. If you only want to install one, that&#039;s fine. I chose to install all four so I can see at a glance that all four voltages are present. You don&#039;t have to install all four if you don&#039;t want to.&lt;br /&gt;
&lt;br /&gt;
In the picture of the finished front of the board the LED&#039;s from top to bottom are:&lt;br /&gt;
&lt;br /&gt;
*-12v&lt;br /&gt;
*+24v&lt;br /&gt;
*+12v&lt;br /&gt;
*+30v&lt;br /&gt;
&lt;br /&gt;
In the picture of the wiring on the back (foil) side of the board, the resistors top to bottom are:&lt;br /&gt;
&lt;br /&gt;
*1K&lt;br /&gt;
*2.2K&lt;br /&gt;
*1K&lt;br /&gt;
*3K &lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDfrontholes.JPG|300px|thumb|left|Drilled holes for the LED&#039;s on the front of board]]&lt;br /&gt;
[[File:SSPSLEDrearholes.JPG|300px|thumb|right|Drilled holes for the LED&#039;s on the rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Views of the drilled holes for the LED&#039;s looking from the front and rear of the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDlower.JPG|300px|thumb|left|+12 and +30 LED&#039;s installed on front]]&lt;br /&gt;
[[File:SSPSLEDupper.JPG|300px|thumb|right|-12 and +24 LED&#039;s installed on front]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All four LED&#039;s installed on the front of the board. Notice the location of the flat sides of all the LED&#039;s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLED_wiring.JPG|300px|thumb|left|Wiring of the resistors on the rear of board]]&lt;br /&gt;
[[File:SSPSLEDfinished.JPG|300px|thumb|right|All four LED&#039;s installed on front of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wiring of the resistors and LED&#039;s on the rear of the board. All four LED&#039;s installed on front of board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SSPSLEDlitup.JPG|300px|thumb|left|Finished and all LED&#039;s lit]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All four LED&#039;s installed and lit up indicating the presence of the four different voltages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80/80A Power Supply Board LED=====&lt;br /&gt;
The System 80 and System 80A power supply board already has LED&#039;s installed to indicate the +5 volts and +12 volts. This project will add an LED to indicate the presence of the +60 volts which is used to operate the score displays. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials needed:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 LED, any color&lt;br /&gt;
*1 Resistor, 10k, 2 watts&lt;br /&gt;
&lt;br /&gt;
#Drill a total of four 1/16&amp;quot; diameter holes at the points indicated between the foil traces in the pictures. Try to keep the holes in a straight line.The LED installs in the top two holes and with the flat (cathode) side facing downward toward the bottom end of the board. The resistor will install in the other remaining two holes which are the also the farthest spaced. Be sure to scrape the paint off of the foil traces at the points shown in the pictures.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_holes_front.JPG|300px|thumb|left|Holes drilled viewed from front of board]]&lt;br /&gt;
[[File:SYS80PS_holes_rear.JPG|300px|thumb|right|Holes drilled as viewed from rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wiring it all up:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The flat (cathode) side of the LED will be soldered to the top end of the 10k 2 watt resistor. Be sure to keep all component leads pressed down as close to the foil traces as possible to prevent shorting to the metal frame when the board is re-assembled to the metal frame. There is very little clearance between the board and the metal frame when everything is re-assembled. The lower end of the resistor will be soldered to the foil trace that goes to connector J3, pins 4 and 5 (ground). The round (anode) side of the LED will be soldered to the foil trace that goes to connector J3 pin 1 (the +60 volts). Put a short piece of heat shrink tubing or sleeving over that lead to prevent it from shorting to the trace it crosses over. Now carefully bend that lead of the LED down onto the correct foil trace as shown in the pictures and solder it. Be sure to label the new LED on the parts side of the board as &amp;quot;+60V&amp;quot;. This completes the wiring.&lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_parts.JPG|300px|thumb|left|Resistor and LED mounted on board]]&lt;br /&gt;
[[File:SYS80PS_soldered.JPG|300px|thumb|right|Parts soldered to foil traces]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The new LED should be lit at all times the machine is turned on. It indicates that +60 volts DC is present to operate the score displays. The other display voltage, +42 volts, is derived from the +60 volts. &lt;br /&gt;
&lt;br /&gt;
[[File:SYS80PS_finished.JPG|300px|thumb|left|Finished installation with +60v marking]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====System 80 First Generation &amp;quot;Sounds Only&amp;quot; Sound Board LED&#039;s=====&lt;br /&gt;
This board was used in early System 80 games such as Panthera. It operates on three power sources, -12 volts, +12 volts, and +5 volts. The +12 volts is obtained from the bottom panel in the machine. The +5 volts is obtained from the game&#039;s power supply board. The -12 volts is generated on this sounds only board by receiving ac power input on J1 pins 3 and 4. You can measure the -12 volts by connecting your volt meter across zener diode CR5 (1N4742A).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MATERIALS NEEDED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*2 LED&#039;s, any color&lt;br /&gt;
*1 Resistor, 1k @ 1/4 watt&lt;br /&gt;
*1 Resistor, 330 ohm @ 1/4 watt&lt;br /&gt;
*1 Short piece of small diameter heat shrink tubing&lt;br /&gt;
&lt;br /&gt;
#Drill two pairs of holes 1/16&amp;quot; diameter and about 3mm apart at the locations as shown in the pictures. Be sure not to drill through any foil traces.&lt;br /&gt;
#The +12 volt LED will have the flat side (cathode) of the LED soldered to the ground trace coming from pin 6 of connector J1. You&#039;ll need to scrape a bit of green paint off of the trace first in order to solder it. The other lead of the LED will be soldered to one end of a 1k @ 1/4 watt resistor. The other end of the resistor will be soldered to pin 1 of connector J1 (the +12 volt source). Be sure to slide a short piece of heat shrink tubing over this end of the resistor before soldering since this lead will pass over a couple of traces. This will prevent the resistor lead from shorting to those traces and causing damage.&lt;br /&gt;
#The +5 volt LED will have the flat side (cathode) of the LED soldered to the ground trace coming from pin 6 of connector J1. You&#039;ll need to scrape a bit of the green paint off of the trace first in order to solder it. The other end of the LED will be soldered to one end of a 330 ohm @ 1/4 watt resistor. The other end of the resistor will be soldered to pin 5 of connector J1 (the +5 volt source).&lt;br /&gt;
#When finished, be sure to note that the flat sides of both LED&#039;s will be facing each other on the front side of the board. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80so_holes_front.JPG|300px|thumb|left|Holes drilled in front of board]]&lt;br /&gt;
[[File:Sys80so_holes_rear.JPG|300px|thumb|right|Holes drill in rear of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80so_LEDS.JPG|300px|thumb|left|LED&#039;s installed on board with flat sides facing each other]]&lt;br /&gt;
[[File:Sys80so_resistors.JPG|300px|thumb|right|Wiring on solder side of board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====F2 Fuse Blows At Power Up on 80A games====&lt;br /&gt;
If the F2 fuse blows at power up, there is one overlooked problem that is good to check. This could also apply to 80B games, but a different fuse may blow.&lt;br /&gt;
&lt;br /&gt;
On the transformer panel, there is a pair of cement resistors are soldered to a solder tab, which is screwed down to a small square plastic post. Check to make sure that this has not been moved to another screw hole in the metal of the transformer panel. Screwing this line to the metal of the transformer panel ties one of the AC lines to ground. Since this line is shorted/tied to ground, it also has the side effect of making the bridge rectifier test bad, since there is a tab tied to ground when there shouldn&#039;t be one. It is likely that the bridge rectifier will test good as soon as the solder tab is moved to the correct place.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300&amp;gt;&lt;br /&gt;
File:sys80-f2-fuse-blows-issue-2.jpg|Correct place to screw the solder tab (on the square plastic post)&lt;br /&gt;
File:sys80-f2-fuse-blows-issue-1.jpg|Incorrect place to screw the solder tab. This causes a short.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MPU boot issues===&lt;br /&gt;
&lt;br /&gt;
There are a large and varied number of reasons that a System 80 MPU will fail to boot. Unfortunately, as has been said before, &amp;quot;this is not a Bally world&amp;quot;. That is, unlike &amp;quot;classic&amp;quot; Bally and Stern MPUs the System 80 MPU provides absolutely no indication as to why it may have failed to boot.&lt;br /&gt;
&lt;br /&gt;
Debugging a non-booting MPU is somewhat of an art. A few basic steps are listed below.&lt;br /&gt;
&lt;br /&gt;
#Ensure the power supply is providing a solid 5VDC power source&lt;br /&gt;
#Replace the orange electrolytic cap in the cabinet bottom if still original&lt;br /&gt;
#Take the board to the bench&lt;br /&gt;
#Examine the board for alkaline damage. Abate all alkaline corrosion.&lt;br /&gt;
#Ensure the reset section of the board is working. Pin 40 of the 6502 should begin &amp;quot;low&amp;quot;, then after about 1/2 second, transition to &amp;quot;high&amp;quot;. Note that the reset transition will be slightly longer if using a modern reset generator (ala DS1811) as outlined in subsequent sections&lt;br /&gt;
#Check the clock signals at the 6502. A logic probe will show a rhythmic pulse. An Oscilloscope should show the 3.58Mhz pulse. If the clock signal is not pulsing, work backwards through the 74xx logic all the way to the crystal if necessary&lt;br /&gt;
#Check the IRQ signal at the 6502. Ensure it isn&#039;t &amp;quot;stuck&amp;quot;. Only the 6532 RIOTs can pull the IRQ signal low. Once the 6502 software processes the IRQ, the 6502 will release the IRQ signal&lt;br /&gt;
#Check the R/W (read/write) signal at the 6502. Again, ensure it isn&#039;t stuck&lt;br /&gt;
#Check the address and data lines to ensure that they are pulsing&lt;br /&gt;
#Feel each of the masked ROM chips at U2 and U3 as well as the 6532 RIOT chips at U4, U5, and U6. If the IC is too hot to touch, it has probably failed and should be replaced. Note that the 6532 RIOTs run hot normally. If one is noticeably hotter than the other, that may be an indication of failure.&lt;br /&gt;
#Test each of the 74XX chips in the switch matrix (Z11 - Z15) using this [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit procedure].&lt;br /&gt;
#If the board has the original masked game ROM(s), replacement of those ROM(s) is advised. System 80 and 80A games used a 2716 originally at the PROM1 position (early games used dual 2708s at PROM1 and PROM2). System 80B games used a 2764 for the game ROM (which also replaces U2 and U3) and generally a 2716 at the PROM1 position. Of course, the ROM image can be doubled or even quadrupled so that it fits snugly into a larger capacitor ROM as long as that ROM footprint matches the OEM ROM footprint (number of pins)&lt;br /&gt;
#System 80B MPUs employ a &amp;quot;daughter card&amp;quot;. Fractured solder joints where the &amp;quot;riser pins&amp;quot; connect to the daughter card are often an issue. These joints can&#039;t be examined without removing the daughter card. And removing the daughter card is not trivial. If flexing the daughter card causes the board to boot or to crash, fractured solder joints are a solid suspect.&lt;br /&gt;
&lt;br /&gt;
====Power on &amp;quot;Thunk&amp;quot;====&lt;br /&gt;
Some System 80 games exhibit a &amp;quot;thunk&amp;quot; upon power up. The manifestation of this is the unpredictable lighting of lamps, running of motors, and actuation of coils / relays.  The symptom is unpredictable in that swapping either the driver or the MPU board might change the behavior. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;thunk&amp;quot; can be suppressed via a process detailed [http://www.flippers.com/gott-system80.html#thunk here] by John Robertson.&lt;br /&gt;
&lt;br /&gt;
[[File:Sys80 Driver Reset Front.JPG|thumb|left|300px|The addition of an MCP130-460HI/TO reset generator on the driver board.]]&lt;br /&gt;
[[File:Sys80 Driver Reset Back.JPG|thumb|right|300px|The addition of an MCP130-460HI/TO reset generator on the driver board w/ traces cut and jumpers run.]]&amp;lt;br&amp;gt;&lt;br /&gt;
As an alternative to John&#039;s approach, another method has been developed. The method employs the use of a reset generator tied to the &#039;&#039;&#039;CLR&#039;&#039;&#039; leg (pin 1) of the appropriate 74175 flip-flops (those that control devices that &amp;quot;thunk&amp;quot;). The reset generator is added to the front of the driver board in the upper right hand corner. There is a &amp;quot;star via&amp;quot; in this location. Solder should be removed from the star via exposing a through hole. Next, two very small holes should be drilled into the board on either side of the via. Make certain not to drill through traces on the solder side of the board, and that neither hole touches the &amp;quot;star via&amp;quot;. Next, scrape the solder mask from the two thick traces on the solder side which pass closest to the star via. These traces terminate at capacitor C1 on the driver board.  The closest trace is ground and the other trace is +5v. Next, place a MCP130-460HI/TO reset generator through the driver board. The center leg (&#039;&#039;&#039;RESET&#039;&#039;&#039;) will pass through the star via, while the outer legs will go through the newly drilled holes. The flat side of the reset generator should be facing the components on the driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
Next, bend the GND and 5V legs of the reset generator onto the appropriate traces where the masking was scraped.  Next, the traces on Z3, Z4, and Z5 should be cut between pin 1 and pin 16. This is the wide trace at the very top of the chip. Additionally, there is a thick trace to the right of pin 1 on Z4 which must be severed. After cutting this trace, pin 16 and the isolated trace must be tied together with a jumper.  This connects 5VDC to pin 16 of Z4. Now that pin 1 is isolated from 5VDC on chips Z3, Z4, and Z5, trace wire must be routed from the center leg (&#039;&#039;&#039;RESET&#039;&#039;&#039;) of the reset generator to pin 1 of each of these chips. Once this modification is completed, the coils associated with these chips will no longer be pulsed when the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Like the modification which John Robertson lays out, it may not be necessary to isolate pin 1 of Z3, Z4, and Z5 for every game. However, isolating these 3 chips accommodates most System 80/A/B games that use lamp transistors to pre-drive coils / relays. The game over and tilt relays will still pulse briefly upon turning the game on but that behavior is generally acceptable. Isolating pin 1 of Z1 and tying pin 1 to the reset line of the reset generator will resolve this residual behavior.&lt;br /&gt;
&lt;br /&gt;
Note that the trace wire shown in the pic on the right could have been routed more elegantly.  This was in part due to an afterthought in having Z3 tied to the reset generator.&lt;br /&gt;
&lt;br /&gt;
Since the &amp;quot;thunk&amp;quot; is really just a minor irritation, most owners do not think that the resolution is worth the effort. However, on some games, the thunk can be very annoying by pulsing the ball release coil under the lower apron. The result is a ball being served into the shooter lane, before the MPU board even boots up. Most System 80B Genesis games run the &amp;quot;Reveal Motor&amp;quot; as a result of the &amp;quot;thunk&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ResetGeneratorPinExplanation.jpg|thumb|left|300px|Part number explanation and pin configuration for various reset generators.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Other reset generators may be used as long as the pinout of the legs is observed. Shown at left is a snippet of the datasheet that explains reset generator part numbers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AlternateDethunkFront.jpg|thumb|left|300px|Using an MCP130-460DI/TO reset generator. Take care to drill the holes so that only one reset generator leg touches the star.]]&lt;br /&gt;
[[File:DethunkAlternateBack.jpg|thumb|right|300px|Jumpers are still connected to the &amp;quot;star via&amp;quot; but the new holes are drilled in different locations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One alternate reset generator to use is the MCP130-460DI/TO which is also used in the section that discusses System 80 MPU alkaline corrosion abatement. The installation is a bit different as is shown in the adjacent pictures. The (&#039;&#039;&#039;RESET&#039;&#039;&#039;) signal is on the left leg of the reset generator while Vdd (5VDC) is in the center and Vss (Ground) is on the right leg.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Erratic Boot Issues with Later 80B Games (Hot Shots, Bad Girls, and Big House)====&lt;br /&gt;
Some erratic boot issues have been observed with the following games: Hot Shots, Bad Girls, Big House, and Excalibur, however, the list of games may be more extensive.  The issues included are a locked on display with garbage characters shown, no display illuminating at all, sound board not booting (LED stuck on), locked on lamps, no controlled lamps, locked on coils, etc.  The source of the problem seems to stem from the fluorescent tube starter located in the backbox.  It is unknown why exactly this anomaly occurs.  Removal of the starter should resolve the booting issues.  Worst case scenario, remove the 110v panel fuse on the transformer panel use for the fluorescent light circuit.  Unfortunately, this is the only resolution known at this time.&lt;br /&gt;
&lt;br /&gt;
====Battery Leakage and Corrosion====&lt;br /&gt;
Like most any other pinball machine manufactured, Gottlieb® uses batteries to supply power to the non-volatile RAM memory.  Certain game settings, high score thresholds (including high score to date), audit information, and bookkeeping information are all options which are saved when the game is powered off.  And unless some kind soul, who worked on your machine before, either removed the battery and mounted it remotely away from circuit boards, or just plain removed the battery, there will be some variety of a 3.6v Nickel Cadmium (NiCad) rechargeable battery soldered onto your CPU board.  &lt;br /&gt;
&lt;br /&gt;
So, what&#039;s so bad about having a battery on the CPU board?  Well, nothing really, unless it&#039;s forgotten, and in most cases, it is.  While you let your pinball machine sit unplayed for weeks, months, or even years at a time, the battery remains perched on the circuit board like a ticking time bomb.  I&#039;m not saying the battery is going to blow up, although some replacement non-rechargeable batteries could overheat and / or explode if not correctly installed.  The battery is like a ticking time bomb, because it is a threat to the overall health of the electronic components, traces, and connectors attached to your CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now that I have your attention regarding the whole battery thing, let&#039;s talk about the battery, and what happens. . .&#039;&#039;&#039;WHEN GOOD BATTERIES GO BAD&#039;&#039;&#039;.  It&#039;s not that some batteries were born on the wrong side of the tracks or anything. Any good battery can go bad without much warning.  It takes time, but eventually you will find that your battery has crossed over to the &amp;quot;dark side&amp;quot;.  That particular time is typically when you turn your game on, the lights come on, and that&#039;s it.  The displays don&#039;t light up. The start up sounds don&#039;t resonant. And, the silver ball stays in its comfy little home.  Nada...nothing...no signs of anything resembling a fun game of pinball.  &#039;&#039;&#039;UH-OH!&#039;&#039;&#039; So what happened?  The pinball machine worked fine the last time you played it.  &lt;br /&gt;
&lt;br /&gt;
Well, while you were out having a good time and enjoying life, the poor, aged, neglected battery decided to wreak havoc all over the reset section, clock section, or possibly more regions on your CPU board.  The CPU battery spewing its guts all over the place is akin to the batteries in the flashlight you haven&#039;t turned on since the last power outage a year or two ago.  You go to turn on the flashlight when you need it most, and find out there&#039;s something wrong.  So being the curious type, you open the flashlight&#039;s battery compartment only to find some kind of blue-green funk leaking all over, or the batteries now look like they need a shave.  The resolution to the flashlight scenario is pretty simple. Throw it away, and buy a new one. Your CPU board problem can be resolved the same way, except it will be a lot more costly, and is not recommended to just pitch it in the trash. If the battery damage to the CPU board is not overly extensive, attempt to repair it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80A bat damage01.JPG|300px|thumb|left|Typical Battery Found on a System 80 CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s unfortunate, but every battery has a life expectancy.  The only silver lining is that some of the Ni-Cad batteries installed on Gottlieb® CPU boards can last longer than others.  Probably the worst culprit of board destruction is the &#039;&#039;&#039;Data Sentry&#039;&#039;&#039; pack, and its associated knock-offs.  This battery comes in a black rectangular plastic package.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB sys80A battery.jpg|300px|thumb|left|Typical Battery Found on a System 80A / 80B CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another battery pack style which looks very similar to the NiCad battery packs found in &amp;quot;old school&amp;quot; cordless phones.  It is actually three small NiCad cells wrapped separately in an orange poly material, which is wrapped in a outer white poly material.  These don&#039;t leak nearly as badly, but they still have the potential to fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Replacement nicad.jpg|300px|thumb|left|Typical NiCad Battery Which was Replaced]]&amp;lt;br&amp;gt;&lt;br /&gt;
The final common battery style is a what looks like an AA battery on steroids.  This style is a fraction longer and fatter than an AA battery&#039;s physical form, and has two soldered leads on either end.  If you find one of these, it means the battery was previously replaced.  The good news is that this battery is newer than the original. However, the same results of battery seepage can occur.  The only benefit of this type of battery is that it can be carefully cut (in most cases) from the board without removing the board from your game.  This is a plus if no battery damage has occurred.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80A bat damage03.JPG|300px|thumb|left|NiCad Battery Damage to a System 80A CPU Board&amp;lt;br&amp;gt;(Note:  This is considered very mild damage!)]]&lt;br /&gt;
[[File:Gtb sys80A bat damage04.JPG|300px|thumb|right|Damage from the battery may also occur on the back side of the board, especially on the edge connection fingers]]&amp;lt;br&amp;gt;&lt;br /&gt;
So what happens if you don&#039;t heed the above warnings, and the battery is allowed to remain on the board?  Plain and simple - &#039;&#039;&#039;THE BATTERY WILL LEAK!&#039;&#039;&#039;  It&#039;s only a matter of time.  Equally, the path of destruction is uncertain.  Batteries don&#039;t just leak - they release caustic, alkaline fumes.  These fumes attack wherever there is copper, even tinned or soldered copper.  The end results are:&lt;br /&gt;
&lt;br /&gt;
*solder joints which become green or gray and crusty as opposed to a shiny silver&lt;br /&gt;
*connectors which are also now green / gray or potentially broken&lt;br /&gt;
*solder mask, the green covering the electronic traces, on the circuit board has either flaked off or is partially delaminating (lifting)&lt;br /&gt;
*insulated wire becomes less flexible and brittle&lt;br /&gt;
*sometimes the alkaline &amp;quot;cloud&amp;quot; in the game&#039;s backbox causes every board in the head to be affected.&lt;br /&gt;
&lt;br /&gt;
Electronic components, related solder joints, circuit board traces, connectors, and even insulated wire will become unreliable and/or fail.  In all cases, the affected components are less conductive.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If battery damage has occurred, the related parts must now be replaced.  Attempting to remove soldered through components on the circuit board is now even more of a task.  The green / gray dull solder does not transfer heat well.  Battery damaged solder does not flow like clean solder.  Also, crimped connectors are more difficult to remove from their housings, and have a tendency to break before they can be successfully pulled out.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After all the effected electronic components are removed, the board must be treated.  This process starts by sanding the traces and solder pads until shiny copper is exposed.  It is worth mentioning that a battery damaged board can be treated by bead blasting instead of sanding, however, most people do not have access to such a machine.  After the copper areas of the board have been either sanded or bead blasted, an acidic bath of 50% vinegar and 50% (preferably distilled) water is applied to the board.  A small brush like a toothbrush can be used to scrub the board&#039;s area. The purpose of introducing an acid to the effected area is to neutralize what the battery has left behind.   The liquid and fumes from the battery are actually a base, not an acid.  Next, rinse the area of the board with water.  Once the board is clean, isopropyl alcohol (the higher the alcohol percentage the better) is applied to the same area to rinse away the acid bath, and hopefully dissipate any remaining water.  Finally, the board is either blown dry or air dried.  This may be a given, but &#039;&#039;&#039;DO NOT ATTEMPT TO APPLY POWER TO THE BOARD IF IT IS STILL WET!&#039;&#039;&#039;  Most liquids are conductive to some extent. After the previous steps are performed, the task of installing the new components begins.  If any traces or solder pads were damaged, see the [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 Repairing Traces] portion of this Wiki guide on to to fix them.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The point I&#039;m trying to ultimately make is this...regardless of age, shape, or form, &#039;&#039;&#039;remove the battery from the CPU board&#039;&#039;&#039;, as soon as it realized that there is a battery on the board.  If not, the board can be damaged, nonfunctional, and become more difficult or even impossible to repair.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
The first thing that should be done to any System 80 MPU is remove the rechargeable NiCad battery from the MPU board. All batteries leak. They are like ticking bombs. It is merely a matter of when they will leak and possibly damage (sometimes irreplaceable) boards.  &lt;br /&gt;
&lt;br /&gt;
There are at least &amp;lt;b&amp;gt;five&amp;lt;/b&amp;gt; methods of relocating and/or replacing the battery on a System 80/80A/80B MPU.&lt;br /&gt;
&lt;br /&gt;
*Remove the battery completely without replacing it. The 5101 memory will not store information from power-on to power-on and therefore, high scores, replay levels, and credits will be lost.&lt;br /&gt;
[[File:System80battery.jpg‎|300px|thumb|right|Remote Battery]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Mount a remote battery pack that uses standard AA batteries (x3) to protect your board.  A blocking diode must be installed (1N4004, although a 1N4001 will work just as well) to prevent the game circuitry from attempting to charge the batteries. Install the blocking diode in series with the positive lead of the battery pack, with the band oriented toward the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:MemorySuperCap.jpg‎|300px|thumb|right|Here a 5.5V, 1F Super Cap is used to retain 5101 memory for up to 30 days]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the battery with a 1F 5.5V &amp;quot;SuperCap&amp;quot;. The capacitor will never leak, will charge during power-on cycles, and will retain 5101 memory for about 30 days. If you&#039;ve sanded traces as was done in the picture, use a non-conductive material to cover the trace under the cap to ensure that the negative side of the cap doesn&#039;t short a trace (such as clear nail polish, green overcoat pen, electrical tape, or fishpaper). Cut the tape in a circular shape and poke the capacitor leads through it so it can&#039;t fall off in the future. (Electric tape is notorious for slipping.)  An alternate solution would be get a piece of fishpaper insulator, cut that into a circle and poke holes in it for the capacitor leads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:GTB Sys80 H Mem Cap.JPG|300px|left|thumb|Alternate method for installing a memory cap]]&lt;br /&gt;
[[File:GTB Sys80 H Mem Cap Back.JPG|300px|right|thumb|Tying the negative lead of the memory cap to the negative pad on the MPU board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The memory cap can also be installed in the two leftmost holes, where the Ni-Cad battery formerly resided.  The negative lead of the memory cap will then have to be tied to the negative (ground) through hole of the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Remotely mount a replacement NiCad battery in a location that, should it leak, won&#039;t damage valuable circuit boards.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:GottliebCR2032.jpg‎|300px|thumb|left|a CR2032 Lithium &amp;quot;Button Cell&amp;quot; Battery Installed]]&lt;br /&gt;
[[File:GottliebBlockingDiode.jpg‎|300px|thumb|right|A 1N4004 Blocking Diode Installed &amp;quot;inline&amp;quot; with the Positive Connection]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the original NiCad battery with a Lithium button cell CR2032 battery and holder. The holes for the original battery can be repurposed to connect the button cell holder and to add the &amp;lt;b&amp;gt;necessary&amp;lt;/b&amp;gt; blocking diode in the positive side of the circuit.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Using a Reset Generator for the CPU Reset Section ====&lt;br /&gt;
If you find that the battery has leaked, alkaline damage can be cleaned up, traces repaired, and new components installed with kits available from several sources, including Great Plains Electronics.&lt;br /&gt;
&lt;br /&gt;
An alternative to replacing a great many of the components is to use the Dallis/Maxim DS1811 reset generator. The DS1811-10 has a typical trip point of 4.35VDC. You may also use the Microchip Technology equivalent, part number [http://www.greatplainselectronics.com/proddetail.asp?prod=MCP130-460DI%2FTO MCP130-460DI/TO], available from Great Plains Electronics. Remove all reset section components, clean up residual alkaline damage, add four jumpers, and install the reset generator as pictured below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After jumpers and the reset generator are added, make certain there is continuity between the three legs of the reset generator and the appropriate locations on the circuit board.  Below is a list of the reset generator legs and the board locations.  Pin 1 of the reset generator is the left leg, when the flat side of the unit is facing towards the user.&lt;br /&gt;
&lt;br /&gt;
*Pin 1 of reset generator to pin 2 of Z4&lt;br /&gt;
*Pin 2 of reset generator to +5VDC line (lower leg of C2)&lt;br /&gt;
*Pin 3 of reset generator to ground (upper leg of C2)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=500px heights=500px perrow=2 caption=&amp;quot;Using the Dallas Maxim 1811 Reset Generator&amp;quot;&amp;gt;&lt;br /&gt;
File:Dallas_Maxim_Reset_scaled.JPG|A System 80 MPU with alkaline damage repaired/cleaned. Reset circuitry replaced with the much simpler Dallas Maxim 1811&lt;br /&gt;
File:Gtb sys80 reset gen jumpers updated.png|Illustrated picture of components to remove, keep, and jumpers to add.&lt;br /&gt;
File:Dallas_Maxim_Reset_scaled_with_markup.JPG|The same image, but with indications of jumper locations (yellow dots) and where to install the Dallas Maxim 1811, flat side facing the bottom of the board. &amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Note: View at full resolution&amp;lt;/b&amp;gt;&lt;br /&gt;
File:S80ResetCircuitDS1811Mine.png | Schematic, updated to reflect DS1811 implementation.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;System 80 Corrosion Area Parts Identification&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:System80CorrosionAreaPartsIdentification.jpg|1000px|center|System 80 Corrosion Area Parts Identification]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Sys80 MCP120 Reset Gen.JPG|300px|left|thumb|MCP120 reset generator installed with 4.7K pullup resistor]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a reset generator with an internal pullup resistor (MCP130 series) is not available, an MCP120 reset generator can be installed.  However, an external resistor must be installed between the reset and +5v.  The easiest location to install the resistor is between the through hole where the top leg of Q4 was, and through hole where the bottom leg of Q2 was.  In the adjacent image, an MCP120-460DI/TO is installed with the 4.7K 1/4 watt external pullup resistor highlighted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When installing this type of reset generator, remove all of the components, and add all of the jumpers related to the installation of an MCP130-460DI/TO reset generator.  Adding the external pullup resistor is the only additional step.  Failure to add the pullup resistor will result in the reset signal not going high, and the board will not boot.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TC1 Test Connector Connectivity Table====&lt;br /&gt;
[[File:TC1ContinuityTestChart.png|300px|thumb|left|TC1 Connectivity Table. Click for slightly larger image.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The table at left indicates connections between the 6502 microprocessor and the TC1 test connector. This may be useful when debugging corroded MPU boards.&lt;br /&gt;
&lt;br /&gt;
The signal at each TC1 pin is also shown.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Slam Switch Modification ====&lt;br /&gt;
In order to test the CPU board on the test bench, a modification must be made to the CPU board to make the CPU think that the slam switch is closed. If the CPU thinks that the slam switch is not closed, the CPU will not complete the boot process, instead booting into a mode where the displays flicker all zeros at a very rapid rate (System 80 and 80A). See the image [[Gottlieb_System_80#Open_Slam_Switch | here]] for a depiction of what you&#039;ll see.  When the slam switch is open on a System 80B game, (the appropriate games where the slam switch is supposed to be closed), an &amp;quot;OPEN SLAM SWITCH&amp;quot; message will be shown on the display.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gottlieb® designed the slam switch as a normally closed switch. That is, the switch must be closed for the machine to operate normally. When a brute kicks the machine, the slam switch will open from the inertial force on the weight attached to the switch, and the slam switch will open. Since the CPU is on the bench, we need a way to have this switch closed at all times to properly test the board.&lt;br /&gt;
&lt;br /&gt;
Additionally, slam switches themselves fail. It&#039;s a good idea to implement this change as a preemptive fix for slam switch failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Slammod.png|300px|thumb|left|Slam Switch Mod]]&amp;lt;br&amp;gt;&lt;br /&gt;
The slam switch can effectively be permanently closed by making a small solder bridge across two traces to the right of Z26 (which is on the lower right side of the CPU board). To permanently close the switch, remove the solder mask by scraping with a sharp knife or screwdriver. Create the solder bridge between the two now bare traces. This change will connect pin 13 of Z26 to ground, permanently closing the switch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DefeatSlamSwitch.jpg|300px|thumb|left|Alternative Slam Switch Mod]]&lt;br /&gt;
[[File:Z26RemovedSlamSwitch.jpg|300px|thumb|right|Z26 removed. One can easily see that the two methods of defeating the Slam switch are equivalent.]]&amp;lt;br&amp;gt;&lt;br /&gt;
An alternate method of achieving the same results is to solder a clipped resistor leg across the bottom of capacitor (C30) and resistor (R20), both immediately to the left of Z26.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Ni-WumpfSlamMod.jpeg|300px|thumb|left|Slam Switch Mod for Ni-Wumpf CPU Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
To permanently close the slam switch on a Ni-Wumpf CPU board, you need to connect pin A1J5-10 to ground on the board.  This picture shows how to do this from the back of the board by soldering a jumper wire.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the last 4 Gottlieb® System 80B games were released with normally open slam switches.  Do not perform the slam switch modification on these games.  This includes the following games:&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bonebusters, Inc.&lt;br /&gt;
*Night Moves (made by International Concepts using the 80B board set)&lt;br /&gt;
&lt;br /&gt;
Regardless of what platform the game is based on, there is only one slam switch used in a System 80/80A/80B game.  It is the weighted switch located on the coin door.  There is some confusion that the ball roll tilt and weighted tilt switch on the playfield are slam switches.  They are not.  These switches along with the pendulum tilt are all tilt switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== System 80B Daughter Board Solder Joints ====&lt;br /&gt;
[[File:GTB sys80B CPU.JPG|300px|thumb|left|A typical System 80B MPU Board, showing the location of the &amp;quot;daughter board&amp;quot;.]]&lt;br /&gt;
[[File:System80BFracturedJointsDaughterCard.jpg|thumb|right|300px|A closeup of Gottlieb® System 80B Daughter Board Male Header Pins with fractured solder joints. This board was cleanly removed from the CPU with great care.]]&lt;br /&gt;
Games with System 80B MPUs feature a &amp;quot;daughter board&amp;quot; to accommodate the 2764 game ROM as shown in the picture on the left. The daughter board connects to the MPU board at the location occupied by U3 in System 80/80A MPUs, via a 24-pin male header. That connection is a two-sided solder joint that can fail. As can be seen in the picture at right, these same header pins connect to the daughter board via a single sided solder joint. Since the daughter board is cantilevered over both the former location of U2 and U3, pressing on this board over time commonly results in fractured solder joints (as seen, right) at the single sided joint and sometimes at the two-sided joint.&lt;br /&gt;
&lt;br /&gt;
Typical symptoms of fractured solder joints at this location are failure to boot, random resets, and random lockups. Sometimes pressing on the daughter board will &amp;quot;fix&amp;quot; the issue temporarily. This is a sure indication of cracked solder joints.&lt;br /&gt;
&lt;br /&gt;
Correction of this issue is easier said than done. And, if you do not possess the tools, skills, and experience to desolder the daughter board, this task is best left to a professional pinball circuit board repair technician. Desoldering the 24 male header pins from the delicate solder pads without damaging the pads or pulling traces is non-trivial.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Continuity Chart of Pinouts for Damaged U2 / U3 Area=====&lt;br /&gt;
It is far too easy for inexperienced technicians to tear up the traces or eyelets at positions U2 and U3 when attempting to remove the daughter board from the System 80B MPU.  If the traces or through holes are damaged, clearly they must be repaired.  Nearly all of the signals which pass from U2 and U3 continue on to the 3 RIOTs at U4, U5, and U6 and also to the PROM 1 position. Below is a handy chart which can be used to ensure continuity between critical parts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U2 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U3 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U4, U5 &amp;amp; U6 Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;U1&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Signal&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Other&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A7&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A6&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A5&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A4&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A3&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A2&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A1&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A0&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D0&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;32&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;32&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D1&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;31&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;31&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D2&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1,21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;GND&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D3&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D4&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;28&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;28&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D5&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;27&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;27&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D6&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;26&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;26&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=GREEN&amp;gt;&amp;lt;b&amp;gt;D7&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB11&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;19&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;19&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB10&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z12 Pin 10&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;BAB12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z10 Pin 12&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;21&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;/BAB12&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;Z7 Pin 10&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;22&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;22&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A9&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;23&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;23&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;font color=RED&amp;gt;&amp;lt;b&amp;gt;A8&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;24&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;24&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;+5V&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====System 80B Daughter Board Replacement Options=====&lt;br /&gt;
[[File:U2U3AdapterGPE.jpg|300px|thumb|left|Replacement daughter board engineered by Great Plains Electronics. &#039;&#039;Image used with permission from Great Plains Electronics.&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Great Plains Electronics produced a better replacement daughter board. This board is designed to be installed in both the U2 and U3 sockets, eliminating the problem of board flex and cracked solder joints with the daughter board. Unfortunately, it is no longer available. If it needs to be installed on an MPU (especially where the U2/U3 chips are not socketed for easy removal), it is recommended to desolder the chips, fit the replacement board into quality machine pin sockets, then fit the entire assembly into the MPU board for soldering. The board is also designed with redundant traces for all but a few of the signals, as almost all signals are present at both the U2 and the U3 sockets.&lt;br /&gt;
&lt;br /&gt;
Pinitech has another replacement option called [https://www.pinitech.com/products/gottlieb_piggydeux.php Piggy Deux], but at the time of writing, it is not currently available. This module fits into the TC1 test socket near top of the MPU, which saves a lot of trouble by not requiring removal or repair of the original daughter board. The 2764 EPROM chip simply needs to be removed from the original daughter board and installed into the Piggy Deux module.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====An Alternate to the Daughter Board on System 80B MPU Boards=====&lt;br /&gt;
[[File:GTB Sys80B Alt D-Board.jpg|thumb|left|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 (Genesis)]]&lt;br /&gt;
[[File:GTB Sys80B Raven No D-Board jecourie.jpg|thumb|right|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 (Raven)]]&lt;br /&gt;
[[File:GTB Sys80B Alt D-Board_Back.jpg|thumb|left|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 - Back Side (Genesis)]]&lt;br /&gt;
[[File:GTB Sys80B Raven No D-Board back jecourie.jpg|thumb|right|300px|An 80B MPU Board with an MCM68766 PROM installed at U3 - Back Side (Raven)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:GTB_Sys80B_Alt_D-Board_Cut_Trace.jpg|thumb|left|300px|Trace cut on an 80B MPU Board with an MCM68766 PROM installed at U3 (Genesis)]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Connecting a logic probe to the MPU ====&lt;br /&gt;
A great place to source power for your logic probe while diagnosing the board is across the filter capacitor in the vicinity of connector J1. Connect the black lead of your logic probe to the negative lead of the capacitor for ground. Connect the red lead of your logic probe to the positive lead of the capacitor for 5V. The red lead can also connect to E1, the vertically-aligned 5V jumper wire, below the 6502 chip. Take care to ensure that the clips don&#039;t short to adjacent components.&lt;br /&gt;
&lt;br /&gt;
==== Using a PC Power Supply For Bench Testing ====&lt;br /&gt;
The MPU board is much easier to work on if it is removed from the backbox and placed on the test bench. An AT-style PC power supply can be used to power the MPU board on the bench. &lt;br /&gt;
&lt;br /&gt;
Obtain an old PC power supply. If you don&#039;t have an old computer laying around, head on off to the thrift store and pick one up. Remove the power supply from the case by unscrewing the appropriate screws. Be careful not to unscrew the power supply case itself.&lt;br /&gt;
&lt;br /&gt;
[[File:PowerSupply.png|300px|thumb|left|Power Supply]] &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Clip one of the connectors from the power supply wire bundle and clearly mark on the power supply box the value of each of the colored wires from the power supply. Typically, the yellow wire is 12V, red is 5V, and the black is ground. Strip insulation from the end of the red wire and the black wire as the System 80 MPU requires only 5V and ground to boot. Use alligator clips to connect 5v and ground to the appropriate J1 connection. I use larger alligator clips to make the connection easier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:MPUPower.png|300px|thumb|left|J1 Connector]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mark connector J1 where the positive and negative (common) connection is for the five volts from the computer power supply. The ground connection is on the top of the connector, the 5V connection is on the bottom. The image shows A1J1 with the markings. I took the picture with the board still mounted in the machine. Connect the 5v supply with alligator clips to the positive connector on J1 and the black wire (ground) to the negative connector of J1.&lt;br /&gt;
That&#039;s it! you&#039;re good to go!&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====List of Acceptable TTL Chip Substitutes on a System 80 CPU Board====&lt;br /&gt;
Several years ago, Ed from GPE replied to a System 80 chip substitution question on rec.games.pinball [http://groups.google.com/group/rec.games.pinball/msg/86f37cb479ece4c4 here] and later on Pinside [https://pinside.com/pinball/forum/topic/gottlieb-system-80-chip-replacement#post-4139713 here]. The info from those responses are summarized below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Most of the parts can be freely substituted.  But many cannot.  The clock oscillator circuit (Z3) is one example of a part that cannot be subbed.  Also, some IC&#039;s have hefty loads and cannot be subbed (some of the 7404&#039;s and a 7432).  The 7474 in question on this board can be freely subbed with a 74LS74 or a 74HCT74.  I went through all the standard logic devices on the Gottlieb System 80 MPU.  Based on loading and output characteristics, this is what I get as valid subs for the System 80 MPU.  Of course, substituting some of the parts will ripple through and allow others to be substituted as well - but this can get quite convoluted.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Chip Designation&lt;br /&gt;
!Part #&lt;br /&gt;
!Substitute (Y/N)&lt;br /&gt;
!Acceptable Substitutes&lt;br /&gt;
|-&lt;br /&gt;
|Z1 || 4528 || N ||&lt;br /&gt;
|-&lt;br /&gt;
|Z2 || 7474 || Y || 74LS74 and 74HCT74&lt;br /&gt;
|-&lt;br /&gt;
|Z3&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; || 7404 || ? || Possibly 74LS04 and/or 74F04; See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z4 || 4081 || N ||&lt;br /&gt;
|-&lt;br /&gt;
|Z7 || 74LS04 || Y || 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
|Z8 || 7402 || Y || 74LS02 and 74HCT02&lt;br /&gt;
|-&lt;br /&gt;
|Z9 || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z10&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt;  || 74LS05 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z11&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z12&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
|Z13&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z14&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; || 7400 || Y || 74LS00 and 74HCT00&lt;br /&gt;
|-&lt;br /&gt;
|Z15 || 7432 || Y || 74F32 and 74S32&lt;br /&gt;
|-&lt;br /&gt;
|Z16&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt;  || 7404 || N || See note below&lt;br /&gt;
|-&lt;br /&gt;
||Z17 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z18 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z19 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z20 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z21 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z22 || 74175 || Y ||74LS175 and 74HCT175&lt;br /&gt;
|-&lt;br /&gt;
||Z23 || 7448 || Y ||74LS48&lt;br /&gt;
|-&lt;br /&gt;
||Z24 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z25 || 74154 || Y ||74LS154 and 74HCT154&lt;br /&gt;
|-&lt;br /&gt;
||Z26 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z27 || 7404 || Y ||74LS04 and 74HCT04&lt;br /&gt;
|-&lt;br /&gt;
||Z28 || 74LS139 || Y ||74HCT139&lt;br /&gt;
|-&lt;br /&gt;
||Z29 || 7416 || Y ||7406&lt;br /&gt;
|-&lt;br /&gt;
||Z30 || 7416 || Y ||7406&lt;br /&gt;
|-&lt;br /&gt;
||Z31&amp;lt;sup&amp;gt;(6)&amp;lt;/sup&amp;gt; || 7408 || Y ||74LS08&lt;br /&gt;
|-&lt;br /&gt;
||Z32 || 7417 || Y ||7407&lt;br /&gt;
|-&lt;br /&gt;
||Z33 || 74154 || Y ||74LS154 and 74HCT154&lt;br /&gt;
|-&lt;br /&gt;
||Z34&amp;lt;sup&amp;gt;(7)(8)&amp;lt;/sup&amp;gt;  || 7404 || Y ||74LS04, see note below&lt;br /&gt;
|-&lt;br /&gt;
||Z35&amp;lt;sup&amp;gt;(7)&amp;lt;/sup&amp;gt;  || 7404 || Y ||74LS04&lt;br /&gt;
|-&lt;br /&gt;
||Z36 || 4069 || N ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Note: Z3 cannot use a 74HC04 or 74HCT04, since these have &amp;quot;high impedance inputs&amp;quot; and won&#039;t work properly in an oscillator circuit. A 74LS04 should work, and possibly 74F04, but the better candidate would be a 74LS04. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; Note: Untested, but it may be possible to use an 74LS00 or 74HCT00 at Z10 in place of 7405. However, this will defeat the ability to test the MPU using the [https://www.greatplainselectronics.com/proddetail.asp?prod=120-102 QuickScan80 tester].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; Note: Z11 &amp;amp; Z12 only have to sink ~2mA, so they might be able to be replaced with 74LS04, but this might result in noisy switching.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; Note: Z13 &amp;amp; Z14 are in the switch matrix. 74LS00 might a possible substitute, but substitutions can result in noisy switching, and isn&#039;t recommended here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt; Note: If Z18, 20, and 22 are 74175, do not substitute.  If Z18, 20, and 22 are 74LS175 or 74HCT175, acceptable subs are 74LS04 and 74HCT04.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(6)&amp;lt;/sup&amp;gt; Note: Z31 can use 74LS08. 74HCT08 can be used as well, but 74HCT08 is not a good board-to-board driver, and isn&#039;t the best option here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(7)&amp;lt;/sup&amp;gt; Note: 74HCT04 can be used at Z34 &amp;amp; Z35 as well as 74LS04, but 74HCT04 is not a good board-to-board driver, and isn&#039;t the best option here. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(8)&amp;lt;/sup&amp;gt; Note: Had issues with a 74LS04 installed at Z34 in a Haunted House. The side effects were the lower playfield VUK would fire and partially lock on when the lower playfield 5-bank drop target would reset.  Also, the 5-bank drop target would continuously tried to reset when the lower playfield VUK switch was closed. The issue acted as if there was a switch matrix issue, but there wasn&#039;t.&lt;br /&gt;
&lt;br /&gt;
====Replacing the quartz crystal with a TTL Oscillator====&lt;br /&gt;
&lt;br /&gt;
Alkaline corrosion may damage the board in such a way that it&#039;s advantageous to replace the original quartz crystal oscillator with a TTL oscillator.&lt;br /&gt;
&lt;br /&gt;
[[Image:Clock_logic_sys80.jpg|300px|thumb|left|Clock section of the system 80 MPU]]&lt;br /&gt;
[[Image:oscillator.jpg|300px|thumb|right|The original crystal, Z3, and a few resistors may be replaced with a 900 kHz TTL Oscillator that is packaged like this 16Mhz version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80 clock signal is produced by a 3.57Mhz crystal, a few resistors, and Z3 (a 7404). Z2 divides the clock by 4, resulting in a clock signal of approximately 900 KHz, which is provided at pin 9 of Z2.&lt;br /&gt;
&lt;br /&gt;
[[Image:CrystalGuts.jpg ‎|300px|thumb|left|The &amp;quot;guts&amp;quot; of an original S80 crystal. The quartz crystal is the round &amp;quot;disk&amp;quot; like part. It is sandwiched between two electrodes]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a 900 KHz TTL oscillator can&#039;t be obtained, a 1MHz oscillator works perfectly fine and gives your pin a 10% speed bump. Game play shouldn&#039;t be impacted, as long as the game doesn&#039;t have a timer related feature that was implemented via software timing, like Timeline. Even games like Timeline are minimally impacted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Clock_system80_vorher.jpg|300px|thumb|left|The original clock section as found on every System 80, 80A and 80B MPU]]&lt;br /&gt;
[[Image:Clock_system80_nachher.jpg|300px|thumb|right|The clock section after installing a TTL oscillator. Note that pin 1 of the oscillator is upper left in this image.]]&amp;lt;br&amp;gt;&lt;br /&gt;
To accomplish this mod, remove the following parts&lt;br /&gt;
*Y1 (Crystal)&lt;br /&gt;
*Z2 (TTL 7474)&lt;br /&gt;
*R3, R4 and R5 (the three resistors above Z2). &lt;br /&gt;
&lt;br /&gt;
Z3 is still required for other functions. Leave it in place. Install the DIP-14 oscillator (4-pins) into position Z2, with the ‘dot’ (pin 1) in the upper left corner. Since the clock signal previously emanated from Z2 pin 9, install a jumper (or solder bridge) between pin 8 and pin 9 of the original Z2 position. This connects the oscillator output to pin 9.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Using a WDC 65C02 in a System 80/80A/80B MPU====&lt;br /&gt;
[[File:65C02.png ‎|300px|thumb|left|Gottlieb® System 80 MPU using a WDC 65C02, requiring a 3K resistor between pin 36 and 5V. In this case, 5V is picked up from pin 8 of the 65C02]]&amp;lt;br&amp;gt;&lt;br /&gt;
Western Design Center (WDC) has reproduced the 6502 in a CMOS version designated 65C02. It works perfectly in all System 80 MPUs with one modification. Pin 36 of the 65C02 must be pulled up to Vcc (5VDC) via a 3K (or 3.3K) pull-up resistor. Pin 36 (BE) is the &amp;quot;bus enable&amp;quot; input which allows external control of the 65C02 busses. Pin 36 is unused by original 6502s and not connected to anything on System 80 MPU boards. Simply tack soldering a 3 - 3.3K resistor between pin 36 and a 5VDC trace will do the trick. An easy place to pick up 5VDC is pin 8 of the 65C02, as pictured at left&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Aftermarket Test Devices====&lt;br /&gt;
=====Great Plains Electronics (GPE) QuikScan80=====&lt;br /&gt;
[[File:QS80.jpg|300px|thumb|left|The Great Plains Electronics QuickScan 80 (no longer available)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video demonstrating both the GPE QS80 tester (NLS) and the Marco Test ROM in a PiniTech Test Device can be found [https://youtu.be/M58CB1xar6s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
The venerable QuickScan80, developed by Ed Kryzicki of Great Plains Electronics many years ago, is an excellent tool for testing every aspect of System 80/80A/80B MPU system operation. Unfortunately, this test device is no longer being manufactured with little prospect of ever being produced again.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Marco&#039;s Test ROM=====&lt;br /&gt;
[[File:PiggyDeux.jpg|400px|thumb|right|The Pinitech &amp;quot;PiggyDeux&amp;quot;]]&lt;br /&gt;
The Marco test ROM was developed by Marco Albus. It is easily paired with a chip carrier called [https://www.pinitech.com/products/gottlieb-piggydeux.php the &amp;quot;PiggyDeux&amp;quot; (developed by Pinitech)], but is not often available.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marco test ROM blink indications:&#039;&#039;&#039;&lt;br /&gt;
* May barely blink once at power on. This is just an artifact.&lt;br /&gt;
* Blink one time to indicate software is running.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by one blink indicating 5101 CMOS memory tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by two blinks indicating U4 6532 RIOT tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by three blinks indicating U5 6532 RIOT tested good.&lt;br /&gt;
* Short &amp;quot;flash&amp;quot; followed by four blinks indicating U6 6532 RIOT tested good.&lt;br /&gt;
* LED will continue to blink at about 1Hz as long as power is applied.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Marco&#039;s Test ROM Download&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:Download.png|link=File:MarcoSystem80MPUTestROMv33.zip]] Marco&#039;s test ROM can be found [[Media:MarcoSystem80MPUTestROMv33.zip|&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]].&amp;lt;br&amp;gt;&lt;br /&gt;
Many thanks to Marco for making this test ROM available.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====GoRaT80 Test Device=====&lt;br /&gt;
[[File:GoRaT80.jpg|300px|thumb|left|The LISY Project&#039;s GoRaT80 Test Device and Daughter Card Substitute]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another recent (May, 2025) addition to the System 80 test arsenal is the GoRaT80 (Gottlieb ROM and Test for System 80) designed by the [https://lisy.dev/gorat80.html LISY project].&lt;br /&gt;
&lt;br /&gt;
This handy board can carry Leon&#039;s Test ROM or Marco&#039;s Test ROM as well as replace original game ROMs in the same manner as the (no longer available) Pinitech &amp;quot;PiggyDeux&amp;quot;. The ROM image to execute is selected via DIP switches 3 and 4 on the device.&lt;br /&gt;
&lt;br /&gt;
Documentation in the manual indicates that DIPSW 4 ON maps test ROM software into the address space.&amp;lt;br&amp;gt;&lt;br /&gt;
Turning DIPSW 3 and 4 on maps game ROM software into the address space.&lt;br /&gt;
&lt;br /&gt;
This method is quite flexible as any two 64K images can be mapped into the normal address space occupied by U2/U3 (System 80/80A) or the daughter card (System 80B).&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating Marco&#039;s TEST ROM as well as TX Sector game ROMs in the GoRaT80 Test Device can be found [https://youtu.be/01MrEt6DLq8 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Resets===&lt;br /&gt;
System 80 games sometimes exhibit &amp;quot;resets&amp;quot;, especially when high power coils fire. Assuming you&#039;ve updated the power supply grounds and reflowed or replaced the header pins on the Power Supply, there are a few typical causes for System 80 resets.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 bad caps.JPG|300px|thumb|right|Gottlieb® System 80A Filtering Capacitors]]&amp;lt;br&amp;gt;&lt;br /&gt;
#The 12VDC filter capacitor in the cabinet bottom which, if still original, should always be replaced. Originally, this was a 6800uf/25V capacitor. Replace with a 6800uf to 12,000uf/25V cap such as [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=RCT123M025V3550B&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat=| this one] from Great Plains Electronics. The filtered 12VDC is regulated down to 5VDC on the power supply board.  Note that some games have two of these capacitors (as shown). Note: purchase a [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=VR3A&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= VR3A capacitor clamp] from Great Plains Electronics when replacing the large capacitor for a clean looking job.&lt;br /&gt;
#The bridge rectifier that originates the 12VDC&lt;br /&gt;
#Missing, broken, or failed coil diodes&lt;br /&gt;
#Poor 5VDC power connections between the power supply and the MPU. The female connector on the MPU connects 5VDC to the MPU via molex crimp-on pins and a &amp;quot;double-wide&amp;quot; edge connector pad. Ground is connected in the same way. But you&#039;ve done the ground mods, right?&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A / 80B Resets====&lt;br /&gt;
A failed or failing reset board can &#039;&#039;cause&#039;&#039; resets.  The reset board may cause problems all of the time, or just when the game is under stress, like multiball.&lt;br /&gt;
&lt;br /&gt;
To see if the reset board is the problem, disconnect it.  If disconnecting the reset board resolves the issue, there are two fixes:&lt;br /&gt;
&lt;br /&gt;
* Replace the large caps (C3 and C4).  These have dried out over the years and screw up the timing of these boards.&lt;br /&gt;
* Leave the reset board disconnected&amp;amp;mdash;if someone will always be in the general vicinity of the game to turn it off should the CPU lock up.&lt;br /&gt;
&lt;br /&gt;
When first trying to get a System 80A or System 80B game to boot properly, it is best to disconnect the reset board until the game is working.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Electrolytic capacitors C3 and C4 are both 470 uf @ 16 volts. C1 is a 47 uf @ 16 volts. Be careful when unsoldering these capacitors as the foil traces are very delicate. The connector pins also develop bad solder joints so it is wise to resolder it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Updating a dual game PROM MPU (1st generation) to a single game PROM configuration (2nd generation)===&lt;br /&gt;
&lt;br /&gt;
As noted earlier, the first five system 80 games used both sockets at PROM1 and PROM2, populating them with 512 byte masked ROMs. Should one of these ROMs fail, replacements might be obtainable, but they are becoming more pricey, more difficult to find, and are still prone to failure as they age.&lt;br /&gt;
&lt;br /&gt;
A more flexible solution would be to update the MPU to use a single 2716 UVEPROM at the PROM1 socket. &lt;br /&gt;
&lt;br /&gt;
Modifications must be made to both the solder side and the component side of the board. See the pictures below.&lt;br /&gt;
&lt;br /&gt;
Component side modification:&lt;br /&gt;
#Cut the trace that extends from the left of Z10 between pins 6 and 7. A Dremel with a &amp;quot;ball shaped&amp;quot; cutter bit works beautifully for this. In the second picture below, the cut has already been made. I&#039;ve filled the cut hole with black Sharpie! to better show the location of the cut.&lt;br /&gt;
&lt;br /&gt;
Solder side modifications:&lt;br /&gt;
#Cut the traces leading to PROM1 socket, pins 19 and 21. Again, the cuts have been highlighted with black Sharpie!&lt;br /&gt;
#Jumper from the PROM1 socket, pin 19, to the PROM2 socket, pin 21 (connects A10)&lt;br /&gt;
#Jumper from the PROM1 socket, pin 21, to the PROM1 socket, pin 24 (connects +5V to Vpp)&lt;br /&gt;
#Jumper from the PROM1 socket, pin 22, to the PROM2 socket, pin 18 (connects A9)&lt;br /&gt;
#Jumper from Z10, pin 13 to the via just below and to the right of Z9 (when viewing the back of the board)&lt;br /&gt;
&lt;br /&gt;
The MPU board is now configured for any System 80 game. All that remains is to acquire a 2716 EPROM containing the game&#039;s code. When using the original ROM images, which are 512 bytes, the DOS command to combine them is shown below. Note that in addition to combining the ROM images, this command also &amp;quot;doubles&amp;quot; the image so that it fills the 2716 EPROM. Modify as appropriate to match the file names.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;&lt;br /&gt;
copy /b prom1.bin + prom2.bin prom1.bin + prom2.bin combined.716&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This should result in a 2K image as shown by the computer&#039;s file manager&lt;br /&gt;
&lt;br /&gt;
A 2732 EPROM may also be used, even if the game doesn&#039;t require a 2732. This is possible because a 2732 has the same number of pins as a 2716. Build the EPROM image for a 2732 in much the same way, by doubling the 2716 image.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;&lt;br /&gt;
copy /b combined.716 + combined.716 combined.732&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This should result in a 4K image as shown by the computer&#039;s file manager&lt;br /&gt;
&lt;br /&gt;
The MPU may also be used in a System 80A game if U2/U3 are updated, and in a System 80B game if considerably more mods are made which frankly, just aren&#039;t worth it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px perrow=2 caption=&amp;quot;System 80 1st Generation to 2nd Generation Board Updates&amp;quot;&amp;gt;&lt;br /&gt;
File:DremelBallCutter.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Dremel Tool with &amp;quot;Ball Cutter&amp;quot;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Z10TraceCut.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Cut in trace extending Left from Z10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PROM2-to-PROM1JumpersAndTraceCuts.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;PROM2-to-PROM1 Socket Cuts and Jumpers&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Z10-Pin13-to-ViaJumper.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper connecting Z10, pin 13 to a &amp;quot;via&amp;quot;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Using a 2732 at the PROM2 position in a System 80B MPU===&lt;br /&gt;
====...in games that &amp;quot;normally&amp;quot; use a 2716====&lt;br /&gt;
It is easy to use a 2732 at position PROM2 with an MPU jumpered to use a 2732 for a game that normally populates that position with a 2716. Simply &amp;quot;double-up&amp;quot; the 2716 ROM image, and burn it into a 2732.&lt;br /&gt;
&lt;br /&gt;
The DOS command to accomplish this is ... &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code style=&amp;quot;font-family:courier&amp;quot;&amp;gt;copy /b image.2716 + image.2716 image.2732&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====...using an MA-1133 or MA-774 MPU in games that REQUIRE a 2732====&lt;br /&gt;
Some System 80B games require 4K of code space at PROM 2, which dictates a 2732 EPROM. An MPU built to use a 2716 EPROM at PROM2 can be modified to work, as is discussed below. &lt;br /&gt;
&lt;br /&gt;
The CPU schematics of game manuals, such as &amp;quot;Bad Girls&amp;quot; and &amp;quot;Big House&amp;quot;, state that E3 is directly connected to AB15 (address bus 15).  However, there is no mention of the factory modification (outlined below) performed on CPU boards stamped MA-1133.  Equally, should the user have an MA-774 CPU board, (used in games starting with Chicago Cubs Triple Play and ending with Robo-War), this modification can be performed to use the board in the following games.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Excalibur&lt;br /&gt;
*Bad Girls&lt;br /&gt;
*Big House&lt;br /&gt;
*Hot Shots&lt;br /&gt;
*Bone Busters, Inc.&lt;br /&gt;
*Night Moves (made by International Concepts using the 80B board set)&lt;br /&gt;
&lt;br /&gt;
PROM2 is actually located at the socket marked &amp;quot;PROM 1&amp;quot; on the PCB. The area on the board marked &amp;quot;PROM 2&amp;quot;, which has solder pads but no socket, is a legacy carried over from the first generation System 80 CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following information was taken from a service bulletin located in the back of the 1992 Gottlieb® parts catalog.  This modification makes AB15 available to PROM 2, allowing the use of a 2732 EPROM at this position. &lt;br /&gt;
&lt;br /&gt;
This procedure can be used in reverse if you have an MA-1133 board and you need to use a 2716 at position PROM2.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Procedure:&lt;br /&gt;
#If jumper E4 is installed, remove it. You will find the top of the E4 jumper located immediately to the right of the socket marked &amp;quot;PROM 1&amp;quot;.&lt;br /&gt;
#Install a jumper at E3. This connects the pad marked E3 to the dual pad marked E4.&lt;br /&gt;
#On the solder side of the board, follow the trace from the pad marked E3 Southeast 1/8 inch, then South about 1/2 inch to a via. &lt;br /&gt;
#Find this via on the component side of the board. It will extend to the left to another via.&lt;br /&gt;
#Cut the trace between the two vias.&lt;br /&gt;
#On the solder side of the board, install a jumper from TC1, pin 35 to the right solder pad of the via which was just cut.&lt;br /&gt;
#All other jumpers should remain installed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px perrow=2 caption=&amp;quot;System 80B PROM 2 2732 Update&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB_sysS80b_2732_prom2_front.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;E4 removed, E3 installed, and trace cut below E3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB sysS80b 2732 prom2 back.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper from TC1 pin 35 to E3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Alternate Method&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an easier and cleaner method that allows the use of a 2732 ROM at the PROM2 position. This method is also easier to revert back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&lt;br /&gt;
#Remove jumpers E3 and E4 which are located to the right of the socket marked &amp;quot;PROM1&amp;quot;. &lt;br /&gt;
#On the solder side of the board, install a jumper wire from TC1, pin 35, to either the upper pad marked E3 or the lower pad marked E4. These two pads are connected together on the component side of the board.&lt;br /&gt;
#All other jumpers should remain installed.&lt;br /&gt;
#Leave all traces intact. No cuts!&lt;br /&gt;
#That&#039;s it! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px perrow=2 caption=&amp;quot;System 80B PROM 2 2732 Update (Alternate Method)&amp;quot;&amp;gt;&lt;br /&gt;
File:GTB Sys80B Alt Jump2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Both jumpers E3 and E4 are removed.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB Sys80B Alt Jump.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Jumper from TC1 pin 35 to either upper E3 pad or lower E4 pad.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid problems===&lt;br /&gt;
&lt;br /&gt;
====The Driver Board====&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 drvr pw.png|300px|thumb|left|The System 80A / 80B Driver Board]]&lt;br /&gt;
The System 80 Driver board is responsible for all controlled lamps, relays, and &amp;lt;b&amp;gt;all solenoids&amp;lt;/b&amp;gt; in the game. The CPU controls the driver board operation via a simple interface between A1J4 on the CPU and A3J1 on the driver board.  Although the driver board went through some minor changes over the years, the same board can be adapted for all of the System 80 platforms.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
To control the games&#039; total of 52 &#039;&#039;&#039;lamp circuits&#039;&#039;&#039;, the interface provides &amp;quot;device select&amp;quot; signals for each of the 74175s (Quad-D Flip-Flops) on the driver board, and 4 &amp;quot;bits&amp;quot; of data that is loaded (or &amp;quot;clocked&amp;quot;) into a particular 74175 via the aforementioned device selects. Each lamp is driven discretely by a particular output of a particular 74175, which in turn drives an MPS-A13 or MPS-U45 transistor, (NDS-U45 transistors were used in place of MPS-U45s in some cases). &amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It is noteworthy that there are some dedicated transistors, which control specific game relay coils across the System 80 / 80A platforms.  Relays such as the game over, tilt, and coin lockout relays are controlled by Q1, Q2, and Q3 respectively.  The tilt and game over relays use the same designation for the System 80B platform, however, the use of a coin lockout relay was abandoned by this time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_drvr_board_coin_ctrs.JPG|300px|thumb|left|Driver Board with Coin Counter Transistors Highlighted ]]&amp;lt;br&amp;gt;&lt;br /&gt;
To control the games&#039; &#039;&#039;&#039;solenoids circuits&#039;&#039;&#039;, the driver board uses signals directly from the CPU to enable transistors on the driver board which turn on up to 9 solenoids.  For solenoid control, the driver board uses MPS-U45, 2N3055, and 2N6043 transistors.  Starting and ending with the System 80 platform, (games from Spiderman to Haunted House), three transistors were reserved to drive optional mechanical coin counters. These mechanical coin counter solenoids and associated transistors are: solenoid 3 (Q54), 4 (Q55), and 7 (Q56). Starting with the System 80A platform, (Devil&#039;s Dare), these transistors were no longer reserved for coin counters, and were used for other functions. Equally, the 3 diodes associated with these 3 transistors were changed to 3 zero ohm jumpers.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The games&#039; &#039;&#039;&#039;sound&#039;&#039;&#039; signals (S1, S2, S4, S8) also pass through the driver board at Z13, a 7404 Hex Inverter. See below for S16 and S32.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Repurposed Driver Board Circuits====&lt;br /&gt;
[[File:Gtb under pf transistor.JPG‎|300px|thumb|left| A Typical Remote Transistor Mounted Under the Playfield]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since quite a few System 80 games employ more than 9 solenoids, and since the original driver board design will drive a maximum of 9 solenoids, Gottlieb® repurposed some lamp outputs to drive &amp;quot;under-playfield transistors&amp;quot; which drive additional solenoids.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb ma1011 trans board.JPG‎|300px|thumb|left| A Typical Transistor Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once playfields became littered with numerous &amp;quot;under-playfield transistors&amp;quot;, Gottlieb® opted to merge some of these transistors into a transistor driver board.  The transistor driver board started to appear on Gottlieb® games nearly midway through the System 80B platform, with the game Victory.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sound S16 and S32 signals are also repurposed lamp outputs. For instance, Haunted House and Black Hole both repurpose L9 to S16. Robo-War repurposes lamp 4 to S16. Note that S16 is not consistently implemented across the System 80 family. Note also that references to the usage of S32 are difficult to find.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:Sys80 driver screws.JPG|300px|thumb|left|Nuts / Screws Which Secure the 2N3055s Collector to Drive Line]]&lt;br /&gt;
[[File:System80-2N3055.jpg ‎|300px|thumb|right|If the metal casing of the transistor is not &amp;quot;making&amp;quot; with the trace it is connected to, the solenoid will not fire.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Make certain to inspect and tighten the screws which secure the 2N3055 TO-3 transistors to the driver board.  Specifically, the screws / nuts as marked in the pic.  They tie the transistor cases (collector) to the respective solenoid drive lines.  If these cases are not secured, the transistors will not function as intended.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Remote Mounted Transistors==== &lt;br /&gt;
[[File:UnderPFTransistor.jpg|300px|thumb|left|Under Playfield Transistor, with Emitter, Base, and Collector Labeled]]System 80 games have nine dedicated solenoid circuits on the driver board. To overcome this limitation, Gottlieb® added remote, high current transistors, mounted to brackets under the playfield. A lamp drive transistor is generally used to &amp;quot;pre-drive&amp;quot; the larger solenoid drive transistor. However, there are instances where a solenoid drive transistor is used to pre-drive a remotely mounted transistor. In later games, Gottlieb® Premier began to add (up to) three transistors on PCBs. These PCBs were mounted behind the game&#039;s lamp insert panel or on the side wall of the lower cabinet. While other games, such as Monte Carlo, have a large metal bracket installed under the playfield with 6 transistors installed, and a common ground on the collector of the metal bracket.  With 80B games, the game&#039;s diagnostics will drive these transistors during solenoid test, otherwise, they are typically driven during lamp test.&lt;br /&gt;
&lt;br /&gt;
On System 80 games, under playfield transistors were originally 2N5875s or 2N5879s. The failure rate of the original transistors tends to be rather high. Thirty years is a long time for a transistor of that technology. Should one fail, it can be replaced with one of its beefier siblings, a &amp;lt;b&amp;gt;2N5880, 2N5883 or 2N5884. An MJ2955&amp;lt;/b&amp;gt; can also be used.&lt;br /&gt;
&lt;br /&gt;
System 80B games used a mix of 2N5879 transistors and MJ2955 transistors to drive flash lamps and coils.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:RemoteTransistors.jpg|300px|thumb|left|An image/schematic/explanation (click)]]&amp;lt;br&amp;gt;&lt;br /&gt;
A ground wire is always connected to the tip of the transistor (collector) and leads to ground. On System 80 games, this wire is green/yellow (Gottlieb® wire color code 54).  On 80B games, ground wires are plain white with no trace (Gottlieb® wire color code 9).&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;emitter&amp;quot; should be connected to the lug of the coil that has the non-banded side of the diode facing it (black-blue-blue in this picture).&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;base&amp;quot; should be connected to the drive wire from the driver board (brown-red-red in this picture).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; Solenoids which use a remote mounted transistor cannot be enabled by temporarily grounding the pre-drive transistor&#039;s tab to ground. This test is typically performed to check the integrity of the wiring from the drive transistor to the solenoid.  This test however does not confirm if the drive transistor is good or not. &amp;lt;br clear=all&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
=====Remote Mounted Transistor Update=====&lt;br /&gt;
[[File:Remote transistor circuitry.png|left|thumb|300px|Gottlieb® Remote Transistor Circuit]]&lt;br /&gt;
During the run of Black Hole, Gottlieb® released a service bulletin recommending that the existing 10Kohm pullup resistor be changed to a 4.7Kohm resistor when changing from a 2N5875 to a 2N5879 or equivalent.  Affected Black Hole games were marked serial number 6271 to 9160.  However, there were several games prior to and after Black Hole, where a pullup resistor was never installed.  And, don&#039;t always bank on the playfields installed in a game being original to the cabinet&#039;s serial number.  Case in point is a recently acquired Black Hole where the main playfield had a factory pull up resistor for the ball release coil transistor, but the 3 coils on the [http://www.pinwiki.com/wiki/index.php?title=Black_Hole#Pull_Up_Resistors_Added_to_Remote_Transistors_.28Centrally_Located.29_on_Lower_Playfield lower playfield which use remote transistors] did not have the pull resistors added.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Pullup circuitry.png|left|thumb|300px|Gottlieb® Remote Transistor Circuit w/ Pull Up Resistor Upgrade]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is highly recommended to add this resistor.  This upgrade will decrease the chances of particular solenoids, which use a remote mounted transistor, from locking on when the game is powered up. The 4.7K resistor is soldered to the base of the remote mounted transistor, and then tied to the 24vdc solenoid bus.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Power On &amp;quot;Thunk&amp;quot;====&lt;br /&gt;
Due to the driver board design, certain solenoids and / or relays can pulse briefly as soon as a game is turned on.  To rectify the issue, please refer to the [[#Power_on_.22Thunk.22|Power on Thunk]] section above.  This applies to potentially all System 80/80A/80B games, where the solenoid / relay signal passes through one of the 74175 chips on the driver board.  &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Correcting Solenoid Problems====&lt;br /&gt;
Gottlieb&#039;s implementation to control solenoids was, at a top level, identical to every other game manufacturer. Power is present at the coil, sometimes routed through the &amp;quot;Game Over&amp;quot; relay. A path to ground is switched on by a transistor which is enabled by upstream TTL logic. For the System 80 platform, this TTL logic is located on the MPU board. Signals are conveyed from the MPU to the driver board via the A1J4-to-A3J1 wire harness. These signals directly switch a path to ground on for one of the 9 designed-in solenoid circuits.&lt;br /&gt;
&lt;br /&gt;
As noted above, to accommodate game implementations needing more than 9 solenoids, Gottlieb repurposed some of the lamp driver circuits, driving 2N5875 (generally) transistors either screwed to the bottom of the playfield, or located on dedicated transistor boards. &lt;br /&gt;
&lt;br /&gt;
Solenoid problems can be divided into two simple categories, solenoids that do not engage and solenoids that are &amp;quot;locked on&amp;quot;. Correcting these two situations is discussed below.&lt;br /&gt;
&lt;br /&gt;
=====Solenoid Doesn&#039;t Turn On=====&lt;br /&gt;
&lt;br /&gt;
First, note that not all solenoids are always tested by the built in solenoid diagnostics. The first example of this is the coin counter solenoids (numbered 3, 4, and 7). To avoid artificially incrementing the coin drop counters, these coils are not pulsed. Other coils may be pulsed during lamp test. This is most often the case with System 80B games, using repurposed lamp driver circuits.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;b&amp;gt;Problem Determination Procedure&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
With the game turned on and a game started, use a DMM to measure for coil power at the coil lug (generally either 24 or 38VDC). Power should be present at both lugs of the coil. If present on the coil lug attached to the banded side of the diode and not present at the coil lug attached to the non-banded side of the diode, then the coil winding or it&#039;s attachment to one of the coil lugs is open.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Next, test paths to ground for the coil. Attach a wire with clip leads to game ground. Any green wire with yellow stripe will work fine. First, &amp;lt;b&amp;gt;BRIEFLY&amp;lt;/b&amp;gt; touch the other end of the wire to the &amp;lt;b&amp;gt;non-banded&amp;lt;/b&amp;gt; side of the coil lug. The coil should pull in. If it does not, then either the coil winding is open or the coil wire is not securely attached to the coil lug. Next, identify the driver board transistor that switches ground for the solenoid in question. &amp;lt;b&amp;gt;BRIEFLY&amp;lt;/b&amp;gt; touch the other end of the wire to the tab (MPS-U45 or 2N6043) or case (2N3055) of that transistor. The solenoid should pull in. If it does, this proves the path from the coil to the transistor, but doesn&#039;t prove anything about the transistor. If it doesn&#039;t pull in, then there is a break in continuity between the transistor and the coil. Likely suspects are the connector pins, the IDC connection of the wire to the connector, and the actual wire itself.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
At this point in the process, we know that the coil has power, and the path to ground via the transistor is valid. The next step is to test the actual transistor. &lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::Testing an MPS-U45 (or NDS-U45) or an MPS-A13 transistor&lt;br /&gt;
:::*Set the DMM to diode check&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for one of the flanking legs.&lt;br /&gt;
:::*A measurement between 1.2 and 1.4 should be displayed for the other flanking leg.&lt;br /&gt;
:::*Readings outside of these ranges (generally dead shorts, sometimes opens) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
:::Testing a 2N6043 transistor&lt;br /&gt;
:::*Set the DMM to diode check&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for each flanking leg&lt;br /&gt;
:::*Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
[[File:TO-3Case2N3055.jpg|300px|thumb|right|Emitter, Base, and Collector parts of a TO-3 form transistor, like the 2N3055. Note that the emitter and the base pins are closer to one end of the TO-3 case.]]&lt;br /&gt;
:::Testing a 2N3055 transistor&lt;br /&gt;
:::*Set the DMM to diode check.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the metal casing of the transistor.&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the legs in turn.&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed for one of the legs.&lt;br /&gt;
:::*A measurement of &amp;quot;null&amp;quot; (no reading) should be displayed for the other leg.&lt;br /&gt;
:::*Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the &amp;quot;base&amp;quot; lead of the transistor.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the other lead of the transistor (the &amp;quot;emitter&amp;quot;).&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed.&lt;br /&gt;
:::*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the case of the transistor (the &amp;quot;collector&amp;quot;).&lt;br /&gt;
:::*A measurement between .5 and .7 should be displayed.&lt;br /&gt;
:::*Readings outside of these ranges (generally dead shorts, sometimes opens) indicate the part has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video demonstrating each of these transistors being tested can be found [https://youtu.be/CcDe95uUVvo?si=ILbopV5R9Oct6POR &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;ol start =4&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Test the output signal from the MPU at the driver board. This test completes the test of the driver board circuitry. If this test doesn&#039;t identify a problem, then the problem must lie upstream with the inter-board harness or on the MPU board itself. With a logic probe, and the game in solenoid test, probe the following points for solenoids 1 through 9. 1 - non-banded side of CR6, 2 - R53, 3 - non-banded side of CR2, 4 - non-banded side of CR4, 5 - R56, 6 - R59, 7 - non-banded side of CR4, 8 non-banded side of CR1, 9 - non-banded side of CR5. With the game in Solenoid test, each solenoid should be pulsed in order, with the pulse easily detectable with a logic probe on the appropriate spot. Note that the coin counter solenoids will not be pulsed in test, and games that don&#039;t use every solenoid won&#039;t pulse unused solenoid circuits. Consult the manual for solenoid numbering for a particular game.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Test the output signal of the TTL circuitry on the MPU. Solenoids 1 through 9 are all enabled via signals from Z29 and Z30 on the MPU board. Both ICs are 7416s. Z29 pins 2, 4, 10, and 12 drive solenoids 1 through 4 respectively. Z30 pins 2, 4, 6, 10 and 12 drive solenoids 5, 6, 8, 9, and 7 respectively (note the order is not strictly ascending). If the output signal on the MPU is present, but the signal is not present on the driver board, then the problem is probably the inter-board connector.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Solenoid Locked On=====&lt;br /&gt;
&lt;br /&gt;
A solenoid (or flasher) that is &amp;quot;locked on&amp;quot; is caused by coil power having a continuous path to ground. Remember, coil power is always present at the coil when a game is started and the game over relay is powered (for System 80/80A/80B games). 99.9% of the time, this continuous path to ground is caused by a shorted drive transistor; either an under-playfield transistor, a transistor on a transistor board, or a transistor on the driver board itself.&lt;br /&gt;
&lt;br /&gt;
Generally, a locked on coil will heat up, burn through the insulation on the coil windings, and cause direct shorts between windings. This effectively reduces the length of the wire and hence, the resistance. Once the resistance is reduced to less than 2 ohms or so, the continuous current through the transistor and the coil cause both to be irreparably damaged. For this reason, if you find a transistor shorted, check the associated coil. Likewise, if you find a coil shorted, or with significantly reduced resistance (ohms), check the associated transistor.&lt;br /&gt;
&lt;br /&gt;
Some solenoid driver circuits, like solenoid 8 that uses a 2N3055, are &amp;quot;pre-driven&amp;quot; by an MPS-U45 (or NDS-U45). Be sure to test the associated pre-driver transistor too.&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
Lamp problems are common with most any pinball machine, and Gottlieb® System 80/A/B games are no exception.&lt;br /&gt;
&lt;br /&gt;
For controlled and GI lamps, Gottlieb® System 80/A/B games use either a #44 or #47 lamp.  The choice of which lamp to use is the preference of the game owner.&lt;br /&gt;
&lt;br /&gt;
For games with flash lamps, a #67 bulb is used.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended &#039;&#039;&#039;not&#039;&#039;&#039; to replace or remove lamps with the power to the game on.  There are primarily two reasons for this.&lt;br /&gt;
#Some lamp sockets must have their mounting brackets bent back to access the bulb for replacement.  In turn, the potential of inadvertently shorting one lamp socket to another is possible.&lt;br /&gt;
#Lamps are constructed of an equal balance of glass and conductive metal.  If a bulb slips out of one&#039;s grasp when trying to remove or install with the power on, there are many areas in the bottom of the cabinet, where the metal of the bulb can short across.  A short across other circuits could potentially lead to other unplanned or otherwise unnecessary repairs needed to perform.&amp;lt;br&amp;gt;&lt;br /&gt;
So in short, change or remove bulbs with the game&#039;s power off, just to be safe.&amp;lt;br&amp;gt;&lt;br /&gt;
All System 80 games have three separate lamp circuits, and some have a fourth.  The circuits are comprised of:&lt;br /&gt;
*General illumination for the backbox&lt;br /&gt;
*General illumination for the playfield&lt;br /&gt;
*Controlled lamps for primarily the playfield, although, there can be four controlled lamps located in the backbox (shoot again, high score game to date, tilt, and game over), depending on the era of the game.&lt;br /&gt;
*Auxiliary lamps used for effect, such as chaser lamps used around the backglass border of Mars God of War and Black Hole.  Auxiliary lamps are not used on all games.  Jump to the [[#Auxiliary_Lamp_Driver_Boards | Auxiliary Lamp Board section]] to see what games use auxiliary lamps.&lt;br /&gt;
&lt;br /&gt;
Below are several approaches used to determine the source of a lamp problem, and how it can be resolved.&amp;lt;br&amp;gt;  &lt;br /&gt;
      &lt;br /&gt;
====Bad Bulbs====&lt;br /&gt;
The first thing when troubleshooting lamp problems, and this may seem blatantly obvious, but determine whether the lamp is good or not.  The bulk of all lamp problems are simply burned out light bulbs.  Always try a known good bulb as the solution first. Don&#039;t rely on the bulb being brand new either.  The ratio of brand new, bad bulbs is slim, but there is that chance a new bulb is not good.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Dying battery.JPG|thumb|left|300px|Making certain an old 9v battery is putting out an acceptable lower voltage]]&lt;br /&gt;
[[File:Testing bulb.JPG|thumb|right|300px|Testing a 6v bulb with a dying 9v battery]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bulbs used in a System 80/A/B game are powered by ~6 volts, (the exception is the bulbs powered for the lower [[#Replacing_Black_Hole_Lower_Playfield_Illumination_Lamps_with_.2344_Lamps | playfield illumination on Black Hole and Haunted House]]).  A great way to quickly test a bulb is to use a dying 9v battery.  Don&#039;t use a fresh 9v battery, or you will shorten the life of the bulb.  Find a battery that is roughly putting out 7v - 8.25v.  An old battery from a smoke detector works pretty well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place the tip of the bulb on one of the battery terminals, and cock the outer metal casing of the bulb to touch the other terminal.  Orientation of the bulb with regards to the positive and negative terminals does not make a difference in this case.  Do not hold the bulb across the battery terminals for very long.  Just long enough to determine if the bulb&#039;s filament is lighting or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may also use a known working socket to test bulbs in...but that requires the game to be on while testing...which always presents some risk and is not recommended.  However, if there is no other option but to use a known good socket for testing bulbs, the preferred method is to use a socket located in the backbox lamp insert panel.  This unfortunately does not pertain to 65% of the System 80B games, because a fluorescent lamp was used for backbox illumination for them.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Games that have not been played in a long time develop a film of corrosion between the lamp &amp;quot;nipple&amp;quot; and the lamp socket which prevents conductivity. Simply removing the lamp and scratching the nipple with something abrasive (like rubbing it on the lockdown bar receiver) may fix many &amp;quot;lamp out&amp;quot; problems. In some cases, a light socket cleaning stick (available from the Pinball Resource [http://www.pbresource.com/tools.html here]) may be useful for cleaning the lamp socket. Gottlieb® lamp sockets are comparatively beefy and do not fail often.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Lamp Power Issues====&lt;br /&gt;
Next, make certain there is power at the lamp socket.  The game will have to be turned on for the following procedures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====General Illumination Lamp Power Issues=====&lt;br /&gt;
GI lamps are powered by ~6VAC.  When testing a GI lamp socket for power, each lead of the DMM (now set in AC mode) will be placed on the two leads of the lamp socket.  If there isn&#039;t power at the lamp socket, suspect a bad fuse first.  Keep in mind that the playfield GI and backbox GI for System 80, 80A, and a few 80B games (the first 3 80B games and the last 2), have two separate fuses located on the transformer board in the bottom of the cabinet.  These are typically higher amperage rated fast-blo fuses. The backbox GI on a System 80 game is always on when the game is turned on.  If the backbox GI fuse is good, and no backbox lights are lit, the inline connection which feeds the GI could possibly be bad.  Unfortunately, this connection is not standard from game to game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebSystem80TiltRelayAnnotated.jpg|thumb|left|300px|Gottlieb® System 80 Tilt Relay with GI Lamps/Tilt Lamp Make-Break Switch Highlighted. This tilt relay is from a Gottlieb® Spiderman]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The playfield GI is always powered on too, except when the game is in tilt mode.  If the game was not tilted and /or the tilt switches are not stuck closed, check the switch stack on the tilt relay.  These switches can sometimes get bent or misaligned.  If the playfield GI fuse is good and the tilt relay switches are good, the inline connections may be suspect.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the fuse to a particular GI circuit is bad, and continues to blow every time a new fuse is installed, a short is probably causing the issue. A shorted lamp GI circuit is probably the worst and most difficult lamp related issue to resolve.  In most cases, the GI power lines are uninsulated wiring, which make them susceptible to shorted circuits.  First, determine if the GI short originates on the backbox lamp insert or on the playfield.  GI shorts on the playfield are typically more common than backbox lamp insert shorts.  Pop bumper lamps are generally not CPU controlled, and are included in the playfield GI string (some System 80B games are the exception, [http://www.ipdb.org/machine.cgi?id=1975 RoboWar] being an example).  Also, depending on the game, star rollover lamps and kickout hole lamps are sometimes part of the playfield GI circuit.  Consult the game manual for these particulars.&lt;br /&gt;
&lt;br /&gt;
Although it can be a pain and time consuming, the best approach is to remove all of the bulbs in the associated shorted GI string.  In removing all of the bulbs, we are trying to isolate whether the problem is a bad, defective bulb, or one of the GI power lines is shorting.&lt;br /&gt;
&lt;br /&gt;
=====Controlled Lamp Power Issues===== &lt;br /&gt;
Controlled lamps are powered by ~6VDC.  When testing a controlled lamp socket, the red lead of the DMM (now set in DC mode) will be placed on the lamp socket mounting bracket.  The bare wire soldered to the lamp socket&#039;s mounting bracket is the power bus not the ground bus, so be careful.  The black lead of the DMM will be placed on ground. If working under the playfield, the ground plate in the bottom of the cabinet is a good place to connect to ground.  If working in the backbox, find where one of the green wires with a yellow trace is screwed to the metalwork, and place the lead on it.  Depending on the game, System 80 side rails, lockdown bar assemblies, and other associated trim metalwork, except the coin door, were not grounded from the factory like Bally, Williams, and Stern.  Therefore, using any of these as a ground reference is not recommended.  Gottlieb® did start grounding the metalwork at the start of the System 80A platform.&lt;br /&gt;
&lt;br /&gt;
If there isn&#039;t any power at the lamp socket, suspect a bad fuse first.  The controlled lamp circuit has a separate fuse on the transformer board, and is normally a 5 amp slo-blo fuse.  If the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_fuses fuse tests fine], there is a separate set of switch leaves on the tilt relay, which pass the controlled lamp power to the playfield lamps.  Inspect and adjust these switches if necessary. If the controlled lamp fuse and the switches on the tilt relay both test good, there may be an issue with the source power connection to the rectified DC circuit on the game transformer board. Unfortunately, System 80/80A/80B used different connector designations for controlled lamp source power for different games. Consult the game manual / schematics to find the source of 6VDC on the transformer board power supply.&lt;br /&gt;
&lt;br /&gt;
If the fuse for the controlled lamps is bad, and continues to blow after a new fuse is installed, suspect a bad controlled lamp bridge rectifier.  The lamp bridge rectifier is located on the transformer board.  Please see the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier Testing a Bridge Rectifier] portion of the PinWiki guides. Before testing the bridge rectifier, try to isolate it as much as possible.  By isolating it, this will minimize the possibly skewed readings caused by attached devices (lamps and the power transformer).  Two key things to do would be to remove the lines which connect the bridge to the playfield and backbox lights, and remove the controlled lamp fuse. Keep in mind that a bridge rectifier can fail in such a way where it may not blow the controlled lamp fuse.  Although, a failed bridge blowing a fuse is a tad more common than not.&lt;br /&gt;
&lt;br /&gt;
If all of the above tests good, there may be a short on the controlled lamp bus line.  This is not a very common occurrence, but it can happen.  Inspect the underside of the playfield for any wires or brackets touching the controlled lamp bus line, which shouldn&#039;t be touching.&lt;br /&gt;
&lt;br /&gt;
====Bad Lamp Sockets====&lt;br /&gt;
Third, determine if the lamp socket is good.  Some games have been through the wringer, and the sockets didn&#039;t hold up too well due to abuse, a damp environment, or other various reasons.  Start by turning the &#039;&#039;&#039;power to the game off&#039;&#039;&#039;.  If the socket has some corrosion, try using a lamp socket cleaning tool first.  If a lamp socket cleaning tool is not available, a small wire brush used for cleaning copper fittings, a rolled up piece of 220 grit sandpaper, or a Dremel tool with a small wire brush attachment can all be used.  After the socket has been cleaned, place the bulb in the socket for the following procedures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If testing a &#039;&#039;&#039;GI lamp&#039;&#039;&#039; socket, use the dying 9v battery trick again. Remove the fuse of the particular GI circuit which the lamp socket being tested is located.  Connect the terminals of the 9v battery to the bulb socket with alligator clip leads.  Be careful not to short the alligator clips to each other at the battery&#039;s terminals.  Equally be very careful not to short the clip leads to an adjacent switch on the pinball machine, or anything else for that matter.   One clip will connect to one side of the socket, and the other lead will go to the other side of the socket.  &#039;&#039;&#039;DO NOT ALLOW THE BATTERY TO STAY CONNECTED VERY LONG&#039;&#039;&#039;.  Since this is a GI lamp circuit, other lamps in the string will be powered by the battery.  If the battery is connected to the string for too long, the battery will start to get hot.  The battery does not have enough power to light a string of bulbs for very long.  The lamp may only glow dimly, but that is enough to determine if the socket is good or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If testing a &#039;&#039;&#039;controlled lamp&#039;&#039;&#039; socket, remove all of the connector housings from the bottom of the driver board first (A3-J2/J3/J4).  Then remove the fuse for the controlled lamp circuit.  Clip one lead of the battery to the lamp socket mounting bracket and the other to the solder tab.  The orientation of the negative and positive leads of the battery terminals makes no difference.  Again, keep the battery connected just long enough to see if the lamp lights to determine whether the lamp socket is good or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Issues====&lt;br /&gt;
=====Lamp(s) Will Not Turn On=====&lt;br /&gt;
So, the bulb is good; the socket is good; there&#039;s power at the socket; and the lamp still won&#039;t light.  Well, this occurrence can only really happen if there is a controlled lamp involved.  If all three of the above things apply, it can only mean one thing - the bulb is not getting properly grounded, and will not turn on.  The source of this problem may be due to several different issues.  But, it is best to start at the bulb socket, and work backward towards the CPU board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Determine if the connector and wiring from the output of the driver board to the lamp socket is good.  While the wires are usually solid, the single sided edge connectors are a frequent cause for loss of conductivity. Simply &amp;quot;buzzing&amp;quot; the connection from the lamp socket back to and onto the driver board may uncover the issue.  With the power off, check the continuity between the solder tab of the lamp socket and the collector (right leg) of the associated lamp transistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is continuity, it’s time to test the transistor. Transistors fail &amp;quot;open&amp;quot; (lamp never lights) and &amp;quot;shorted&amp;quot; (lamp is constantly on). A simple comparison of &amp;quot;diode check&amp;quot; readings between &amp;quot;same type&amp;quot; transistors on the driver board can identify failed transistors. &lt;br /&gt;
&lt;br /&gt;
Testing an &#039;&#039;&#039;MPS-A13&#039;&#039;&#039; transistor.&lt;br /&gt;
#Set your DMM to diode test&lt;br /&gt;
#Place the &amp;lt;font color=Red&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/font&amp;gt; lead of your DMM on the center leg&lt;br /&gt;
#Place the &#039;&#039;&#039;black&#039;&#039;&#039; probe on left leg (viewing the component side of the board). That leg should read about 1.3&lt;br /&gt;
#Move the &#039;&#039;&#039;black&#039;&#039;&#039; probe to the right leg. That leg should read about .7&lt;br /&gt;
#Readings close to these, or even similar to adjacent like components, indicate a good component. Failure to obtain these readings means the component has failed.&lt;br /&gt;
&lt;br /&gt;
Testing an &#039;&#039;&#039;MPS-U45&#039;&#039;&#039; transistor (or &#039;&#039;&#039;NDS-U45&#039;&#039;&#039; or &#039;&#039;&#039;CEN-U45&#039;&#039;&#039; which are equivalents).&lt;br /&gt;
#Set your DMM to diode test&lt;br /&gt;
#Measure on the solder side of the board, with J5 and J6 oriented toward you&lt;br /&gt;
#Place the &amp;lt;font color=Red&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/font&amp;gt; lead of your DMM on the center leg&lt;br /&gt;
#Place the &#039;&#039;&#039;black&#039;&#039;&#039; probe on left leg. That leg should read about 1.3&lt;br /&gt;
#Move the &#039;&#039;&#039;black&#039;&#039;&#039; probe to the right leg. That leg should read about .7&lt;br /&gt;
#Readings close to these, or even similar to adjacent like components, indicate a good component. Failure to obtain these readings means the component has failed.&lt;br /&gt;
&lt;br /&gt;
[[File:ReplacingMPS-U45WithMPS-A13.jpg|300px|left|thumb|An NDS-U45 replaced by the less expensive MPS-A13. This replacement is advised ONLY if the transistor drives a single lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80/80A/80B architecture does not utilize a lamp matrix. Controlled lamps are driven by individual transistors on the driver board, exactly like Gottlieb® System 1 games and Bally/Stern 6800 games. Driver board operation is pretty simple. The CPU places a signal on Logical Device lines 1 through 4 (LD1...LD4) and &amp;quot;strobes&amp;quot; the appropriate 74175 device select pin to latch the LDx values into the 74175 Quad FlipFlop&#039;s outputs. These outputs then drive the associated transistor(s) on, providing a path to ground for the lamp. That&#039;s all there is to it.&lt;br /&gt;
&lt;br /&gt;
The transistors on the driver board are a mix of 2N6043s, MPS-U45s (or NDS-U45s), 2N3055s, and MPS-A13s. 2N6043s drive coils. Generally, the MPS-U45 transistors drive coils, pre-drive coils via remote mounted transistors and 2N3055s, or drive more than one lamp. The 2N3055s drive coils (in some cases, not all 3 of these are used in a game). The MPS-A13s generally drive a single lamp.&lt;br /&gt;
&lt;br /&gt;
MPS-A13 transistors are still widely available and cheap. MPS-U45s are obsolete but may be replaced with CEN-U45 transistors [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=cen-u45&amp;amp;sprice=&amp;amp;stype=&amp;amp;scat= available from Great Plains Electronics] and Mouser.  A much cheaper MPS-A13 may sometimes be substituted for the less common and more expensive MPS-U45, as shown in the pic at left for Q22. Although this will work, you must ensure that the transistor is driving only a single lamp. This obviously limits the &amp;quot;portability&amp;quot; of the driver board. If Q22 were used to switch anything other than a single lamp on, it will be destroyed. Substitute with caution. &lt;br /&gt;
&lt;br /&gt;
2N6043 transistors used on the driver board are still available but becoming pricey. 2N6043s can be replaced by a TIP-102.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A nice convention Gottlieb® used with System 80 games is that lamp &amp;quot;n&amp;quot; is driven by transistor &amp;quot;n+1&amp;quot; on the driver board. This is always true.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the transistor tests fine, a gate on the 74175 may be bad, which is rare but does happen. Use a logic probe on the input and output of the associated lamp gate to check definitively.  Again, comparing the signal between different drive pins can help identify a failed driver circuit. 74175s can easily and reliably be tested using the procedure in the &amp;quot;General for all games&amp;quot; section, [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit here].  &lt;br /&gt;
&lt;br /&gt;
If more than one controlled lamp is not lighting, check the game’s manual / schematics to see if the bulbs are related in some way. &lt;br /&gt;
*When four lamps are not lighting, it may appear that the 74175 which controls the lamp transistors is at fault. This can happen, but the more commonly related issue is that the device select signal for a particular 74175 is lost between the CPU and driver board.  This can be due to a bad connection at A1J4 or A3J1.  See the chart below for the lamp device select signal path. &lt;br /&gt;
*When a whole group of lamps fail to light, review the schematics to see if the lamp transistors share a common ground path. Again, poor connections at the driver board, or the path to ground (generally green with yellow tracer or solid white wire) on the bottom board ground strap may be the root cause.&lt;br /&gt;
&lt;br /&gt;
If the connections, associated 74175, and lamp transistors are all correct, the circuitry on the CPU board is probably at fault.  Again, using a logic probe to determine which component on the CPU board has failed is the best course of action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Device Select&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;CPU Connector&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Driver Input&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Driver Quad Flip-Flop (74175)&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Transistor #s&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Lamp #s&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS1 || &amp;lt;center&amp;gt;A1J4-C&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-C&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q1-Q4&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Game Over relay, Tilt relay, coin lockout, L3&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS2 || &amp;lt;center&amp;gt;A1J4-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q5-Q8&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L4-L7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS3 || &amp;lt;center&amp;gt;A1J4-E&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-E&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q9-Q12&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L8, sound 16, L10, L11&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS4 || &amp;lt;center&amp;gt;A1J4-D&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-D&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q13-Q16&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L12-L15&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS5 || &amp;lt;center&amp;gt;A1J4-H&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-H&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q17-Q20&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L16-L19&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS6 || &amp;lt;center&amp;gt;A1J4-F&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-F&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q21-Q24&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L20-L23&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS7 || &amp;lt;center&amp;gt;A1J4-K&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-K&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q33-Q36&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L24-L27&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS8 || &amp;lt;center&amp;gt;A1J4-J&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-J&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q37-Q40&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L28-L31&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS9 || &amp;lt;center&amp;gt;A1J4-M&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-M&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L32-L35&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS10 || &amp;lt;center&amp;gt;A1J4-L&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-L&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z10&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L36-L39&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS11 || &amp;lt;center&amp;gt;A1J4-N&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-N&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q41-Q44&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L40-L43&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;DS12 || &amp;lt;center&amp;gt;A1J4-P&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;A3J1-P&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Z12*&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&amp;amp;nbsp;Q45-Q48 &amp;amp; Q49-Q52&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;L44-L47 &amp;amp; L48-L51 (inverse of L44-L47)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;*Z12 not only outputs four lamp signals like all the other 11 74175s, but it also outputs four inverted lamp signals.  These signals are typically used for lamps located on opposite sides of the playfield which alternate on / off between each other.&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Lamp(s) Will Not Turn Off=====&lt;br /&gt;
If a single lamp is involved, or only a handful of lamps with different lamp device select signals, suspect the lamps&#039; associated drive transistors.  If a group of four lamps will not turn off, and they are all controlled by the same 74175, suspect the associated 74175 or the device select for that 74175 (&amp;quot;DS&amp;quot; on the schematics). If numerous groups of four lamps will not turn off, suspect the associated 7404 on the CPU board.&lt;br /&gt;
*Z17 for DS1-DS5 device select signals or,&lt;br /&gt;
*Z24 for DS6-DS11 device select signals or,&lt;br /&gt;
*Z26 for DS12-DS16 device select signals.  &lt;br /&gt;
If the lamps involved originate from more than one group of device select signals, suspect the 74154 at Z25 or, backing up one more step, the 6532 RIOT at U5.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flash Lamps===&lt;br /&gt;
Flash lamps are #67 powered by the 24VDC solenoid bus.  They are controlled like any of the coils that have a under-playfield transistor.  To step down 24V to a more lamp-friendly 13V, the power is routed through a single 4 ohm 7 watt resistor for powering paired flash lamps wired in parallel.  An 8 ohm 5 watt resistor is used for powering single flash lamps. &lt;br /&gt;
&lt;br /&gt;
On early 80B games, the power resistors are mounted to a small bakelite board under the playfield (up to 4), and the transistors are mounted to a bracket (up to 6).  On later games, starting with Arena, new PCBs were introduced that had the transistor, power resistor, and 4.7K pullup resistor all on the same board (up to 3).&lt;br /&gt;
&lt;br /&gt;
If lamps are locked on, or won&#039;t work, the remote mounted transistors associated with them have failed.  Generally, the pre-drive transistor on the driver board has also failed.&lt;br /&gt;
&lt;br /&gt;
Under-playfield flash lamp transistors are 2N5879s or MJ2955s.&lt;br /&gt;
&lt;br /&gt;
===Auxiliary Lamp Problems===&lt;br /&gt;
&lt;br /&gt;
[[File:GTB Aux Board Headers.JPG|thumb|left|300px|Reflowed Header Pins on Auxiliary Lamp Driver Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
For issues with lamps controlled by the auxiliary lamp driver board, follow the troubleshooting section for controlled lamps [[Gottlieb_System_80#Controlled_Lamp_Issues | above]].  Additionally, make certain that +5vdc and ground are present on the auxiliary driver board.  If either are missing, the potential for cracked header connections is possible.  Remove the existing solder from the header connections, and resolder the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Unconventional Lamps====&lt;br /&gt;
System 80B games added quite a few special lighting effects.  Gottlieb® never used software when hardware would do.  This is probably harkens back to their electromechanical days.  So, there are usually some creative, different ways used to control lamps.  For instance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Monte Carlo and Spring Break have Auxiliary Lamp Driver boards where power to a bunch of #44 lamps is switched by a relay.&lt;br /&gt;
&amp;lt;li&amp;gt; Genesis drives #67 lamps with an auxiliary power board.  Power to this board is controlled via a relay that turns itself to activate the &amp;quot;reveal&amp;quot;; this relay is activated by a lamp driver, but the relay will keep itself on until one revolution of the reveal gimmick is done.&lt;br /&gt;
&amp;lt;li&amp;gt; Spring Break has eight #44 lamps controlled by one relay; the relay is controlled with a lamp driver.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Diagnosing these is generally the same as other lamps, but first, understand the peculiar arrangement for the game in question.&lt;br /&gt;
&lt;br /&gt;
===Switch problems===&lt;br /&gt;
&lt;br /&gt;
==== Switch Matrix Operation ====&lt;br /&gt;
&lt;br /&gt;
The Gottlieb System 80 switch matrix is implemented via the 6532 RIOT (RAM, I/O, Timer) at U4, strobe ICs at Z11 and Z12 (7404), return ICs at Z13 and Z14 (7400), and DIP switch &amp;quot;read enables&amp;quot; at Z15. The switch matrix simply provides a TTL &amp;quot;low&amp;quot; pulse on a single switch matrix column, then listens for a &amp;quot;low&amp;quot; return on the switch rows. Closed switches complete the circuit and enable a switch matrix return. Switch returns are processed then the next column is strobed. The game software &amp;quot;debounces&amp;quot; all switches to accommodate less than electrically and mechanically perfect switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Scoring&amp;quot; Switches for Pop Bumpers and Slingshots are not part of the switch matrix====&lt;br /&gt;
[[File:GottliebPopBumper.jpg ‎|400px|thumb|left|Typical Gottlieb System 80/80A/80B pop bumper hardware and switches. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GottliebSlingShot.jpg ‎|400px|thumb|right|Typical Gottlieb System 80/80A/80B slingshot hardware and switches. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb System 80 Pop Bumpers and Slingshots are designed with two switches on each device. One switch connects the associated coil to coil power (two switches for slingshots). Another switch, mechanically connected to the device, acts as a &amp;quot;scoring switch&amp;quot;. Only the scoring switch is part of the switch matrix. &lt;br /&gt;
&lt;br /&gt;
During switch test, the scoring switch will register only if the associated slingshot coil plunger is pulled in, or if the associated pop bumper &amp;quot;rod and ring&amp;quot; assembly is manually pushed down. Since pop bumper spoon switches and slingshot standup switches are not on the switch matrix, they will not be reported during switch test.&lt;br /&gt;
&lt;br /&gt;
Pictured left and right are representative pop bumper and slingshot switches, annotated to show the function of each switch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Common Switch Matrix Faults ====&lt;br /&gt;
&lt;br /&gt;
===== Isolating Switch Problems to the MPU or the Game Wiring =====&lt;br /&gt;
&lt;br /&gt;
Since Gottlieb uniquely used edge connectors instead of more common header pins, isolating switch matrix issues to either the MPU or to the game wiring is not quite as easy. However, &amp;quot;jumping&amp;quot; from a switch column to a switch row is possible using the same technique. &lt;br /&gt;
&lt;br /&gt;
*Place the game into switch test&lt;br /&gt;
*Using a short length of wire, short each column drive to each row return, one at a time&lt;br /&gt;
*A single switch closure should be shown as each connection is made.&lt;br /&gt;
&lt;br /&gt;
If a single switch closure is shown for each and every connection made, then the MPU circuitry is probably undamaged, and the playfield wiring, switches, and diodes should be examined. If a switch closure isn&#039;t registered, or more than one switch closure is reported, then the MPU circuitry is damaged.&lt;br /&gt;
&lt;br /&gt;
===== MPU Switch Matrix Issues =====&lt;br /&gt;
&lt;br /&gt;
====== Blown Switch Matrix ICs ======&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebStackedSwitch.jpg|thumb|left|300px|The thin strip of &amp;quot;fish paper&amp;quot; physically isolating the flipper EOS switch and the &amp;quot;lane change&amp;quot; switch is all that prevents certain destruction of switch matric chips. &amp;lt;i&amp;gt;Image courtesy of Russell McIntyre.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:System80SwitchMatrixICs.jpg|thumb|right|400px|Identifying the System 80 MPU switch matrix ICs. Z15 is just below Z11/Z12.]]&lt;br /&gt;
[[File:System80MPUBlownZ13.jpg|thumb|left|300px|Diode testing Z13 uncovers a shorted IC caused by shorting HV to the switch matrix wiring.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The most prevalent reason for switch matrix failures is shorting high voltage (i.e. coil voltage) to the switch matrix. As always, it&#039;s inadvisable to work on the game with the power on. Sometimes, &amp;quot;fish paper&amp;quot; designed to isolate switch blades from higher voltage conductors becomes displaced, shorting high voltage to the switch matrix, and damaging some/all of the switch matrix ICs. Examples of such a switch are the kicking target under the upper playfield in Haunted House and the &amp;quot;lane change&amp;quot; stacked switch on the right flipper of games like Mars God of War, Rock, Genesis, Gold Wings, and Spring Break.&lt;br /&gt;
&lt;br /&gt;
A quick check of Z11 through Z15 using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test] will reveal failed ICs easily. An example is pictured at right.&lt;br /&gt;
&lt;br /&gt;
Using this same diode test on U4, comparing the results to U5 and U6, may help to identify a failed RIOT.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Alkaline Damaged Connectors ======&lt;br /&gt;
&lt;br /&gt;
Playfield switch wiring is connected to MPU edge connector J6, which is sometimes directly below, but at the very least in close proximity, of the OEM NiCad battery. These batteries frequently leak their corrosive contents onto the board, affecting nearby connectors, including the switch matrix connectors at J6 (playfield) and J5 (cabinet). Close examination of the friction pins in the connector as well as the copper traces at the edge connector may reveal alkaline corrosion impacting proper switch matrix operation.&lt;br /&gt;
&lt;br /&gt;
===== Playfield Switch Matrix Issues =====&lt;br /&gt;
&lt;br /&gt;
Once the switch matrix issue has been isolated to the playfield, follow the tips listed in the [http://www.pinwiki.com/wiki/index.php?title=General#The_Switch_Matrix Switch Matrix Diagnosis] section.&lt;br /&gt;
&lt;br /&gt;
One additional item to note is that Gottlieb did not attach isolation diodes directly to switches. Instead, isolation diodes are collected on &amp;quot;diode boards&amp;quot; which are screwed to the playfield underside or the cabinet bottom.&lt;br /&gt;
&lt;br /&gt;
===Display Problems===&lt;br /&gt;
The blue Futaba display glasses used by Gottlieb® System 1 and 80 machines are a fairly reliable, long-lasting display.  Although, they can and do still fail.  It&#039;s just a matter of diagnosing the symptoms of a failed display.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Display problems can primarily be classified into the following categories:&amp;lt;br&amp;gt;&lt;br /&gt;
#Power problems&lt;br /&gt;
#Display glass failure&lt;br /&gt;
#Data problems&lt;br /&gt;
#Tired displays&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb sys80 displays.png‎|thumb|550px|left|Gottlieb® System 80 Display Diagram]]&lt;br /&gt;
[[File:Gtb sys80A displays.png‎|thumb|550px|left|Gottlieb® System 80A Display Diagram]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Display Power Problems====&lt;br /&gt;
&lt;br /&gt;
Before even attempting to work on System 80/80A/80B displays, there are two caveats to heed.  First and foremost, the displays function due to the necessity of several voltages, including high voltage.  &#039;&#039;&#039;IF YOU ARE UNCOMFORTABLE WORKING ON HIGH VOLTAGE CIRCUITS, THEN DO NOT WORK ON THESE DISPLAYS!&#039;&#039;&#039;  High voltage can hurt or even kill you.  If you don&#039;t feel comfortable working around this type of scenario, then hire a professional to do the work.  Secondly, any time a display connector needs to be disconnected, &#039;&#039;&#039;DO NOT REMOVE ANY DISPLAY RELATED CONNECTOR WITH THE POWER ON!&#039;&#039;&#039;  This goes for the connectors located directly at the display, connectors A1J2 and A1J3 on the CPU board, A2J3 on the power supply board, and A7J3 / A7P3 (early System 80 up to Mars God of War), A10J1 / A10P1 (when used), A12J4 / A12P4 (Black Hole and after), or A10J7 / A10P7 (when used) from the transformer.  Removing connectors with the power on can damage the display, the CPU board, and / or you.  Sorry to &amp;quot;yell&amp;quot;, but it is extremely important to stress the above two statements.  Now that this is out of the way, let&#039;s move on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As stated above, the displays need several sources of voltage to function properly. The display voltages used are broken down by the type of display: +60VDC and 5VAC with a positive 8VDC offset are used for the 6-digit displays; +42VDC, +5VDC logic (for the 7432 chip - Z1), and 3VAC with a positive 4VDC offset are used for the 4-digit status display. When using a 6 digit display with DI513 Dionics chips, +5VDC is necessary for RP1 and RP2, both 8.2K resistor networks. Likewise, 7 digit displays also have a 7432 chip on them, and +5VDC is needed for them too. If any of the above voltages are missing, the display will never light.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prior to plugging in and turning the game on for the very first time, it is a good practice to check all of the fuse values located on the transformer board first. There is a 1/4 amp slo-blo fuse used for the display voltage, which is located on the transformer board in the bottom of the cabinet.  With the game unplugged from the wall outlet, remove the fuse from its fuse holder.  When checking fuses, never &amp;quot;eyeball&amp;quot; a fuse.  Your eyes may tell you that the fuse is good, but your eyes can fool you.  Use a digital multi-meter (DMM) or a continuity tester to check fuses. Put each lead of DMM on opposite ends of the fuse.  A tone should be heard.  If not, the fuse is bad, and should be replaced with the same value.  Fuses are used to protect equipment, the surroundings, and you.  Installing fuse values with higher ratings is very dangerous. &#039;&#039;&#039;DO NOT USE A FUSE RATED AT A HIGHER RECOMMENDED VALUE!&#039;&#039;&#039;  If the existing fuse is blown, it may not necessarily mean there is a problem.  Fuses do get stressed, and sometimes just fail.  However, there is more than likely a problem somewhere in the display power train.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the game still unplugged, the next course of action is to place connector A2J1 on the power supply.  A2P1 is the bottom connection on the power supply, and receives all voltages directly from the transformers and a single ground from the ground strip.  Once A2J1 is connected, remove any other connections from the power supply (A2J2 and A2J3).  All voltages should be tested before any boards or displays are connected to them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gtb_sys80_psu_A2J3_highli.JPG|left|thumb|300px|System 80 Power Supply with A2J3 highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
At this point, plug the game in, and turn it on.  Using a DMM or volt meter, check all of the voltages at A2P3.  For the +60VDC (A2P3-1) and +42VDC (A2P3-3), any ground connection can be used as a reference. The +42VDC is derived from the +60VDC.  If there is +60VDC, but not +42VDC, The 18v CR6 zener diode or the R5 resistor may have failed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the two high voltages test all right, it&#039;s time to check the offset voltages.  The offset voltages are +5VDC (A2P1-6) and +8VDC (A2P1-9).  Use any ground connection as a ground reference to test these voltages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If displays are not lighting, but either the +42VDC is present on the display (status display) or the +60VDC is present on the 6 digit or 7 digit displays, check for the presence of AC voltage used to power the display filament.  Do not use ground as a reference when measuring these voltages, as they are AC.  Measurements must be taken from the send and return lines.  If the AC voltage is missing, check the in-line connection at A7J3 / A7P3 (early System 80 up to Mars God of War) or A12J4 / A12P4 (Black Hole and after).  Also, some games have more connectors which pass the AC voltages.  These additional connectors are A10J7 / A10P7 or A10J1 / A10P1. Check the voltages on the input and output of the connector to see if fatigued connectors are the source of the voltage loss.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
If all the display voltages are satisfactory, it is time to move onto the next step of visually inspecting the display boards for obvious defects.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====What is the DC Offset Voltage?=====&lt;br /&gt;
[[File:ACSineWave.jpg|left|thumb|300px|Representation of AC voltage with and without a DC offset component. Note the red sine wave is shifted &amp;quot;up&amp;quot; by the DC component.]]&lt;br /&gt;
[[File:DCOffsetClip.jpg|right|thumb|300px|A snippet from a typical System 80 schematic showing &amp;quot;DC offset&amp;quot; voltages connected to the center tap of the transformer secondary where AC filament voltages originate.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Futaba displays as used in Gottlieb System 1 and System 80 games require AC power that is &amp;quot;offset&amp;quot; by a specific DC voltage; 8VDC for the 6/7 digit displays, 5VDC for the 4-digit credit/match display. The DC component of the AC voltage raises the AC sine wave by that DC voltage. If the offset voltage is missing, inconsistent or wavy displays will result.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Glass Failure====&lt;br /&gt;
[[File:Good display.JPG|300px|thumb|left|Display with a good display glass]]&lt;br /&gt;
[[File:NippleGuard.jpg|300px|thumb|right|A cheap and easy way to protect your nipples]]&amp;lt;br&amp;gt;&lt;br /&gt;
The simplest and easiest problem to identify is display glass failure.  All of the 6 digit displays used by Gottlieb® System 80, and 7 digit displays used by System 80A games will have a black &amp;quot;blotch&amp;quot;, for lack of a better term, in the upper left and lower right corner of the glass.  The 4-digit status display typically has only one black blotch.  The evidence of a black blotch or blotches is good.&lt;br /&gt;
&lt;br /&gt;
[[File:Bad sys1 display1.JPG|300px|thumb|left|Display with Broken Nipple on Back]]&amp;lt;br&amp;gt;&lt;br /&gt;
However, if there is a muted white blotch visible at the corners of the display, it means the display&#039;s &amp;quot;vacuum&amp;quot; has been compromised, either due to a cracked glass or broken nipple. If this is the case, the display glass can not be repaired and is useless.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A simple, cheap, and effective way to &amp;lt;b&amp;gt;protect the glass nipple&amp;lt;/b&amp;gt; is to cut a ring of hose (garden hose was used in the picture at right), place it around the nipple, and then fill the ring with silicon caulk (preferred) or hot glue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Broken top filament1.JPG|300px|thumb|left|Display with Broken Top Filament. Note that this is the Dionics chipset version of the display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The display filaments within the glass can also break.  The end result will be segments with missing sections or &amp;quot;hot spots&amp;quot; when the display is powered.  The &amp;quot;hot spots&amp;quot; are caused by the &amp;quot;dangling&amp;quot;, broken filament shorting to other good filaments.  If a display filament breaks, do not use the display as shorted displays can damage other game components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=3 caption=&amp;quot;Example Display with Failed Filament&amp;quot;&amp;gt;&lt;br /&gt;
File:OpenCenterFilamentOFFAnnotated.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Another example of a broken filament. This one has broken and shorted to another part of the display.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:OpenCenterFilamentScoreOverall.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The same display, showing a dark line across the center where the filament has failed.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:OpenCenterFilament.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Closeup of same display.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even though the glass itself is bad, the chips on the display board may still be good.  So don&#039;t necessarily discount the display as being all bad.  UDN6118A and 7432, (chip used on status display only), chips are getting more costly, and Dionics DI513s are very scarce.  Since the display board is single sided, removal of the chips is quite easy.  Plus, the display PCBs are no longer being made.  The display board and / or chips may come in handy some time in the future.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====UDN6118 and Other Display Logic Chip Failures====&lt;br /&gt;
The majority of 4 and 6 digit displays utilize two UDN6118 &amp;quot;Vacuum Fluorescent Display Drivers&amp;quot;. These ICs do not fail often. However, when they do fail shorted, they can affect the performance of the rest of the display set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingUDN6118AndUDN7180.jpg|300px|thumb|left|Test method for a UDN6118 or UDN7180 display driver. Colored dots represent DMM probe locations (red lead, black lead)]]&amp;lt;br&amp;gt;&lt;br /&gt;
UDN6118 driver ICs can be tested using a DMM. Click on the image at left for the procedure.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video demonstrating the procedure on a failed UDN6118 can be found [https://youtu.be/PrIde9U4ios &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;A Blown UDN6118 Display Driver&amp;quot;&amp;gt;&lt;br /&gt;
File:UDN6118BlownTopSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Damage is hard to photograph, but the outline of the overheated chip core can be seen.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:UDN6118BlownBottomSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A much more visible image of the heat damage.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Credit Display Segment Locked On=====&lt;br /&gt;
[[File:Gottlieb4DigitGlassSegmentCLockedOn.jpg|300px|thumb|left|A 4 digit display with segment &amp;quot;c&amp;quot; locked on, caused by a failed 7432 on the board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Gottlieb 4 digit displays use two UDN6118s and a single 7432. The 7432 can fail in such a way as to cause segments to lock on, as shown in the picture at left showing segment &amp;quot;c&amp;quot; locked on. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Data Problems==== &lt;br /&gt;
When there are display issues, one first has to determine whether there is a problem with the display itself, the connectors involved, or the chips on the CPU board that control it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=red&amp;gt;NOTE: Do not connect or disconnect the display connectors or connectors A1J2 and A1J3 on the MPU (right hand side) with the power on! Doing so WILL damage the MPU board display logic ICs.&#039;&#039;&#039; &amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following applies to System 80 and 80A displays.  For information regarding the System 80B display board, scroll down to the end of this section.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GottliebDisplaySegmentDigitOutAnnotated.jpg|340px|thumb|left|An excellent image to show both digit and segment problems. Note the red circles showing the same digit out on for players 1 and 3. Also note the yellow circles showing segment &amp;quot;g&amp;quot; out for players 1 and 2. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Display Issue Isolated to a Single Display&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If the problem is only showing up one display, suspect that the connector at the display itself is problematic, or there is an issue on the display board.  Problems on the display board can consist of a bad solder joint, a broken display lead from the display glass, or faults with the driver chips on the board (Sprague UDN6118 or Dionics DI513, if an old System 1 display is used).  The exception is if only 4 displays and a status display are used, which is common to most System 80/80A games.  In this display configuration, if there is a &#039;&#039;&#039;segment issue&#039;&#039;&#039; with the status display, there may be an issue with the segment drive chip on the CPU board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S80LockedHSegment.jpg|340px|thumb|left|An example of a display showing segment &amp;quot;h&amp;quot; locked on. The segment was locked on for both the player 3 and player 4 displays. This was caused by a failure of the 7404 at Z16. This picture was snapped right after pressing the diagnostic button on the coin door. The display should be blank. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Display Issue With Multiple Displays&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If the problem shows up on two or more displays, suspect one of the two connectors on the CPU board (A1J2 or A1J3), one of the two connectors on the two displays (they are daisy-chained with an IDC connector), or the chips which control the display data on the CPU board.  If there is a &#039;&#039;&#039;digit issue&#039;&#039;&#039;, the issue will be present on &#039;&#039;&#039;player 1 and 3&#039;&#039;&#039; or &#039;&#039;&#039;player 2 and 4&#039;&#039;&#039; displays.  If there is a &#039;&#039;&#039;segment issue&#039;&#039;&#039;, the issue will be present on &#039;&#039;&#039;player 1 and 2&#039;&#039;&#039; or &#039;&#039;&#039;player 3 and 4&#039;&#039;&#039; displays, and the &#039;&#039;&#039;status display&#039;&#039;&#039;.  If more than 4 scoring displays are used, on games such as Pink Panther, Black Hole, Haunted House, Devil&#039;s Dare, etc., consult the game manual for display digit and segment mapping.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:Gtb sys80 displays.png‎|550px|left|Gottlieb® System 80 Display Diagram]]&lt;br /&gt;
[[File:Gtb sys80A displays.png‎|550px|right|Gottlieb® System 80A Display Diagram]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The charts listed below, map out each signal to each specific display.  The first chart maps the display digit information, while the second and third charts map the display segment information.  This information only applies to games where 4 scoring displays and 1 status display are used, although digit group names have been added, if more displays are used.  All of the charts apply to System 80 and 80A, but not 80B.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Display Digit Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Digit Number&lt;br /&gt;
!Display(s)&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| D16 (80A only) || Players 1 &amp;amp; 3 (Group F) || A1J3-16 || Z26-8 &lt;br /&gt;
|-&lt;br /&gt;
| D1 || Players 1 &amp;amp; 3 (Group D) || A1J3-1 || Z17-4&lt;br /&gt;
|-&lt;br /&gt;
| D2 || Players 1 &amp;amp; 3 (Group D) || A1J3-2 || Z17-6&lt;br /&gt;
|-&lt;br /&gt;
| D3 || Players 1 &amp;amp; 3 (Group D) || A1J3-3 || Z17-12&lt;br /&gt;
|-&lt;br /&gt;
| D4 || Players 1 &amp;amp; 3 (Group D) || A1J3-4 || Z17-10 &lt;br /&gt;
|-&lt;br /&gt;
| D5 || Players 1 &amp;amp; 3 (Group D) || A1J3-5 || Z17-8 &lt;br /&gt;
|-&lt;br /&gt;
| D6 || Players 1 &amp;amp; 3 (Group D) || A1J3-6 || Z24-2 &lt;br /&gt;
|-&lt;br /&gt;
| D13 (80A only) || Players 2 &amp;amp; 4 (Group F) || A1J3-13 || Z26-4 &lt;br /&gt;
|-&lt;br /&gt;
| D7 || Players 2 &amp;amp; 4 (Group E) || A1J3-7 || Z24-4 &lt;br /&gt;
|-&lt;br /&gt;
| D8 || Players 2 &amp;amp; 4 (Group E) || A1J3-8 || Z24-6  &lt;br /&gt;
|-&lt;br /&gt;
| D9 || Players 2 &amp;amp; 4 (Group E) || A1J3-9 || Z24-12 &lt;br /&gt;
|-&lt;br /&gt;
| D10 || Players 2 &amp;amp; 4 (Group E) || A1J3-10 || Z24-10 &lt;br /&gt;
|-&lt;br /&gt;
| D11 || Players 2 &amp;amp; 4 (Group E) || A1J3-11 || Z24-8&lt;br /&gt;
|-&lt;br /&gt;
| D12 || Players 2 &amp;amp; 4 (Group E) || A1J3-12|| Z26-2 &lt;br /&gt;
|-&lt;br /&gt;
| D13 || Status (Group F) || A1J3-13 || Z26-4&lt;br /&gt;
|-&lt;br /&gt;
| D14 || Status (Group F) || A1J3-14 || Z26-6 &lt;br /&gt;
|-&lt;br /&gt;
| D15 || Status (Group F) || A1J3-15 || Z26-10 &lt;br /&gt;
|-&lt;br /&gt;
| D16 || Status (Group F) || A1J3-16 || Z26-8  &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group A Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group A || A1J2-1 || Z19-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group A || A1J2-2 || Z19-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group A || A1J2-3 || Z19-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group A || A1J2-4 || Z19-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group A || A1J2-5 || Z19-9&lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group A || A1J2-6 || Z19-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group A || A1J2-7 || Z19-14&lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group A || A1J2-8 || Z16-12 &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group B Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group B || A1J2-9 || Z21-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group B || A1J2-10 || Z21-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group B || A1J2-11 || Z21-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group B || A1J2-12 || Z21-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group B || A1J2-13 || Z21-9 &lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group B || A1J2-14 || Z21-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group B || A1J2-15 || Z21-14 &lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group B || A1J2-16 || Z16-10  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display Segment Group C Information&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!Segment&lt;br /&gt;
!Display Group&lt;br /&gt;
!CPU Pin Connection&lt;br /&gt;
!Chip on CPU Board - Pin&lt;br /&gt;
|-&lt;br /&gt;
| a || Segment Group C || A1J2-17 || Z23-13 &lt;br /&gt;
|-&lt;br /&gt;
| b || Segment Group C || A1J2-18 || Z23-12&lt;br /&gt;
|-&lt;br /&gt;
| c || Segment Group C || A1J2-19 || Z23-11&lt;br /&gt;
|-&lt;br /&gt;
| d || Segment Group C || A1J2-20 || Z23-10&lt;br /&gt;
|-&lt;br /&gt;
| e || Segment Group C || A1J2-21 || Z23-9 &lt;br /&gt;
|-&lt;br /&gt;
| f || Segment Group C || A1J2-22 || Z23-15 &lt;br /&gt;
|-&lt;br /&gt;
| g || Segment Group C || A1J2-23 || Z23-14 &lt;br /&gt;
|-&lt;br /&gt;
| h || Segment Group C || A1J2-24 || Z17-2  &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Display Issues====&lt;br /&gt;
&lt;br /&gt;
[[File:System80BDisplayDivotAnnotated.jpg|300px|thumb|left|A System 80B Display edge connector. One data conductor to the display was not &amp;quot;making&amp;quot; across the connection due to a corrosion &amp;quot;divot&amp;quot;. This caused the entire display to remain blank. Reflowing the edge connector solder corrected the issue. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
[[File:GottliebEdgeConnectorDivots.jpg|300px|thumb|right|Another System 80B Display edge connector, this one with corrosion marks on it. The corrosion also caused the entire display to remain blank. Reflowing the edge connector solder corrected the issue. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
System 80Bs displays are completely different how the digits and segments are decoded and driven.  Unlike System 80 and 80A, where the decoder chips are located on the CPU board, the System 80B display has a single segment (U3) and two digit decoder chips (U1 &amp;amp; U2) located on the display board itself.  Unfortunately, both of these chips (10941 &amp;amp; 10939 respectively) were a product of Rockwell International, and are not that prevalent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has been observed that if any of the display data signals are missing between the CPU board and the 7417 inverters on the display board, the two displays will not illuminate at all.  If voltages on the display board are within spec, it may be advantageous to check all of the data signal edge connector pins on the CPU board and the display board. If both the edge connector and the female connectors look good, use a logic probe to ensure signals are getting to the input side of both 7417 (or later 74LS367) inverters on the board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the System 80B jumpers, that replace the 7448s at Z19 and Z21 on System 80 and 80A boards, can be a source of discontinuity due to cracked solder joints.&lt;br /&gt;
&lt;br /&gt;
It has been observed that some of the earlier System 80B games are more prone to the display randomly being blank upon turning on the machine. Rock and Raven are the most common with this issue, however, the first three 80Bs, Chicago Cubs, Tag Team, and Bounty Hunter, are susceptible too. The best recourse is to repin both A1-J2 and A4-J1 / 1A4-J1.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rejuvenating Tired Displays====&lt;br /&gt;
[[File:System1-80DisplayBrightUp.jpg|300px|thumb|left|Rejuvenating tired System 1/80 displays]]&amp;lt;br&amp;gt;&lt;br /&gt;
System 80 displays, especially those that haven&#039;t been turned on for a long time, sometimes fade. These displays can be rejuvenated by applying voltage to the outside pins of the display glass. Note that voltage should be applied to the display glass pins, NOT the card edge pins. This process &amp;quot;burns&amp;quot; the impurities that accumulate on the filaments off.&lt;br /&gt;
&lt;br /&gt;
In the picture at left, general illumination power (7VAC) from the lamp insert panel is being used to rejuvenate a display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Procedure:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. Turn the game off&amp;lt;br&amp;gt;&lt;br /&gt;
2. Remove the connector from the display&amp;lt;br&amp;gt;&lt;br /&gt;
3. Connect jumper clips from a voltage source to each of the outside pins of the display glass. Note that the lower the voltage applied, the longer the display can tolerate this &amp;quot;rejuvenation&amp;quot;.&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;That is why some techs choose to use the lower GI AC voltage for this purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Power the game on for 1 minute.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Disconnect the jumper wires and reconnect the display.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Power on to test the display.&amp;lt;br&amp;gt;&lt;br /&gt;
7. If the display still isn&#039;t bright enough, repeat this process for 1 minute each time, until the display is satisfactorily bright.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that if the display filaments, which run across the display horizontally begin to glow orange (or worse, white), too much voltage is being applied or the display has been connected too long. This risks burning one or more of the display filaments out and ruining the display. A cautious, 1 minute at a time, process is warranted.&lt;br /&gt;
&lt;br /&gt;
Note also that one particular System 80 tech (&amp;quot;System 80, not just a job, it&#039;s an adventure&amp;quot;) suggests that merely leaving the game powered on for 24 hours will accomplish the same rejuvenation.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Display Does Not Light====&lt;br /&gt;
[[file:gottlieb-display-broken-legs.jpg|right|thumb|300px|Broken legs on display glass]]&lt;br /&gt;
If the glass of a 6 or 7-digit display does not light, but there are no white spots in the corners (white spots indicate bad glass), the outer-most legs on the glass may be broken. A magnifying glass may be necessary to inspect the pins since the gap in the breaks may be extremely small. The outer-most legs are responsible for supplying power to the glass, which is why the glass would not light in this situation.&lt;br /&gt;
&lt;br /&gt;
These legs may be broken especially on displays that have a green or blue plastic filter covering them. These legs can get broken after someone presses down on the plastic cover of the display when pushing the display onto the PCB supports mounted on the light board in the backbox.&lt;br /&gt;
&lt;br /&gt;
To repair, line up the two broken halves of the leg with needle-nose pliers, heat, and solder. If the solder isn&#039;t sticking, lightly sand back some of the black tarnish with fine sandpaper or a fiberglass eraser.&lt;br /&gt;
&lt;br /&gt;
====System 80 Display Test 19 Never Starts====&lt;br /&gt;
System 80 games provide a display test (number 19). The test &amp;quot;walks&amp;quot; all digits, from 0 to 9, through all displays. &lt;br /&gt;
&lt;br /&gt;
A failed 6532 RIOT at U5 can cause the game to appear dead, as if awaiting an input. The display test will never commence.&lt;br /&gt;
&lt;br /&gt;
====Individual 6-digit Display Interferes With Other Displays==== &lt;br /&gt;
&lt;br /&gt;
Sometimes, a particular display can interfere with the operation of other 6-digit/4-digit displays no matter which game or player position it is plugged into. These symptoms can include:&lt;br /&gt;
* Causing digits to go missing on other displays&lt;br /&gt;
* Causing certain digits to dim significantly on other displays&lt;br /&gt;
* Causing certain digits to display garbage or non-numbers&lt;br /&gt;
&lt;br /&gt;
The cause of these symptoms is a bad R1 resistor. When powered off, the resistor will give the correct reading. However, the resistor may fail when power is applied. The R1 resistor (10k ohm, 1/2 Watt, 5% resistor) may need to be replaced if the above symptoms are present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Individual 7-digit Display Causes Other Displays To Go Blank====&lt;br /&gt;
Sometimes, a particular display can interfere with the operation of the other 7-digit/4-digit displays no matter which game or player position it is plugged into. &lt;br /&gt;
&lt;br /&gt;
If a particular display causes all other displays to go blank, the likely cause is a failure of the Z2 6118P chip, which drives the digits of the display. This chip can be replaced with the more commonly found UDN6118A chip. Also keep in mind that it&#039;s possible the 7448 and the other 6118P controlling the segments could be damaged as well, so be prepared for that.&lt;br /&gt;
&lt;br /&gt;
===All Other Display Issues (Not Caused by Displays)===&lt;br /&gt;
There are several issues which appear to be display related, however, they ultimately are not.  In these instances, the displays are used instead as a visual identifier of a particular issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Open Slam Switch==== &lt;br /&gt;
If after turning a System 80 game on, and the scoring displays turn on immediately without a 5 second delay, there is a problem.  However, if the displays are showing all of the outer segments (all segments necessary to display a zero) lit, and &amp;quot;strobing&amp;quot; or &amp;quot;rolling&amp;quot; rapidly as simulated in the image below, this isn&#039;t a display problem. The cause of this problem is an open slam switch on the coin door. To address this issue, see the PinWiki section [[#Slam_Switch_Modification | Slam Switch Modification]].&lt;br /&gt;
[[File:Gtb 6digit slam scaled.gif|500px|thumb|left|Simulation of displays indicating an open slam switch. Note the &amp;quot;rolling&amp;quot; perimeter display segments. &amp;lt;i&amp;gt;Animation by Jim Palson&amp;lt;/i&amp;gt;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====All Displays Dim or at Half Brightness====&lt;br /&gt;
This applies to System 80/80A games with 6 or 7 digit displays. If all the displays appear dim or at about half brightness, check the 60v test point on the power supply. If it reads about 30-35v, then the dim display issue is caused by the power supply.&lt;br /&gt;
&lt;br /&gt;
On the power supply, Q2 regulates the 60v, so if that component has failed, or if there is a problem with the solder joints or pads on the back of the board, this can result in half the voltage for the displays.&lt;br /&gt;
&lt;br /&gt;
Carefully inspect the back of the power supply for cracked solder joints or through-hole pads that have popped off the PCB. Because Q2 has a large/heavy heat sink, the component tends to move around lot, which may cause these issues. If nothing is apparent with a visual inspection, test for continuity between Q2&#039;s legs and the traces on the PCB .&lt;br /&gt;
&lt;br /&gt;
[[file:gottlieb-sys80-psu-q2-pad-problem.jpg|thumb|300px|left|The pad for the center leg of Q2 has separated from the PCB and will need to be repaired]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display Conversion for 6-Digit Games (Converting to 7-Digit Displays)===&lt;br /&gt;
[[Image:Gottlieb6DigitTo7DigitConversion.jpg|300px|thumb|left|Gottlieb® System 80 6-Digit to 7-Digit Signal Mapping. Click to expand. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:GottliebAmazingSpiderman7DigitScoringExample.jpg|300px|thumb|right|Gottlieb® System 80 Amazing Spiderman with player 1 converted to 7-Digit scoring. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The signal mapping diagram shown at left details the wiring changes necessary to replace a 19 pin 6-digit display connector with a 21 pin 7 digit display connector. Note that some signals and power must be picked up from the 4-digit credit/ball in play display.&lt;br /&gt;
&lt;br /&gt;
Once the wiring conversion has been completed, the appropriate game ROM that supports 7-digit scoring must be obtained and installed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
Before doing any kind of work, or blaming the sound board for not putting out sound, review the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting section] first.&lt;br /&gt;
&lt;br /&gt;
[[Image:System80DIPSwitches.jpg ‎|300px|thumb|left|Gottlieb® System 80 Game Feature Selection DIP Switches and 1N4148 Switch Isolation Diodes. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
In particular for System 80 games, ensure that the DIP switches that enable sound are set correctly. And, ensure that the dip switch actually works. Games like Spiderman use one of the 32 MPU dip switches to enable background and scoring sounds. Games like Haunted House, Black Hole, etc use dipswitch 5 on the Sound and Speech board to enable background sound.&lt;br /&gt;
&lt;br /&gt;
Each DIP switch is isolated in the &amp;quot;DIP switch matrix&amp;quot; by a 1N4148 diode located directly below the switch. If one of these diodes fails open, then the switch closure will never be read by the MPU. If one of these diodes fails shorted, this may cause &amp;quot;phantom DIP switch closure(s)&amp;quot; in exactly the same way as a shorted playfield switch diode will cause phantom switch closures. Since System 80/80A diagnostics do not display DIP switch settings, this can be difficult to detect. Simple diode testing of each of the 32 1N4148 diodes is the best course of action.&lt;br /&gt;
&lt;br /&gt;
Failed diodes in the &amp;quot;DIP switch matrix&amp;quot; can cause the switch(es) that enable sound features to be read incorrectly and therefore, sound behavior will be incorrect, such as lack of background sounds.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video of one such failure that caused the background sounds in Black Hole to not work can be found [https://youtu.be/Q80TQ-W6XZ0 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====The Long and Winding Road of the Sound Signals====&lt;br /&gt;
The sound signals follow very roundabout path before reaching their destination on the sound board.  Sounds S1, S2, S4, and S8 are originated on the MPU board by RIOT U6.  These 4 sound signals then pass through a 7404 inverter (Z27), pass through a 7408 2 input AND (Z31), and exit the MPU board via the A1J4 connection (MPU / driver board interconnect harness).  The signals enter the driver board via A3J1, pass through another 7404 inverter (Z13), and exit the driver board via A3J5.  Finally, they enter the sound board via the only connection on the sound board, A6J1.&lt;br /&gt;
&lt;br /&gt;
If any of the sound signals are lost, this potentially happens due to poor edge connections, however, 7404s are known to fail too.  The best way to check for discontinuity is to use a DMM or ohmmeter to check the path from the exiting chip to the chip it enters on the following board.  Another method for checking for signal loss is a logic probe.  This method is not as simple though, because some generations of System 80s do not have a sound test.  Therefore, waiting for a particular signal to trigger can be tricky.  The benefit of using a logic probe is to determine if a particular signal is entering and exiting a specific chip, and if the signal transforms (if it is supposed to) like intended (ie. the 7404 will invert the signal from high to low or low to high).&lt;br /&gt;
&lt;br /&gt;
Some sound boards use a fifth sound signal, known as S16.  S16 is actually driven by an MPS-A13 like any other single lamp drive. S16 can follow a very convoluted path too, depending on the particular game.  For example, Haunted House uses S16.  It originates on the MPU with all of the other lamp signals, and becomes lamp drive Q10 on the driver board.  It exits the driver board via A3J2, passes through a inline connector, A10J4, passes through another inline connector, A12P4, and finally reaches the sound board at A6J1.  That is a lot of mileage for just 1 little sound signal!&lt;br /&gt;
&lt;br /&gt;
System 80B games, starting with Rock, which use the dual 6502 processor sound boards, use Q5 as sound signal S16.  Please be aware that the System 80B documentation does not always notate this information regarding S16!!!  In this case, S16 follows a much simpler path.  It exits the driver board via A3J2 and goes directly to the sound board at A6J1.&lt;br /&gt;
&lt;br /&gt;
So, if appears that certain sound signals are missing or the wrong sounds are triggered, suspect a bad connection first.  Then, suspect a bad 7404 within the sound signal path.  Then, check all other potential problems.&lt;br /&gt;
&lt;br /&gt;
It is noteworthy that the 7404 U7 located on early System 80 sound boards (sound only) do fail also.&lt;br /&gt;
&lt;br /&gt;
====System 80 Sounds Only Board====&lt;br /&gt;
[[Image:Gtb sys80 sound.JPG|300px|thumb|left|Gottlieb® System 80 Sound Board (Sounds only)]]&lt;br /&gt;
This board, first used in Panthera, is problematic to fix. The main issue is that the board uses the long since obsolete 6503 processor (think of it as a short 6502) and a &amp;quot;masked ROM/RIOT&amp;quot; 6530. The 6530 was specifically programmed for Gottlieb System 80 sound boards. They are therefore, impossible to replace unless you can scavenge a working one from another sound board. Or, as late as mid-2025, Steve Young&#039;s PBResource still had stock available. Note that the 6530 appearing on late Gottlieb System 1 sound boards is programmed differently and is not interchangeable with the System 80 version.&lt;br /&gt;
&lt;br /&gt;
There are 2 replacement options at this time, other than sourcing a used board. One is Pascal Janin&#039;s reproduction board. This board is a bit pricey but is engineered quite well. The board can be found here: [http://www.flippp.fr/pifx.php?lg=en http://www.flippp.fr/pifx.php?lg=en]. The other option is an FPGA (TDA7267) based replacement board by LISY called the [https://www.lisy.dev/gosof.html GOSOF] which emulates System 1, 80, 80A, and early 80B.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:GottliebSoundsOnlyBoardCorrosion.jpg|300px|thumb|left|A leaky audio filter cap caused significant corrosion to several traces on this board. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]][[Image:System80SoundsOnlyLeakyCap.jpg|300px|thumb|right|Audio filter cap removed, corrosion removed, traces tinned. The leaky cap can be seen in the top of the picture. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;This board operates on three different voltages: +5v, +12v, and -12v. The +5 volts comes in on J1 pin 5 from the machine&#039;s power supply board. The +12 volts comes in on J1 pin 1 from the machine&#039;s bottom panel. The -12 volts is generated on the sounds only board and it receives AC power input on J1 pins 3 and 4. You can measure the -12 volts by connecting your volt meter across zener diode CR5 (1N4742A).&lt;br /&gt;
&lt;br /&gt;
The test button on this era sound board will only work if the two dipswitches are set in opposite positions on the sound board.&lt;br /&gt;
&lt;br /&gt;
As noted above, this board is tough to repair. If the 6530 is dead...you&#039;re SOL. A dead 6503 might be replaced. The other ICs on the board, like the LM380 amp (OEM boards were sometimes stuffed with an equivalent chip, a ULN2280B) and the 555 timer are still readily available. The 1408 DAC (U3) can be replaced with its direct replacement: a DAC0808.&lt;br /&gt;
&lt;br /&gt;
A common issue with the board seems to be the leaky large capacitor on the board. Fortunately, this is easy to repair. Remove the old cap. Abate the corrosion as shown in the picture at right. Replace the cap. When this cap leaks, it can completely sever the sound signal path. Sounds might sound scratchy or incomplete too. The cap is easy to remove and replace. It&#039;s worth a shot.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80 / 80A Sound and Speech Board====&lt;br /&gt;
&lt;br /&gt;
=====Different Revisions of the Sound and Speech Boards=====&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=220px perrow=3 caption=&amp;quot;Revisions of the Gottlieb Sound and Speech board&amp;quot;&amp;gt;&lt;br /&gt;
File:SoundAndSpeechBoard-1Modified.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB SS Back B20887-2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GTB SS B-20887-3 Back.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;B20887-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GTB SS B-20887-3 Front Added Resistors.JPG|thumb|left|300px|B-20887-3 Sound and Speech Board with Resistors Highlighted]]&amp;lt;br&amp;gt;&lt;br /&gt;
With the third revision sound and speech board, the resistors which were added to the solder side of the -1 and -2 boards were now incorporated in the board design. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Texas Instruments Sockets=====&lt;br /&gt;
[[File:TexasInstrumentsSockets.jpg ‎|300px|thumb|left|&amp;quot;Craptastic&amp;quot; Texas Instruments Sockets for the 6502 and 6532. Be gone! &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some Sound and Speech boards were manufactured with Texas Instruments sockets that are of the same poor quality as the ScanBe sockets that Williams used during System 3-6 manufacturing. All Texas Instruments sockets should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound and Speech Board Operation=====&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A nice video demonstrating some of the capability of the SC-01 can be found [https://youtu.be/ER0t3IYygDw &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The sound and speech board represents the high point in the System 80 family as far as sound generation is concerned. By combining sound and voice circuitry, the board is flexible enough to be used in several different games, with different voice calls, all generated via the Votrax SC-01 speech synthesizer. &lt;br /&gt;
&lt;br /&gt;
The sound and speech board is itself a single board computer, and should be debugged similar to any non-working MPU.&lt;br /&gt;
&lt;br /&gt;
The board interfaces with the System 80 MPU via a 6 bit (S1, S2, ..., S32) wide &amp;quot;data bus&amp;quot;. The 6 interface bits form a binary code which define specific sounds (or speech) to play. This enables 63 separate sounds to be played. Each communication between the MPU and the Sound and Speech board is &amp;quot;stand alone&amp;quot;. That is, the system does not make use of successive sound commands to mean different things as the Bally Squawk and Talk implementation does. In practice, since S32 is never used, a maximum of 31 unique sounds are commanded.&lt;br /&gt;
&lt;br /&gt;
Four of the bits in the interface are controlled (grounded) by circuitry on the MPU (starting at the U6 RIOT) and a &amp;quot;pass through&amp;quot; 7404 inverter on the driver board (Z13). The remaining two bits are implemented via &amp;quot;lamp drive&amp;quot; transistors (Q10 for S16) on the driver board, and comparator circuitry on the S&amp;amp;S board (U24).&lt;br /&gt;
&lt;br /&gt;
Sound select signals are fielded by the S&amp;amp;S board&#039;s 6532 RIOT which generates an interrupt to the 6502 processor. The 6502 reads the sound number commanded from the 6532 as it services the interrupt.&lt;br /&gt;
&lt;br /&gt;
The S&amp;amp;S board&#039;s 6502&#039;s program code, as well as sound data, is stored in two 2716 EPROMs, PROM 1 and PROM 2.  These EPROMs are typically labeled at the factory with the model number of the game they are for, and the suffixes /S1 &amp;amp; /S2. For example &amp;quot;668/S1&amp;quot; is the label on one of the Black Hole sound ROMs. Although the board can be strapped for two 2732 EPROMs, in practice, this was never done.&lt;br /&gt;
&lt;br /&gt;
The sound and speech board can field and queue sound commands at the same time as it is driving the sound and speech circuitry lanes. The board will never interrupt or prematurely terminate a sound being played. The board will also never reorganize the queue of sounds to be played. Each sound to be played will be played until it&#039;s conclusion. The 6502 knows when &amp;quot;sounds&amp;quot; have completed playing since it is solely in control of the sound lane. The 6502 knows when &amp;quot;speech&amp;quot; calls have completed processing by the SC-01 via a non-maskable interrupt sent via the SC-01&#039;s ~A/R signal to the 6502&#039;s NMI pin. Timing to sequence speech phonemes together rapidly is critical, hence the use of the non-maskable interrupt.&lt;br /&gt;
&lt;br /&gt;
The 6502 creates &amp;quot;sounds&amp;quot; via one circuitry lane. It creates &amp;quot;speech&amp;quot; through a second, separate circuitry lane. At the end of each lane, just prior to input to the main LM379S amplifier, sound and speech is summed. The relative volume of each lane can be tuned via 10K trim pots at the top of the board, R15 and R16.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sound Lane&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Simple sounds (not voice) are created by the 6502 reading data from the sound ROMs and latching it into two 74LS75 data latches. The 74LS75s latch the data when selected via a 74LS02 (NOR gate) at U10 which NORs the R/W signal along with a device select signal from the 74LS138 at U4. the device select signal selects U7 and U8 simultaneously to latch data bus signals DB0 - DB7 all at once.&lt;br /&gt;
&lt;br /&gt;
The two 74LS75s provide the data to a 1408 D-to-A (digital to analog) converter at U20. In this way, 511 different digital codes can be converted to analog levels by the 1408. The analog output of the 1408 can be attenuated via a 10K &amp;quot;variable resistor&amp;quot; at R13. The signal is then amplified and inverted by an LM741 analog inverter (U22). The analog signal is then fed to the LM379S for final amplification. Note that the 1408 DAC is obsolete, but may be replaced by the more available DAC0808.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Speech Lane&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Speech is ultimately created by the Votrax SC-01 voice chip. The SC-01 accepts &amp;quot;phoneme&amp;quot; codes and renders the analog speech output to the LM379S for final amplification. The phoneme codes are placed on the 6502 data bus and pass through a 74LS05 &amp;quot;level shifter&amp;quot; and inverter at U13. The codes are accepted by the SC-01 on pins 9 through 14 when pin 7 is strobed (the phoneme code is latched on the rising edge of the strobe). The &amp;quot;pitch&amp;quot; of the SC-01 voice is controlled by I1/I2 (pins 3 and 2). Frequency and timing control is achieved via MCK and MCR (pins 15 and 16, which are tied together). Frequency and timing are referred to in the schematics as the &amp;quot;Voice Clock&amp;quot; and can be adjusted via a 10K &amp;quot;variable resistor&amp;quot; at R6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reset signal&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The reset circuit is pretty simple. A 47uf/50V cap at C3 charges when power is applied. Once charged, the originating 5VDC power is twice inverted and cleaned up via a Schmitt Trigger at U1, and finally presented to the ~RESET signal (pin 40) of the 6502.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test button&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The test button, located on the upper left side of the S&amp;amp;S board, grounds pin 17 of the 6532 RIOT. After reading the RIOT data, the 6502 process then plays the appropriate test sound, which varies by game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SC-01 pinout&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin Number(s)&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Signal Name&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Signal Purpose&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1 || &amp;lt;center&amp;gt;Vdd&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Input Voltage&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2-3 || &amp;lt;center&amp;gt;I1, I2&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Instantaneous pitch adjustment. Will change pitch of phoneme being spoken.&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7 || &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Strobe to indicate a phoneme code is ready&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8 || &amp;lt;center&amp;gt;~A/R&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Acknowledge receipt of phoneme strobe, indicate completion of phoneme processing&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9-14 || &amp;lt;center&amp;gt;P5-P0&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Phoneme number select (from fixed phoneme table)&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;15-16 || &amp;lt;center&amp;gt;MCK/MCR&amp;lt;/center&amp;gt; || &amp;amp;nbsp;External Clock Signal (probably used to alter phoneme pronunciation via varying the clock)&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;20-22 || &amp;lt;center&amp;gt;CB, AF, AO&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Audio Output&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;18 || &amp;lt;center&amp;gt;Ground&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Ground&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Sounds and Speech board DIP switch settings=====&lt;br /&gt;
The Sound and Speech board has a bank of DIP switches. For at least Black Hole, the function of these switches is as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*DIP-1 - Used in self-test only&lt;br /&gt;
*DIP-2 - Not used&lt;br /&gt;
*DIP-3/4 - Attract mode speech frequency&lt;br /&gt;
** OFF/OFF - disabled&lt;br /&gt;
** ON/OFF - attract mode speech every 10 seconds&lt;br /&gt;
** OFF/ON - attract mode speech every 2 minutes&lt;br /&gt;
** ON/ON - attract mode speech every 4 minutes&lt;br /&gt;
*DIP-5 - ON = background sound enabled, OFF = background sound disabled&lt;br /&gt;
*DIP-6 - ON = all speech enabled, OFF = all speech disabled&lt;br /&gt;
*DIP-7 - Not used&lt;br /&gt;
*DIP-8 - Not used&lt;br /&gt;
&lt;br /&gt;
=====Sound &amp;quot;Locks Up&amp;quot; after certain switch closures=====&lt;br /&gt;
[[File:SC-01.jpg|thumb|300px|left|The long since obsolete, pricey, and hard to find SC-01 speech chip. This one is an SC-01-A, said to be a little beefier.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This problem may be caused by a malfunctioning or missing SC-01 (or SC-01-A) speech chip.&lt;br /&gt;
&lt;br /&gt;
Games such as Black Hole, Mars God of War, and Volcano utilized the SC-01 phoneme speech chip. These games &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;require&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; a working SC-01 to be present, not only for the speech portions of the sound, but for the sound to not &amp;quot;lock up&amp;quot; after the first time that a speech call is made. The CPU relies on an interrupt from the 6532 RIOT to restart sound command processing. That interrupt originates from an &amp;quot;all done&amp;quot; signal from the SC-01 speech chip (shown as ~A/R in the schematics, SC-01 pin 8). If the RIOT never receives an &amp;quot;all done&amp;quot; signal (at PB7) then it will not interrupt the processor and no further speech or sound will be created.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the 2N2222 at Q3 has failed, not allowing the interrupt signal to reach the RIOT. Q3 inverts the ~A/R signal and conveys it to the RIOT as A/~R and also to the MPU as a non-maskable interrupt (U3 6502, pin 6).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Game background sound continues after game over=====&lt;br /&gt;
&lt;br /&gt;
This has been noticed in &amp;quot;Mars, God of War&amp;quot; and &amp;quot;Volcano&amp;quot; predominately, but other System 80 games that use the Speech and Sound board may exhibit similar symptoms.&lt;br /&gt;
&lt;br /&gt;
The cause of the problem is MPU DIP switch 25. The switch MUST be ON, as noted in the manual. Even if the switch appears to be &amp;quot;on&amp;quot;, buzz across the switch solder pads on the back side of the board to ensure that the switch is making. Gottlieb sometimes used &amp;quot;rocker&amp;quot; switches, which seem to have a high failure rate.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;On Target&amp;quot; newsletter from June, 1981 discusses something similar to this problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound is &amp;quot;garbled&amp;quot; or phonemes appear jumbled=====&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating one instance of garbled speech can be found [https://youtube.com/shorts/TU-_vOB2CzY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Board circuitry upstream of the Votrax SC-01 (or SC-01A) as well as the SC-01 itself can be the cause of this issue. Speech isn&#039;t really jumbled, it just seems that way.&lt;br /&gt;
&lt;br /&gt;
First, since the chip is socketed, replace the SC-01 with a known working SC-01. &lt;br /&gt;
&lt;br /&gt;
If the known good SC-01 produces the same behavior, then suspect the 74LS05 &amp;quot;level shifter&amp;quot; at U13, the 7407 at U12, or the 74LS75 at U9.&lt;br /&gt;
&lt;br /&gt;
=====Using the MA-483 Sound Amp Board on a Sound and Speech Board=====&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback.JPG|300px|thumb|left|Gottlieb® MA-483 Piggyback Board]]&lt;br /&gt;
[[File:GTB SS Power Mod.JPG||300px|thumb|right|Gottlieb® Sound and Speech Power Supply with components highlighted. This board is configured to supply 30VDC power]]&lt;br /&gt;
[[File:ModifiedSystem80SoundPS.jpg||300px|thumb|right|Gottlieb® Sound and Speech Power Supply, modified as discussed to supply 18VDC power]]‎&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If using the MA-483 sound amp board on a Sound and Speech board, or if the sounds only System 80A sound board is going to be used, the factory Sound and Speech power supply cannot be used without modification.  The reason is because the original LM379S amp is powered by 30VDC, and the TDA2002 amp on the MA-483 can only withstand 16VDC. If a TDA2002 is powered by 30VDC, it will be destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; a substitute equivalent part, a ULN3701 was sometimes used in lieu of the more standard TDA2002. Also, A TDA2003 is a good substitute for the TDA2002.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The modification is simple, and is accomplished by replacing two components on the sound board power supply, R1 and CR1. R1 is 430 ohm 1/2 watt resistor. CR1 is a 1N4751A 30V 1 watt zener diode. R1 should be replaced with a 1.5Kohm 1/2 watt resistor and CR1 should be replaced with 1N4746A 18V, 1 watt zener diode.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Replacing the Obsolete LM379S Amplifier with a Modern Amplifier=====&lt;br /&gt;
&#039;&#039;This information originally published by J. &amp;quot;kirb&amp;quot; Kirby. Additional pictures and some editing provided by Chris Hibler. Used with permission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Gottlieb System 80 Audio Amp Replacment...why?&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Gtb sys80&amp;amp;a s&amp;amp;s.JPG|300px|thumb|left|Gottlieb® System 80 Sound &amp;amp; Speech Board as used on Mars, God of War, Black Hole, Haunted House, Volcano, and some video games]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Gottlieb® Sound and Speech board uses an LM379 or LM379s audio amp in the final amplification section. This amp became hard to find around 1983. Gottlieb® provided an alternative for this amp (see prior section) and discontinued using the Speech and Sound board further.&lt;br /&gt;
&lt;br /&gt;
Their solution was to buy a piggyback board from Gottlieb® that used an LM2002 or a TDA2002 amp. But the LM2002 or TDA2002 amps require 16VDC to operate (instead of the 30VDC used by the LM379). This necessitated a change to the sound board power supply. There were many components to replace or remove, not to mention that you would have to make the piggyback board yourself.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOLUTION? Find a newer amp that required fewer components. A replacment amp can be put together using only the following parts which can be easily sourced. &lt;br /&gt;
&lt;br /&gt;
*LM1875T Audio Amp&lt;br /&gt;
*14 pin DIP socket&lt;br /&gt;
*Heat sink&lt;br /&gt;
*Heat sink compound&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve sourced these parts, a replacement amp is easy to construct and only requires removal of the old LM379 amp and addition of one jumper (to provide 12VDC, covered later).&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start with the basics. System 80 games used 4 different sound boards. This amp replacement applies only to the Sound and Speech board used in Mars: God of War, Black Hole (domestic version), Haunted House, Volcano, Devil&#039;s Dare, Caveman, Rocky, Q*bert&#039;s Quest, Super Orbit, Royal Flush Deluxe (early production), Amazon Hunt (early production), and video games like Q*bert.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;LM379 Audio Amp Testing&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
First of all, is your amp really bad? Basic tests to identify a failed amp...&lt;br /&gt;
&lt;br /&gt;
*With the game on, turn the volume pot up as high as it will go. Do you hear a hum? This is normal and is an indicator that your amp is working.&lt;br /&gt;
*Check the voltages at the sound board. 30VDC is required to power the amp. Verify that this is working correctly or your amp won&#039;t work at all.&lt;br /&gt;
*Make sure the speakers are connected and working right. You can test speakers using a &amp;quot;D&amp;quot; size battery. Briefly connect the battery across the speaker and you should see the speaker&#039;s cone push out. Do this for only a second or two...speakers don&#039;t like DC voltages.&lt;br /&gt;
*Make sure the volume adjustment pot is connected correctly and working properly. A dirty pot will make sounds junky, but they usually don&#039;t completely fail. You can &amp;quot;twizzle&amp;quot; the pot to remove oxidation that may have formed on the internal conductors.&lt;br /&gt;
*Headphones can be used to see if the sounds are getting to the amp. Connect one of the headphone conductors (the one closest to the headphone &amp;quot;handle&amp;quot;) to ground. Connect one of the other two headphone conductors (assuming stereo headphones) to the center leg of R15 or R16. You should be able to hear sounds that the board is making through the headphones. Your amp is probably bad if you can hear sounds at R15 or R16, but not through the speakers, assuming you&#039;ve tested the speaker to be good and you have 30VDC power at the sound board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;LM379 Audio Amp Replacement Procedure&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mark the &amp;quot;top&amp;quot; of the heat sink so you can later determine orientation of the original amp should this be necessary. Pin 1 of the amp can&#039;t be identifed without removing the two screws that secure the finned heat sink to the chips integrated heat sink. &lt;br /&gt;
&lt;br /&gt;
Remove the LM379 amp and heat sink assembly from the board. Desolder all 14 pins and pull the amp off the board. The LM379 heat sink may be soldered to the board so you&#039;ll need to remove that solder too. Be forewarned, the solder pads are delicate and easily damaged. &amp;lt;b&amp;gt;Note how the LM379 is upside-down in relation to other chips on the board.&amp;lt;/b&amp;gt; This will be important later.&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;b&amp;gt;Building the New Amp Assembly&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Solder the new amp to the 14 pin DIP. Use the diagram below as a guide. The pinouts are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Amp Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Socket Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Purpose&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 1 || &amp;amp;nbsp;pin 9 || &amp;amp;nbsp;+ amp input&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 2 || &amp;amp;nbsp;pin 8 || &amp;amp;nbsp;- amp input&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 3 || &amp;amp;nbsp;pin 4 || &amp;amp;nbsp;Ground&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 4 || &amp;amp;nbsp;pin 10 || &amp;amp;nbsp;Audio out&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;pin 5 || &amp;amp;nbsp;pin 1 || &amp;amp;nbsp;Vcc (+30VDC)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It will take some fancy bending to connect all of the amp legs in a way that they do not touch one another, but it can be done. It is important that the amp stands straight up and that the pins don&#039;t touch each other. See the diagram below for  better info. Don&#039;t worry about the 12VDC connection right now. We&#039;ll connect that later.&lt;br /&gt;
&lt;br /&gt;
[[File:LM379ReplacementNewAmpPinout.jpg‎|600px|center|Pinout schematic to attach the LM1875 amp to a 14 pin DIP socket]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=400px heights=400px perrow=2 caption=&amp;quot;One Tech&#039;s Implementation (Heat Sink Added Later)&amp;quot;&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpFrontSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpRearSide.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Rear side.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attaching the heat sink&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First, yes, you need a heat sink. Audio amps run hot. Without a heat sink, the amps life will be dramatically shortened.&lt;br /&gt;
&lt;br /&gt;
Mount the heat sink to the amp/socket assembly. You may have to modify your heat sink so that it doesn&#039;t contact anything but the LM1875 amp.&lt;br /&gt;
&lt;br /&gt;
Heat sink compound should be spread on any metal to metal surface that is to conduct heat. This will improve the heat sink&#039;s efficiency and is a must on this device to work right. Without the compound, the amp will overheat and shutdown. It may even be damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=270px heights=270px perrow=2 caption=&amp;quot;Kirb&#039;s original completed assembly&amp;quot;&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpSideViewKirb.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Side view.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM379ReplacementAmpFrontSideKirb.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Front view.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;b&amp;gt;The Final Steps&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:CompleteAssemblyInSitu.jpg|300px|thumb|left|The completed assembly, mounted to the Sound and Speech Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Solder the new amp assembly directly to the board. Normally you would use a socket, but that will  lead to audio problems. It is better just to solder it into the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACHTUNG!&amp;lt;/b&amp;gt; Remember that pin 1 of the amp solder pads on the board is upside-down relative to every other IC on the board, and you need to install your new amp assembly with pin 1 &amp;quot;down&amp;quot;. Make sure this is done right. There is a 1 screened to the back of the board that should help you orient the assembly. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM379Replacement12VDCSource.jpg|300px|thumb|left|Connecting 12VDC to the amp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Now that the pins are soldered to the board, we have to connect 12VDC to pin 14 of the socket. This is easily found at the positive (+) side of C39. This 12VDC biases the +IN so that it won&#039;t saturate. Your amp will only work for about 30 seconds without this 12VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check all of your work one more time, then test the amp and see what you get. If you&#039;ve followed these steps correctly, your sound should be loud and clear!&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Sound Mapping =====&lt;br /&gt;
The interface between the driver board/MPU and the sound board is a simple bit map of 5 bits. S1, S2, S4, S8 and S16. S32 is available but never used.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of each sound made by &#039;&#039;&#039;Haunted House&#039;&#039;&#039; can be found [https://youtu.be/_SAv4fS-G1w &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Mars, God of War&#039;&#039;&#039;, see: https://www.pinwiki.com/wiki/index.php/Mars,_God_of_War&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Black Hole&#039;&#039;&#039;, see: https://www.pinwiki.com/wiki/index.php/Black_Hole#Sound_Mapping_for_Black_Hole&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A Sound Only Board====&lt;br /&gt;
=====Sound Cutting Out / No Sound=====&lt;br /&gt;
[[File:GTB 23172-1 Sound Amp Piggyback Back.JPG|300px|thumb|left|Piggyback Amplifier Board w/ Cracked Header Pins]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® had a tendency of using single-sided boards for their &amp;quot;piggy back&amp;quot; / daughter boards, and these boards are susceptible to cracked header pin solder joints.  The MA-483 amplifier board is no different.  If the sound appears to be cutting out or their are no sounds at all, the header joints on the MA-483 may have developed cracks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before suspecting the daughter board header joints, review the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section located in the &amp;quot;General for all games&amp;quot; section. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80A / 80B Sound with Piggyback Board====&lt;br /&gt;
[[File:GottliebSystem80ABSoundsOnlyWithPiggyback.jpg ‎|300px|thumb|left|Gottlieb® System 80A / 80B Sound Board MA-490 w/ MA-488 Piggyback Board (Sounds only). &amp;lt;i&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The System 80A / 80B sound board is nearly the same as the first generation System 80 sound only sound board.  It utilizes a 2716 EPROM versus a masked ROM like the System 80 sound board.  This was potentially due to the Harris 7643 masked ROM being obsolete.  The 80A / 80B board does not use a test button.&lt;br /&gt;
&lt;br /&gt;
Like the System 80 sounds only board, this board has 2 obsolete chips on it, the CPU (6503) and the RRIOT (6530).  On the plus side, these boards did not get destroyed nearly as much as the original System 80 sounds only boards (plugging the System 80 sounds only board into a System 1 game would destroy it in a very short time).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-766)====&lt;br /&gt;
[[Image:GTB Sys80B Sound.JPG|300px|thumb|right|Gottlieb® System 80B MA-766 Sound Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This sound board has two independent 6502 CPUs.  One exclusively drives a DAC (digital-to-analog converter).  The other drives the speech chip, Orator, (not used for speech on this generation of sound board, but it is used to generate sounds), and two AY-3-8913 sound chips.  Each is pretty much independent, sharing essentially only the sound select lines, the reset signal, and the output section. The gates of one TTL chip are used by both 6502s to communicate between the subsystems via the NMI signal to each 6502 among other functions. The ROMs, CPUs, and accessory chips, are all localized to the particular subsystem other than the inter-processor communication just mentioned.&lt;br /&gt;
&lt;br /&gt;
Note that the LED and test switch are only relevant for the CPU that operates the speech and synthesizer chips, not the chip connected directly to the DAC. With this in mind, it should be possible to troubleshoot this board using a divide-and-conquer approach.  For instance, if the LED isn&#039;t blinking in/off at about a 50% duty cycle, then the subsystem for the 6502 that controls the LED has to have a fault, but the other subsystem may be fine.&lt;br /&gt;
&lt;br /&gt;
Since this sound board is really just a more complex MPU board, or single board computer, the usual diagnostic steps are in order.&lt;br /&gt;
#Verify the ROM images are valid.&lt;br /&gt;
#Ensure that the reset signal begins low and then transitions to high after about 1/2 second.&lt;br /&gt;
#Ensure that the external clock signal is present at pin 37 of both 6502 processors.&lt;br /&gt;
#Ensure that the data lines on the 6502 (pins 33 through 26) are pulsing.&lt;br /&gt;
#Ensure that the address lines on the 6502 (pins 9 through 20, 22 through 25) are pulsing.&lt;br /&gt;
#Ensure that the external clocks are pulsing at pins 3 and 39 of the 6502 processors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-886)====&lt;br /&gt;
[[File:GottliebMA-886.jpg|300px|right|thumb|A repaired MA-886 sound board. Resistors R15, R16, R14, and R13 (top to bottom) are shown with blue Sharpie marks on their left ends, the end to probe when testing the sound channel. The other two components in the rectangle are high frequency ceramic filter capacitors which rarely fail.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-886 is generally the same board as the MA-766 sound board.  The main differences are that the MA-886 uses .156&amp;quot; header pins instead of edge connections, the Orator chip was no longer used, and SW1 was abandoned.&lt;br /&gt;
&lt;br /&gt;
Troubleshooting this board is nearly identical to the steps noted above for the MA-766 board.&lt;br /&gt;
&lt;br /&gt;
One useful aspect of the board is that 4 channels of sound are summed by the LM324 at B1 before final amplification offboard. &lt;br /&gt;
*Channel 1 is the output from the 7528 DAC at E2. An example of the sounds that this channel makes is the &amp;quot;Destroy Alpha One&amp;quot; and other voices used in Robowar. This channel also contributes the &amp;quot;skittering&amp;quot; sound when the ball pass the rollunder on the ramp wireform and the &amp;quot;energy pulse&amp;quot; sound when the ball rolls over any of the top 4 lane rollovers. This signal passes through &#039;&#039;&#039;R16&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 2 is the output from the AY-3-8913 (if present) at H4. This signal passes through &#039;&#039;&#039;R14&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 3 is the output from the AY-3-8913 (if present) at K4. This signal passes through &#039;&#039;&#039;R13&#039;&#039;&#039; before summing.&lt;br /&gt;
*Channel 4 is the output from the MF-4 at E5. This signal passes through &#039;&#039;&#039;R15&#039;&#039;&#039; before summing.&lt;br /&gt;
&lt;br /&gt;
Placing an oscilloscope probe on the end of these resistors attached to the sound generating circuitry for that channel should show a purposeful signal (versus noise). If not, it&#039;s a good bet that one of the devices in that sound channel has failed.&lt;br /&gt;
&lt;br /&gt;
Several games (Bone Busters, Hoops, Bell Ringer, Silver Slugger, Car Hop, Deadly Weapon, Title Fight, and Vegas to name a few) use the MA-866 sound board paired with the MA-1294 auxiliary sound board. The two boards are connected via a special ribbon cable with dip &amp;quot;pins&amp;quot; on each end. WARNING: remove these connectors ONLY by sliding a flat blade screwdriver under it. Trying to &amp;quot;pull&amp;quot; the connector off with fingers on each side WILL cause the connector to be damaged. This sound board pair makes a two tone sound at power on. The two tones are different notes, like &amp;quot;LA-TI&amp;quot;. The first tone originates from the YM2151 on the MA-1294 auxiliary sound board. The second tone originates from the 7528 DAC. If either tone is missing, or unclear, suspect the associated sound lane.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====System 80B Sound Board (MA-886) Jumpers J7 and J8====&lt;br /&gt;
[[File:GottliebMA886JumperComparison.jpg|300px|left|thumb|The left board is from Silver Slugger (a System 3 game) which has both J7 and J8 installed. The right board is from Night Moves which has only J7 installed.]]&lt;br /&gt;
[[File:GottliebMA886SchematicSnippet.jpg|300px|right|thumb|A snippet of the schematic for the two boards showing that without J8 installed, the sound board will not be &amp;quot;interrupted&amp;quot; to indicate a new sound command is to be processed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MA-886 sound board was used in both System 80B and System 3 games. Two jumpers allow the board to be configured to accept the signal at connector P1, pin 9, as input. J8 IN enables this. J8 OUT defeats this. It&#039;s important to ensure these jumpers are installed appropriately for a particular game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
[[File:Sys80 Flippers.jpg|400px|left|thumb|Typical System 80 Flippers]]&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® System 80 flipper assemblies are very well engineered, and very little goes wrong with them.  Due to this, they are considered to be the &amp;quot;Sherman Tanks&amp;quot; of flippers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gottlieb® System 80/80A/80B games other than Bone Busters utilize the traditional &amp;quot;fat&amp;quot; flipper bat design (similar to Bally, Chicago Coin, and Stern), which is a carry over from the last flipper design of Gottlieb® System 1 games. The 3&amp;quot; plastic flipper bat is technically called a &amp;quot;flipper island&amp;quot; (Gottlieb® part number A-13150), and uses a 3/8&amp;quot; wide rubber ring versus the more common 1/2&amp;quot; wide rubber all other manufacturers use.  Another anomaly regarding Gottlieb® flippers from this era is that they are the only flipper design that uses an upper and lower flipper bushing system.  Neither bushing protrudes through the playfield.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
System 80/80A/80B flippers (other than Bone Busters) use an A-17875 (standard), A-24161 (stronger), or A-20095 (strongest) dual wound flipper coil.  The general design is a coil with two windings, the &amp;quot;power stroke&amp;quot; (low resistance) and &amp;quot;hold&amp;quot; (high resistance) windings, just like most other flipper coil designs. However, only a single diode is used with this serial winding design versus others which employ a dual diode, parallel winding design.  Here&#039;s how it all works.  When initially engaged via the flipper cabinet button switches, both the power stroke and hold windings receive power, however, the hold winding is bypassed or shorted by the end of stroke (EOS) switch (electricity follows the path of least resistance).  As the flipper actuates and opens the EOS switch, the power is then transferred to both the power and hold windings (the resistance sum of the two windings), creating a very high resistance.  The high resistance allows the coil to remain turned on without creating stress on the low resistance power winding.  Hence, the coil can stay turned on indefinitely in theory.&lt;br /&gt;
&lt;br /&gt;
Gottlieb® System 80/80A/80B flipper systems do not use a flipper relay per se.  Flipper power flows through switch pairs on Q &amp;amp; T relays located under the playfield, along with other non-computer controlled coils like slingshots.&lt;br /&gt;
&lt;br /&gt;
For problems and resolutions for the flippers used in Bone Busters, please see the [http://www.pinwiki.com/wiki/index.php?title=Gottlieb_System_3#Flipper_Problems Flipper Problems] section in the Gottlieb System 3 repair guide. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers Won&#039;t Work at All====&lt;br /&gt;
Like any flipper issue, it has be determined whether the problem is electrical or mechanical in nature.  Start with obvious first.  Look for broken wires at the flipper coil, EOS switch, and cabinet switch first.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During visual inspection, make certain that the flipper EOS switch is closed (use an ohmmeter to determine this), and the switch pairs on the tilt and game over relays are properly gapped and closed.  Equally, inspect the switch pairs to see if any of the switch blades are broken or missing their contacts.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since high current passes through all of the switches which enable the flipper, any of the switches may be suspect.  It is somewhat common for games which have been sitting dormant for years that the cabinet switch and / or EOS switch become so fouled, the flipper will not budge at all.  The remedy is to file these switches with an ignition file.  See the [http://www.pinwiki.com/wiki/index.php?title=General#How_to_Properly_File_Switch_Contacts How to Properly File Switch Contacts] section.  A flexstone will not work for this job, as the cabinet and EOS switch contacts are very hard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inspect the cabinet switches for broken female spade connectors where the cabinet wiring attaches to the switch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, look at the flipper plunger / link assembly.  The plunger link is a hefty plastic piece which inserted into at hollowed out end of the flipper plunger.  The link is connected to the plunger with a small roll pin.  The link can break or the roll pin can fall out, due to vibration.  If the link is no longer connected to the plunger, the flipper will not move at all.  Refrain from trying to engage the flipper with the cabinet switches.  Continuing to enable the flipper coil will stress the coil, because the EOS switch will not open, transferring power.  The end result is an overheated flipper or damaged flipper coil.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers are Weak, Sluggish, or Erratic====&lt;br /&gt;
&#039;&#039;&#039;Wrong Flipper Coil Installed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb manuals of this era are a little confusing and misleading when documenting the flipper coils used in each game.  The manual usually has a chart in the front half of the manual that lists all the coils that &amp;quot;could be&amp;quot; used in the game.  This chart is the same for every game and lists multiple flipper coils (i.e., A-17875, A-24161, or A-20095), but not necessarily what is installed in that specific game or where it is used.  To determine that, the schematics in the later half of the manual should be used to identify the coils that are supposed to be installed for each of the flippers in that specific game.  It&#039;s somewhat common to see Gottlieb games with the wrong flipper coils installed; likely either because the operator didn&#039;t have the correct coils on-hand, or because the installer misinterpreted the information in the manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:System1-80FlipperLinkDamageAnnotated.jpg|thumb|left|300px|A Gottlieb® System 80/80A/80B Flipper Plunger/Link/Crank Parts. Note the &amp;quot;hogged out&amp;quot; part of the link]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn Flipper Link&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The design of the flipper crank and flipper link / plunger is peculiar to Gottlieb® games.  Gottlieb® games from the System 80/80A/80B era use a very meaty flipper link, which does not have a pivot point between it and the connected plunger.  To achieve the necessary fulcrum, the flipper link has an oval opening at the point where the link and flipper crank connect.  The two pieces are simply connected with a roll pin protruding through the two parts.  Over time, the roll pin can sometimes cut into the opening in the link, and the roll pin will catch as the flipper crank pivots.  The result is a weak flipper or a flipper which does not return to the at rest position.  Using a roll pin punch tool, remove the roll pin, and replace the flipper link / plunger assembly.  Pay close attention when installing the roll pin into the new plunger link.  It is very easy to cut into the link with the roll pin, deeming the new link / plunger worthless.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flipper Crank Installed Incorrectly&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Reassembling a flipper bat / shoe incorrectly can result in a weak flipper.  Before tightening the two set screws which hold the flipper shaft in place, make certain that the flipper crank is centered equidistant between the upper and lower flipper bushings.  If placed too close to the upper bushing, it will &amp;quot;sandwich&amp;quot; the upper bushing between the crank and bat.  If placed too close to the lower bushing, the crank will have friction between it and the lower bushing.  The end result is a weak flipper or a flipper which does not return to the at rest position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fouled / Pitted Switch Contacts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fouled switch contacts can reduce current, which in turn reduces power / strength.  Make certain that the EOS switch, cabinet switch, and switch pairs on the game over (Q) and tilt (T) relays are all clean and not pitted. Filing the contacts with an ignition file will remedy the problem, provided that the contacts are not heavily pitted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bad Connection to Cabinet Switch&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem related to the cabinet switches is the female spade connector used to connect the cabinet wiring to the switch.  These spade connectors can sometimes become sloppy or break.  In most cases, the break is not evident, until the connector is removed and reinstalled on the cabinet switch tab.  The spade connector can be removed and a new one crimped on, or the better solution is to solder the cabinet switch wires to the tabs on the cabinet switch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn Flipper Plunger&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A mushroomed flipper plunger can create excessive drag within the coil sleeve.  When replacing the plunger / link, replace the coil sleeve and coil stop too.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Coil Stop&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The coil stop &amp;quot;slug&amp;quot; is pressed into the coil stop bracket.  It is somewhat common for the slug to become detached from the coil stop bracket.  The coil stop slug will then be &amp;quot;free floating&amp;quot; within the coil sleeve.  This can create some interesting problems, but the most noticeable are reduction in flipper power, decrease in flipper stroke or both.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incorrect Flipper Rubber Installed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gottlieb® used 3/8&amp;quot; wide rubber on flippers.  It fits perfectly into the groove on the plastic flipper bat.  Everybody else used 1/2&amp;quot; wide rubber, and that tended to get installed on the Gottlieb® games, too.  When a 1/2&amp;quot; wide ring is used, it almost fits, but because of the groove, it will present a funny angle to the ball instead of a flat plane.  The results are either air balls, or the flipper will smack the ball downward into the playfield.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cracked / Broken Plastic Bat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes the flipper bat cracks.  Replacements are available.  The screw that holds the plastic flipper bat on the metal shoe is located on the underside of the flipper.  Loosen the two set screws on the flipper crank, and the shoe and bat will come free.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Hold Winding&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Erratic flipper function is defined as a flipper which will not remain in the up (hold) position when activated.  The flipper will move rapidly up and down as if it is &amp;quot;machine gunning&amp;quot;.  This is typically the result from a break in the hold winding right at the flipper coil lug.  One resolution is to locate the broken coil winding (this will be the thinner of the two windings), and unwind one turn from the coil.  This can be accomplished if the side of the winding is not connected to the common lug of the flipper coil.  Note that the power winding cannot be unwound if it breaks.  This is because the power winding is wound on the coil bobbin first, and is located beneath the hold winding.  Once one turn of the hold winding is unwound from the coil, the excess length must be shortened.  After the correct length is determined, the portion of the winding which will be soldered to the coil lug must have its insulation stripped off.  The red or green hue on the coil winding is actually a thin insulation, which is used to keep the winding from shorting to adjacent windings.  Gently scrape the coating off the winding by using an exacto or utility knife, exposing the copper wire of the winding.  Then wrap the uninsulated winding around the coil lug, and solder it.  If a single winding cannot be removed from the existing coil, complete coil replacement is the solution.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flippers Will not Return to at Rest Position====&lt;br /&gt;
The EOS switch assembly is actuated by the pointed part of the flipper crank assembly.  This is a metal-on-metal contact point.  Due to the design of the flipper crank, it will eventually wear a hole in the EOS actuating blade.  The fix is to replace the EOS switch assembly.  About halfway through the System 80B games (around TX-Sector or so), the EOS switch was slightly relocated, and a modified flipper crank actuates the switch with a roller.  An MA-988 or MA-989 kit can be purchased to perform this upgrade on any System 80/80A/80B game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, the flipper link can become cut by the roll pin which secures it to the flipper crank.  This can also cause the flipper to not return to the rest position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also mentioned in the previous section, the flipper coil stop slug can detach from the coil stop bracket, causing the flipper not to return completely.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the flipper return spring has become stretched or is no longer connected to the flipper crank or coil stop anymore, the flipper will not return properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pop bumper problems===&lt;br /&gt;
[[File:Gtb pbdb new.JPG|thumb|300px|left|Corrected/Modified Gottlieb® System 80/80A/80B Pop Bumper Driver Board]]&lt;br /&gt;
[[File:PBDBDiagram.jpg|thumb|300px|right|Gottlieb® System 80/80A/80B Pop Bumper Driver Board Parts Locator. Click this link for an interactive parts locator: &amp;lt;br&amp;gt;https://www.pinballschematics.com/pop-bumper-board-a8/]]&lt;br /&gt;
The pop bumpers on all System 80 / 80A / 80B games are controlled by an under playfield mounted board known as the pop bumper driver board (PBDB). Remote pop bumper driver boards are unique to Gottlieb® System 80 games. No other manufacturer made this design decision. The reason Gottlieb® did this is probably to supplement the number of coil drive circuits as well as to solve the common problem of pop bumpers locking on with subsequent damage to the games components.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each pop bumper has its own board.  Each board provides a consistent, strong pop regardless of how long the spoon switch is activated, and ensures (when working properly) only a single pop per actuation of the spoon switch. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These boards are single-sided construction, where the traces are located only the solder side of the board.  Due to this construction, the solder connections crack easily.  Reflowing the solder of the header pins on any suspect boards is recommended to ensure a good mechanical and electrical connection.  The components should be inspected as well, because they can also have cracked solder connections that will need to be touched up.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the pop bumper fires but does not score, examine the secondary switch on each pop bumper to see if it needs cleaning or adjustment.  This switch is part of the switch matrix, and can be tested by manually pulling the pop bumper rod and ring down to activate it.&lt;br /&gt;
&lt;br /&gt;
====Pop Bumper Driver Board Power and Ground Source====&lt;br /&gt;
[[image:PBDBPowerGroundConnection.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
As can be seen in the schematic snippet above, Pop Bumper Driver Boards receive 5V power and a connection to ground via MPU connector A1J6, pins 18 and 9 respectively. A poor connection at these pins will render the pop bumper driver board, and hence the associated pop bumper, inoperative.&lt;br /&gt;
&lt;br /&gt;
Testing to see if the PBDB is receiving 5VDC and ground can be accomplished by measuring between pin 7 (ground) and pin 14 (5VDC) on either of the integrated circuits on the board. &lt;br /&gt;
&lt;br /&gt;
Lack of 5VDC power (or ground) may also be caused by fractured solder joints on the PBDB header.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Pin 2 of each pop bumper driver board connector is the path to ground for solenoid power. This ground is connected to the transformer chassis via one of the many equally dicey methods Gottlieb used. See: [[Gottlieb_System_80#Recommended_Ground_Improvements_for_System_80B|Recommended Ground Improvements for System 80B Games]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Updating the Pop Bumper Driver Board====&lt;br /&gt;
Gottlieb® issued a service bulletin to correct a design error with the PBDB. A great many of these boards were delivered in games prior to correcting the design at the factory. Examine the PBDBs to ensure that they have been updated. See the pictures below, noting the differences. &#039;&#039;&#039;A dead giveaway would be the lack of a jumper to replace CR1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=150px perrow=2 caption=&amp;quot;System 80/80A/80B PBDB Before/After Modification&amp;quot;&amp;gt;&lt;br /&gt;
File:Gottlieb-UnModifiedPBDB.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Unmodifed PBDB&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Gottlieb-ModifiedPBDB.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Modifed PBDB&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gottlieb-ModifiedPBDBPartsExplanation.jpg|thumb|300px|right|Gottlieb® System 80/80A/80B PBDB Update]]&lt;br /&gt;
Should your PBDB require update, follow this procedure:&lt;br /&gt;
&lt;br /&gt;
*Acquire the following parts&amp;lt;br&amp;gt;&lt;br /&gt;
**Cut to length .156 Molex male header pins with locking ramp (you&#039;ll need a 6 pin length)&amp;lt;br&amp;gt;&lt;br /&gt;
**47uf/10V electrolytic capacitor (C4)&amp;lt;br&amp;gt;&lt;br /&gt;
**4.7uf/10V capacitor (C3, tantalum or electrolytic, may be axial or radial)&amp;lt;br&amp;gt;&lt;br /&gt;
**Jumper material (use the remaining leg cut from C4 when you install it)&amp;lt;br&amp;gt;&lt;br /&gt;
*Remove CR1, C3, and C4&amp;lt;br&amp;gt;&lt;br /&gt;
*Replace the Molex connector or reflow the solder on each header pin&amp;lt;br&amp;gt;&lt;br /&gt;
*Install C4 (47uf/10V) with the negative side facing the male header pins&amp;lt;br&amp;gt;&lt;br /&gt;
*Use the remaining part of the capacitor leg from C4 as a jumper to replace CR1. Any jumper wire will work...the cap leg is convenient, available, and looks professional when installed nice and straight.&amp;lt;br&amp;gt;&lt;br /&gt;
*Install C3 (4.7uf/10V), reversing the original polarity so that the positive side faces the jumper just installed and the negative side faces the nearest board edge. Note that C3 may be axial (leads from both ends along the components &amp;quot;axis&amp;quot;) or radial (leads on one end of the component). The board is designed to accept either style.&amp;lt;br&amp;gt;&lt;br /&gt;
*Ensure that the large can transistor (2N6057, 2N6059, PMD10K40 or PMD10K60) solder joints are solid and that the bolted end is making good contact with the PCB trace.&amp;lt;br&amp;gt;&lt;br /&gt;
*Test the large can transistor...&amp;lt;br&amp;gt;&lt;br /&gt;
**DMM set to &amp;quot;diode test&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
**Black lead on the nut that secures the transistor&amp;lt;br&amp;gt;&lt;br /&gt;
**Red lead on each leg of the transistor&amp;lt;br&amp;gt;&lt;br /&gt;
**A measurement between .5 and .7 should be seen. Readings significantly outside of these ranges indicate a failed transistor which should be replaced.&amp;lt;br&amp;gt;&lt;br /&gt;
*Examine the remaining solder joints on the board to ensure good solid joints and no lifted traces. Note that the trace between the jumper that replaces CR1 and R2 is particularly susceptible to damage and if broken, will cause the associated pop bumper to lock on.&lt;br /&gt;
*Reinstall the PBDB and test.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an update for the PBDB that gives the board a bit more &amp;quot;pop&amp;quot;. Simply replace R1 (1.5Kohms) with a 10Kohm 1/4W resistor and replace C1 (0.01mfd) with a 1 mfd 100 volt (non polarized) capacitor.&lt;br /&gt;
&lt;br /&gt;
Also, to avoid random, uncommanded pops caused by &amp;quot;noise&amp;quot; on the switch line, you can add an electrolytic capacitor to the solder side of the board. Use a 4.7 mfd 16 volt radial capacitor (both leads on one end). Solder the negative lead of the capacitor to pin 4. Solder the positive lead of the capacitor to pin 5.&lt;br /&gt;
&lt;br /&gt;
=====Replacing the 2N6057 with a TIP-102=====&lt;br /&gt;
&lt;br /&gt;
[[File:popdrivertip102.jpg|300px|thumb|left|A TIP-102 installed on a Pop Bumper Driver Board (PBDB)]]&lt;br /&gt;
[[File:PBDTIP102.JPG|300px|thumb|right|Closer view of a TIP-102 installed on a PBDB]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 2N6057 used on Gottlieb games is obsolete, so it is hard-to-find and expensive.  A cheap and effective substitute for the 2N6057 as used on the PBDB is a TIP102 transistor.  It&#039;s not the most elegant &amp;quot;hack&amp;quot;, but it works well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====using Pop Bumper Driver Board for a Kicker solenoid====&lt;br /&gt;
With some games, Gottlieb® used pop bumper boards to control kicker solenoids (for example Victory, uses a PBDB for the top kicker). However, on these boards the pulse time for the solenoid is different! Standard pop bumper boards have a pulse time of 40 milliseconds, while the boards for controlling a kicker have a pulse time around 110 milliseconds.&lt;br /&gt;
&lt;br /&gt;
The pulse timing is controlled by the components at R2 &amp;amp; C3. The standard pop bumper board uses 12KOhm resistor at R2 and a 4.7uF capacitor at C3. On the pop bumper boards intended for the kickers, R2 has a 33KOhm resistor. &lt;br /&gt;
&lt;br /&gt;
pulse time (t) = 0.7 x R x C&lt;br /&gt;
&lt;br /&gt;
So if the kicker is too weak, check the R2 resistor&#039;s value on the kicker&#039;s pop bumper board.&lt;br /&gt;
&lt;br /&gt;
===Drop Target Problems===&lt;br /&gt;
&lt;br /&gt;
====Early System 80 / 80A Drop Target Removal====&lt;br /&gt;
For now, please review the drop target removal guide available at [http://www.papinball.com/tips/gottlieb_drop_target_guide2.html PAPinball.com].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later System 80B Drop Target Removal==== &lt;br /&gt;
This is a stub&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vari-Target Problems===&lt;br /&gt;
The single largest problem with vari-targets is adjusting the spring tension, which returns the vari-target to the at rest position.  The spring can be adjusted by hooking it to one of two screws which hold the spring in place.  In most cases, there is only one screw, but two screw holes are placed 180 degreees from one another within the vari-target frame.  Spring adjustment should be made so that the vari-target barely returns to the home position, when the playfield is upright (resting against the backbox).  Once the playfield is placed in its proper position, gravity will help with the extra &amp;quot;bump&amp;quot; that the vari-target needs to return home.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, the switch leaves of the vari-target, which &amp;quot;ride&amp;quot; along the rivet board need enough tension to make good solid contact with the rivets. Since it&#039;s impossible to bend the switch leaves closer to the rivet board with the rivet board in place, removal of the vari-target rivet board must be done to make this adjustment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vari-targets seldom require adjustment as they were correctly adjusted at the factory. It is possible to move parts of the mechanism so that the switch no longer comes to rest on a rivet when the vari-target &amp;quot;gear&amp;quot; is stopped by the reset relay armature.&lt;br /&gt;
&lt;br /&gt;
Vari-targets are a rare example of where lubrication helps the operation of the mechanism. A thin film of lithium grease on the rivets helps the switch blade &amp;quot;wipe&amp;quot; cleanly across them. Like [http://en.wikipedia.org/wiki/Brylcreem Brylcreem], &amp;quot;a little dab&#039;ll do ya&amp;quot;. Note: That&#039;s humor son...Brylcreem is not a suitable lubricant...for pinball machines. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Roto Target Problems===&lt;br /&gt;
By the time System 80 games first came out, the roto target was a dying assembly.  The believed reason is due to the amount of playfield &amp;quot;real estate&amp;quot; in which it used underneath a playfield.  Circus is the only System 80 game which used the roto target.	 	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===Cabinet===&lt;br /&gt;
* Power cable strain relief bushing, 80A games: Heyco 7k-2&lt;br /&gt;
&lt;br /&gt;
==Game Specific Problems and Fixes==&lt;br /&gt;
&lt;br /&gt;
Black Hole issues have been moved to the dedicated [http://www.pinwiki.com/wiki/index.php?title=Black_Hole Black Hole] page.&lt;br /&gt;
&lt;br /&gt;
===Alien Star Game Start Failure===&lt;br /&gt;
Alien Star has a major fault when running the original 689 code.  For the game to properly start, one ball must be in the trough and one ball in the outhole.  If both balls are located in the trough, only the single trough switch will be closed, and not the outhole switch.  When only the trough switch is closed, the game *thinks* that only one ball is installed, (2 balls total are needed), and will do absolutely nothing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has not been verified, but running 689A code may resolve this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Haunted House - Upkicker Plastic Tube Mounting Bracket===&lt;br /&gt;
&lt;br /&gt;
[[File:Cornell_VR4_cap_bracket.jpg|300px|thumb|left|Mounting bracket for the plastic tube.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The metal mounting bracket that secures the longer plastic upkicker tube to the main playfield breaks its tabs (ears) off allowing the tube to flop around loose. This bracket is actually an electrolytic capacitor mounting bracket for computer grade capacitors. If broken, Mouser Electronics sells this item as part number [http://www.mouser.com/ProductDetail/Cornell-Dubilier/VR4/?qs=0r35cIPu56HWvTGFwxXK2g%3d%3d 539-VR4]. The OEM part is a VR4, which is manufactured by Cornell-Dublier (Mallory).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spring Break - Shooter Lane Switch Required to work or ball will drain and game will &amp;quot;brick&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
[[File:SpringBreakBallLaunchGateCropped.jpg ‎|300px|thumb|left|Ball gate at exit to Spring Break shooter lane. The spring actuates a switch below the playfield. &amp;lt;i&amp;gt;Image courtesy of Russell McIntyre&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spring Break is configured to start a multiball at the start of every ball. The game uses a &amp;quot;shooter lane exit&amp;quot; switch or any scoring switch, to know that a ball has been put into play, enabling subsequent balls to launch. If this switch is malfunctioning, and a ball is launched that scores no points before draining, the game will be &amp;quot;bricked&amp;quot; requiring a power cycle. The key is scoring points and the shooter lane exit switch scores 300 points. This seems like a &amp;quot;hack&amp;quot; created by Gottlieb once this &amp;quot;feature&amp;quot; was discovered.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Devil&#039;s Dare - All Displays out except status display===&lt;br /&gt;
[[File:DD Resistor Before.jpg|thumb|left|300px|Burnt 200 Ohm resistor on +60VDC display power line]]&lt;br /&gt;
[[File:DD Resistor After.jpg|thumb|right|300px|Replacement 200 Ohm 2 watt resistor on +60VDC display power line]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the game in question is a Devil&#039;s Dare, and all of the displays are out except for the status display, and the +60VDC is present at the power supply, but not at the displays, the following may apply.  Some Devil&#039;s Dare games, (it is unknown exactly which ones at this point), have a 200 ohm resistor installed in series with the +60VDC power line for the displays.  The resistor is located on the lamp insert board, just behind the lower right 6 digit display.  The resistor is soldered to two solder eyelets, so replacement is relatively easy.  It is unknown what the purpose of this resistor is, but it is fairly common for the resistor to overheat and potentially fail.  The recommended replacement for this is a 200 ohm 2 watt resistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no information regarding the value or placement of this resistor in the Devil&#039;s Dare manual / schematics.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Volcano Kick Back Ends Prematurely ===&lt;br /&gt;
[[File:VolcanoKickBack.jpg|300px|thumb|left|The Volcano kickback mechanism.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The kickback mechanism in Volcano, once enabled by a playfield feature, remains available until the player uses the feature by pressing the green cabinet button in front of the flipper switch. The game knows that the feature has been used by sensing the switch at the rear of the mechanism. As the plunger pulls in, the normally closed switch is opened by the ring on the rear of the plunger. If this normally closed switch isn&#039;t &amp;quot;making&amp;quot; solidly, the game will think that the plunger has pulled in. The kickback feature will be considered used and hence disabled.&lt;br /&gt;
&lt;br /&gt;
The behavior looks like the feature has timed out prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Games with Playfield Windows: Black Hole, Haunted House, Genesis, Monte Carlo, etc. ===&lt;br /&gt;
Playfield windows use foam washers that provide &amp;quot;counter force&amp;quot; to help keep the window flush with the playfield. If the window isn&#039;t flush with the playfield, the &amp;quot;lip&amp;quot; of the sunken window in its mount will cause airballs and/or the edge of the playfield will wear excessively.&lt;br /&gt;
&lt;br /&gt;
After a couple decades, springy foam washers turn into hard, crumbly foam washers. Weatherstripping (&amp;quot;beer seal&amp;quot;), cut really small, works in a pinch, but the Pinball Resource stocks the proper foam washers (GTB # 21219). Strips of tool box drawer liner work as well, but there is only one chance to crank them down before they compress.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Repair Logs==&lt;br /&gt;
Did you do a repair? Log it here as a possible solution for others.&lt;br /&gt;
====Volcano and Devil&#039;s Dare Left Outlane KickBack Not Working====&lt;br /&gt;
[[File:GottliebBallSaveKickBack2.jpg ‎|300px|thumb|left|With the plunger not pulled in, the normally closed switch &amp;quot;makes&amp;quot;. &amp;lt;i&amp;gt;Image courtesy of PinSider NeedaVirus&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:GottliebBallSaveKickBack1.jpg ‎|300px|thumb|right|With the plunger pulled in, the normally closed switch is opened. &amp;lt;i&amp;gt;Image courtesy of PinSider NeedaVirus&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The &amp;quot;kickback ball save&amp;quot; implementation on games like Volcano and Devil&#039;s Dare is enabled via game play achievement(s) but is not &amp;quot;automatically&amp;quot; driven. The player must use a dedicated button adjacent to the cabinet flipper button to fire the plunger at just the right time. Once the plunger is fired, the feature is considered &amp;quot;used&amp;quot; and disabled until the same game play achievement(s) have been accomplished again.&lt;br /&gt;
&lt;br /&gt;
A particular issue with the mechanism is &amp;quot;premature cancellation&amp;quot; of the feature. The feature is enabled via game play, but then immediately disabled. This is caused by the normally closed switch under the apron being maladjusted and not &amp;quot;making&amp;quot;. A simple adjustment of this switch, to ensure it is normally closed, but opens when the plunger is pulled in, will correct the issue. &lt;br /&gt;
&lt;br /&gt;
These pictures...are better than 1,000 more words.&lt;br /&gt;
[[File:BallSaverSchematic.png ‎|600px|thumb|center|The applicable schematic snippet showing the &amp;quot;Ball Saver Switch&amp;quot; and the ball saver relay, a crude but effective implementation. &amp;lt;i&amp;gt;Image property of Gottlieb LLC&amp;lt;/i&amp;gt;]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Game Displays 000000 On Power Up and It&#039;s Not The Slam Switch ====&lt;br /&gt;
If you power the game on and all of the displays immediately display all zeros without strobing the problem is usually with the slam switch. However, if the slam switch modification has been done or the slam switch is working properly there is a problem with the switch matrix.&lt;br /&gt;
&lt;br /&gt;
I had this problem on my Haunted House machine. I finally found that chip Z15 (7432) was bad.&lt;br /&gt;
&lt;br /&gt;
I was fixing a kicker solenoid on the playfield, the playfield was still in the machine and fully in the upright position. While I was soldering the wire to the new solenoid I did not adequately protect the components below from a solder drip. Well, I did have a solder drip that landed right on a pop bumper driver board connector and shorted the connector. The short caused more than just this problem but for this narrative we will restrict to the slam/switch matrix problem.&lt;br /&gt;
&lt;br /&gt;
Reading in other materials I recognized the problem as the slam switch issue. I used a logic probe to test other components and found the CPU board working, mostly as it should except for acting like the machine was slam tilted. There was little written about the problem outside of the slam switch. I decided to check the matrix by doing a diode check on all of the diodes in the switch matrix. When I did this, I found that many of the diodes were testing bad. These were being tested with the board removed from the machine.&lt;br /&gt;
&lt;br /&gt;
Having replacement diodes in my parts drawer I decided that these must have gone bad during the short. I began unsoldering a few of the diodes. Once disconnected from the circuit board I remeasured the removed diodes and found the correct values on my meter, they were not bad. I then noticed that the bad diodes were all in the same row on the switch matrix. They all traced back to the Z15 chip. I replaced the Z15 7432 and the problem was resolved.&lt;br /&gt;
&lt;br /&gt;
====Game Displays a single 0 or 1 on Displays====&lt;br /&gt;
If an 80A game does not boot and displays just a single zero, just a single 1, or alternates between a single zero and single 1, this may indicate one or more bad IC(s) on the MPU:&lt;br /&gt;
* CPU&lt;br /&gt;
* Z7&lt;br /&gt;
* Z8&lt;br /&gt;
&lt;br /&gt;
The CPU itself may still output data that can be picked up with a logic probe, but still might be bad.&lt;br /&gt;
&lt;br /&gt;
[[File:Gottlieb-sys80a-bad-cpu-display-symptom.gif|thumb|300px|left|Animation of symptom of alternating 0 and 1]]&lt;br /&gt;
[[File:Gottlieb-sys80a-bad-cpu-display-symptom-zeros.jpg|thumb|300px|left|Symptom of the displays showing a single zero]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Testing the Q relay ====&lt;br /&gt;
Had a problem with my Black Hole - Q relay didn&#039;t activate. Played a bit with wires, did ground mods, .. &lt;br /&gt;
After a while I noticed it did work but didn&#039;t stay enabled - at the start of a game it closed, 1 coil (ball drain) kicked and the Q relay deactivated again. Noticed this with the playfield in up position, no pinballs installed.&lt;br /&gt;
Finally tested with playfield down - and pinballs installed - suddenly the behaviour was different: ball drain coil kicked and then the next coil also that put a coil in the shooter lane. Seems the Q relay did work all this time, but will only stay enabled when pinballs are installed in the game ?!&lt;br /&gt;
&lt;br /&gt;
==== Results of a locked on coil ====&lt;br /&gt;
[[File:BurntCoil1.jpg|300px|thumb|left|Melted coil sleeve.]]&lt;br /&gt;
[[File:BurntCoil2.jpg|300px|thumb|right|Burned coil wrapper.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a coil locks on (due for example to a bad driver board transistor), the coil will burn. Here is a coil which had locked on. Note the burn marks on the paper wrapping and the melted coil sleeve, which prevented the coil plunger from moving through the coil. The resistance of this coil was 0.9 ohms (the specified resistance for this particular coil should be 3.35 ohms), also indicating it&#039;s bad due to an internal short (adjacent windings shorted together due to overheating the coil wire insulation).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Black Hole top rollover switches ====&lt;br /&gt;
When Black Hole serves a ball, it must go through the top rollovers before hitting any other switch.  The playfield design ensures this.  But if it doesn&#039;t (I had the glass off and started testing some other feature), things get very weird: suddenly, I seemed to be in a 3-ball, 4-player game with some of the score displays blank.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t usually a problem in practice but it is worth making sure that the three top rollovers have clean switches.&lt;br /&gt;
&lt;br /&gt;
==== Replacing the 80B 5V pot ====&lt;br /&gt;
I got a Monte Carlo and replaced the 5V adjustment pot on the regulator.  It was working fine.  After the old one had been chopped off, I discovered it was the same as the new one.  It had already been replaced!  A bunch of rework on the regulator, and ground mods on the transformer frame, should have been my clue.&lt;br /&gt;
&lt;br /&gt;
==== 80B sound doesn&#039;t work ====&lt;br /&gt;
I got a Spring Break and the sound didn&#039;t work.  The LED didn&#039;t light in any predictable way, and the game put out a lot of white noise.  At one point I thought I heard some sounds underneath.&lt;br /&gt;
&lt;br /&gt;
Fortunately, I had a Monte Carlo sitting next to it where the sound did work.  I spent some time trying to understand the problem, and finally just swapped all the socketed chips (three EPROMs and the &amp;quot;Orator&amp;quot; speech synthesizer).  The problem followed the EPROMs, not the board.  Ultimately I replaced all three ROMs, although it seems likely that only one was likely bad.&lt;br /&gt;
&lt;br /&gt;
Note that the sound board has two separate CPUs, and only one controls the LED, so it is likely one of the two EPROMs associated with that CPU that is actually bad.&lt;br /&gt;
&lt;br /&gt;
==== Two flash lamp problems ====&lt;br /&gt;
Monte Carlo has four pairs of flashers controlled by &amp;quot;lamp&amp;quot; drive transistors, stepped up by under-playfield transistors.  On my game, I had two unrelated problems with different flash banks.  &lt;br /&gt;
&lt;br /&gt;
The two sockets by the roulette wheel were missing their lamps, and the under playfield was a little burned near where the lamps had been.  Apparently they were locked on, and someone had pulled the bulbs rather than fix the problem.  I replaced Q17, which was out of spec according to the measurements on this page.  I didn&#039;t replace the under-playfield MJ2955 because it seemed to measure correctly.  One down, one to go.&lt;br /&gt;
&lt;br /&gt;
The other flasher, the two on the left side, just didn&#039;t work.  Lamp bulbs were fine, and all transistors seemed OK by the tests given above.  I checked for continuity in the wiring and even tried grounding the transistor side of the circuit, but no lamps lit.  Finally, I pulled the plastic off to take the bulb out (to measure at the socket) and I found that the two lugs of the socket were bent and touching!  So the lamp was a short, but because of the resistor, not short enough to blow the fuse or fry the transistor.  A little bending back seems to have fixed it. -- [[User:Ts4z|ts4z]] ([[User talk:Ts4z|talk]]) 16:29, 7 February 2014 (CST)&lt;br /&gt;
&lt;br /&gt;
==== 80B Display has garbage on one display glass ====&lt;br /&gt;
Chicago Cubs had garbage/nonsensical characters on just the lower score display. I found chip U2 (type 10939) which controls the lower display to be bad. Replacing the chip cured the problem. I also installed a 40 pin IC socket for the replacement chip. If by chance you encounter the same symptom except that it is on the upper display, then chip U1 (type 10939) is bad. U1 controls the upper score display.&lt;br /&gt;
&lt;br /&gt;
====Rebuilt 80/80A Power supply, solenoid fuse blows on power up====&lt;br /&gt;
If a System 80/80A power supply has been rebuilt and the solenoid fuse blows as soon as the game is turned on, take a look at the power supply capacitor at C1. It might have been installed in the wrong direction. Make sure the (-)side on the capacitor matches the (-) side notated on the PCB.&lt;br /&gt;
&lt;br /&gt;
==== Haunted House ten thousand digit out on several displays ====&lt;br /&gt;
Encountered the ten thousand digits missing on three displays: player 1, player 3, and bonus display. Tried several known good cpu boards and problem remained. Tried swapping displays and problem remained. I traced the problem to the wiring harness on the main playfield. At the playfield mounted transistor Q2, the transistor mounting bracket had cut into the wiring harness. I repaired the harness with electrical tape and routed the harness farther away from that bracket with a couple of wire ties. Problem fixed and all displays are now working correctly.&lt;br /&gt;
&lt;br /&gt;
==== Multiple Pop Bumpers dead (maybe) ====&lt;br /&gt;
&lt;br /&gt;
I have a Counterforce, an early 80 game with two pop bumpers. I shopped it and took it to a show. It got put back in my garage and left idle for over a year. I went to play it, and the lower pop bumper didn&#039;t work. I looked into it, and after some poking around, including pulling a connector off of a PBDB. Now, neither pop bumper worked. I checked fuses and voltages but they looked OK. After I got over my frustration at making the problem worse, I realized it was likely something related to having moved the game. I checked both PBDBs and both had cracked header pins. Both boards had the same problem independently. Fixing both boards fixed the pop bumpers.  [[User:Ts4z|ts4z]] ([[User talk:Ts4z|talk]]) 02:49, 18 October 2022 (CDT)&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=User:The_Hammer&amp;diff=26019</id>
		<title>User:The Hammer</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=User:The_Hammer&amp;diff=26019"/>
		<updated>2026-09-25T21:44:08Z</updated>

		<summary type="html">&lt;p&gt;Chibler: Note to &amp;quot;The Hammer&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Larry Hammer has been working on pinball machines since the early 1970&#039;s.  His first pin was one that his father-in-law gave his wife when she was a kid.  It was a Gottlieb Atlas EM.&lt;br /&gt;
&lt;br /&gt;
His hobby has always included electronics.  He first played around with his parents &amp;quot;black and white&amp;quot; CRT TV and brushed against the B+ voltage which threw him back against the wall.  He was 8 years old.&lt;br /&gt;
&lt;br /&gt;
Through the years, he built many HealthKits, Dynaco, Eico, and others. These kits included stereos, FM tuners, &amp;quot;color&amp;quot; TVs and several others including test equipment (signal generators, oscilloscopes, etc.), all without getting killed once.  &lt;br /&gt;
&lt;br /&gt;
He later repaired electronics equipment for friends, family and himself for fun.&lt;br /&gt;
&lt;br /&gt;
After playing around with early generation computers, the pinball bug bit him again hard and he feverishly collected them during the 1990&#039;s and on as the arcades shut down.&lt;br /&gt;
&lt;br /&gt;
Now, during retirement, he volunteers at the Roanoke Pinball Museum and tries to help out more than he annoys, not always successfully.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------&lt;br /&gt;
&lt;br /&gt;
Remove once resolved...&lt;br /&gt;
Nice diagram in the opto operation area.&lt;br /&gt;
You did all the research. Is this sentence correct?&lt;br /&gt;
&amp;quot;If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When an opto is blocked, the game sees that as a closed switch.&lt;br /&gt;
It&#039;s a bit confusing because the WPC software inverts the opto state for switch open/closed as is seen on the DMD during switch test.&lt;br /&gt;
&lt;br /&gt;
Chris Hibler&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26018</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26018"/>
		<updated>2026-09-25T21:38:48Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* Opto Board Operation */ minor economy of words implemented&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards.]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse.]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1)]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 otpo-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket.]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual.  Specifically J903 is shown incorrectly.  J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield.  The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ.]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board. It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix. The LM339 Comparator simulates the closure of a physical switch, and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage to the (-) input voltage.  When the (+) input is higher than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors on the MPU.  When the (+) input is lower than the (-) input, then the LM339 pulls the line low (near 0VDC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) when the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
	<entry>
		<id>https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26017</id>
		<title>Williams WPC</title>
		<link rel="alternate" type="text/html" href="https://www.pinwiki.com/wiki/index.php?title=Williams_WPC&amp;diff=26017"/>
		<updated>2026-09-25T21:34:11Z</updated>

		<summary type="html">&lt;p&gt;Chibler: /* Basic Operation Opto Board */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Click to go back to the [[Williams_Repair_Guides | Williams solid state repair guides index]].&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide covers Williams WPC-089, WPC-S, and WPC-95 games. Collectively, they are referred to as WPC games.&lt;br /&gt;
&lt;br /&gt;
==Game List==&lt;br /&gt;
===WPC (WPC-089) CPU===&lt;br /&gt;
====WPC (Alphanumeric)====&lt;br /&gt;
*[[Funhouse]]&lt;br /&gt;
*[[Harley-Davidson]]&lt;br /&gt;
*[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
&lt;br /&gt;
====WPC (Dot Matrix)====&lt;br /&gt;
*[[Gilligan&#039;s Island]]&lt;br /&gt;
*[[Terminator 2: Judgement Day]]&lt;br /&gt;
*[[Hurricane]]&lt;br /&gt;
*[[Party Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC FlipTronics I &amp;amp; II====&lt;br /&gt;
*[[The Addams Family]] / Addams Family Gold (the only Fliptronics I games)&lt;br /&gt;
*[[The Getaway: High Speed II]]&lt;br /&gt;
*[[Black Rose]]&lt;br /&gt;
*[[Fish Tales]]&lt;br /&gt;
*[[Doctor Who]]&lt;br /&gt;
*[[Creature from the Black Lagoon]]&lt;br /&gt;
*[[White Water]]&lt;br /&gt;
*[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
*[[Twilight Zone]]&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound====&lt;br /&gt;
*[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
*[[Judge Dredd]]&lt;br /&gt;
*[[Star Trek: The Next Generation]]&lt;br /&gt;
*[[Popeye Saves The Earth]]&lt;br /&gt;
*[[Demolition Man]]&lt;br /&gt;
&lt;br /&gt;
===WPC-S with DCS Sound===&lt;br /&gt;
*[[World Cup Soccer]]&lt;br /&gt;
*[[The Flintstones]]&lt;br /&gt;
*[[Corvette]]&lt;br /&gt;
*[[Red &amp;amp; Ted Road Show]]&lt;br /&gt;
*[[The Shadow]]&lt;br /&gt;
*[[Dirty Harry]]&lt;br /&gt;
*[[Theatre of Magic]]&lt;br /&gt;
*[[No Fear: Dangerous Sports]]&lt;br /&gt;
*[[Indianapolis 500]]&lt;br /&gt;
*[[Johnny Mnemonic]]&lt;br /&gt;
*[[Jack*Bot]]&lt;br /&gt;
*[[WHO Dunnit]]&lt;br /&gt;
&lt;br /&gt;
===WPC-95 CPU===&lt;br /&gt;
*[[Congo]]&lt;br /&gt;
*[[Attack from Mars]]&lt;br /&gt;
*[[Safecracker|Safe Cracker]]&lt;br /&gt;
*[[Tales of the Arabian Nights]]&lt;br /&gt;
*[[Scared Stiff]]&lt;br /&gt;
*[[Junk Yard]]&lt;br /&gt;
*[[NBA Fastbreak]]&lt;br /&gt;
*[[Medieval Madness]]&lt;br /&gt;
*[[Cirqus Voltaire]]&lt;br /&gt;
*[[No Good Gofers]]&lt;br /&gt;
*[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
*[[Monster Bash]]&lt;br /&gt;
*[[Cactus Canyon]]&lt;br /&gt;
&lt;br /&gt;
==Game List Chart==&lt;br /&gt;
&lt;br /&gt;
===WPC-89 &amp;amp; WPC-S===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!Display Driver&lt;br /&gt;
!Display&lt;br /&gt;
!Sound&lt;br /&gt;
!Flipper&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Dude]]&lt;br /&gt;
|WPC-89 Alphanumeric / System 11&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|D-11581-2016 with a special power supply board (A-13502)&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00 (WPC) or 5610-12136-00 (System 11)?&lt;br /&gt;
|Sound overlay board (A-13502)&lt;br /&gt;
|Only about 100 Dr. Dude sample games use the WPC boardset. They included a special power supply board (A-13502) to accommodate the System 11 sound board (D-11581), and also includes the System 11 interconnect board (D-12313-2016). The bulk of the production run used the [[Williams System 9 - 11|System 11C boardset]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Funhouse]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|Early FH games had a System 11 sound board (D-11581 / A-13971) with a special power supply board (A-13502) and a 5610-12425-00 transformer. Later games used the WPC A-12738 sound board. [[media: Williams_1990_Funhouse_Prototype_Manual_Addendum.pdf|Funhouse Manual Addendum]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Harley-Davidson]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, single display (A-12794)&lt;br /&gt;
|A-12738-20001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Machine: Bride of Pin*Bot]]&lt;br /&gt;
|WPC-89 Alphanumeric&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-12739-1&lt;br /&gt;
|Alphanumeric, dual display (A-12793)&lt;br /&gt;
|A-12738-50002&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12718-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Slugfest]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-60001&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Pitch &amp;amp; Bat game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gilligan&#039;s Island]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20003&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Terminator 2: Judgement Day]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50013&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hurricane]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50012&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Party Zone]]&lt;br /&gt;
|WPC-89 Dot Matrix / WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20004&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Some later PZ games started transitioning over to use the Fliptronic I board (A-15028). Different game ROMs are used depending upon if the PZ uses solid state flippers or fliptronic/standard flippers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Hot Shot]]&lt;br /&gt;
|WPC-89 Dot Matrix&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50017&lt;br /&gt;
|N/A&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|Redemption game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Addams Family]]&lt;br /&gt;
|WPC-89 Fliptronic I&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20017&lt;br /&gt;
|A-15028&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Extra flipper power supply (A-15416)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Getaway: High Speed II]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50004&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Black Rose]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20013&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Doctor Who]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20006&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fish Tales]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50005&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Creature from the Black Lagoon]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-20018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[White Water]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50018&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Bram Stoker&#039;s Dracula]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50001&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Twilight Zone]]&lt;br /&gt;
|WPC-89 Fliptronic II&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1 or A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-12738-50020&lt;br /&gt;
|A-15472&lt;br /&gt;
|5610-12835-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Mid-way through TZ&#039;s production run, the A-12697-1 driver board starting being replaced with A-12697-3. At some point during production, a coin door interlock switch was added in order to cut high voltage 20VDC/50VDC power as a safety measure when the coin door was opened; this was included in all WPC titles from this point forward.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Indiana Jones: The Pinball Adventure]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50017&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Judge Dredd]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-20020&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Star Trek: The Next Generation]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-1&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50023&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|Driver board was changed to A-12697-1.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Demolition Man]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50028&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|A few prototype games used a WPC-S MPU, which uses a different ROM in order to work with the WPC-S security PIC. The standard ROM for WPC-89 boards will not work on the WPC-S board, but a WPC-89 MPU can be swapped in to replace the WPC-S MPU. All the sample and production games used a WPC-89 MPU.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Popeye Saves The Earth]]&lt;br /&gt;
|WPC-DCS&lt;br /&gt;
|WPC-89 (A-12742)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50022&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13491-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[World Cup Soccer]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50031&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[The Flintstones]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50029&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|Some revisions were made on the A-14039.1 DMD driver board, but it is interchangeable with A-14039.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Corvette]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50036&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Red &amp;amp; Ted Road Show|Red &amp;amp; Ted&#039;s Road Show]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50024&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|Auxiliary 8-Driver PCB (A-16100)&lt;br /&gt;
|The transformer was moved to the rear of the cabinet starting with this game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Shadow]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50032&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Dirty Harry]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50030&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-13953-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Theatre of Magic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50039&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[No Fear: Dangerous Sports]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50025&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Indianapolis 500]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50026&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Johnny Mnemonic]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50042&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[WHO Dunnit]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-4&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50044&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|This was the only game to use a A-12697-4 driver board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Jack*Bot]]&lt;br /&gt;
|WPC-S&lt;br /&gt;
|WPC-S (A-17651)&lt;br /&gt;
|A-12697-3&lt;br /&gt;
|A-14039.1&lt;br /&gt;
|DMD&lt;br /&gt;
|A-16917-50051&lt;br /&gt;
|A-15472-1&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===WPC-95===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Game&lt;br /&gt;
!WPC System&lt;br /&gt;
!MPU&lt;br /&gt;
!Driver Board&lt;br /&gt;
!AV Board&lt;br /&gt;
!Display&lt;br /&gt;
!Transformer&lt;br /&gt;
!Additional Boards&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Congo]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first WPC-95 game. The A-20516 AV Board drives both sound and the DMD. The A-20028 driver board included flipper power circuits, eliminating the need for a separate fliptronic board.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Attack from Mars]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[safecracker|Safe Cracker]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ticket Tac Toe]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|Redemption game (with flippers).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Tales of the Arabian Nights]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Scared Stiff]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-20119 or A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|The first appearance of a revision to the MPU. A-20119 and A-21377 can be used interchangeably in any WPC-95 games.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Junk Yard]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[NBA Fastbreak]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Medieval Madness]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[Cirqus Voltaire]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|DMD is mounted on the playfield, rather than in the backbox.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[No Good Gofers]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[The Championship Pub|The Champion Pub]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-00&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Monster Bash]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Cactus Canyon]]&lt;br /&gt;
|WPC-95&lt;br /&gt;
|WPC-95 (A-21377)&lt;br /&gt;
|A-20028&lt;br /&gt;
|A-20516&lt;br /&gt;
|DMD&lt;br /&gt;
|5610-14515-01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended Documentation==&lt;br /&gt;
===Manuals &amp;amp; Schematics===&lt;br /&gt;
Schematics for each game are essential in tracing down connections to lamps, switches, and solenoids. The owner&#039;s game manual is a handy resource to have for general game operation, game settings &amp;amp; diagnostics, switch &amp;amp; lamp matrices, fuse lists, circuit boards and parts, playfield assemblies, some basic schematics, and wiring diagrams.&lt;br /&gt;
&lt;br /&gt;
Be aware that although rare, some factory documentation contains errors in schematics, wiring, switch/lamp matrices, and solenoid assignments.&lt;br /&gt;
&lt;br /&gt;
Some games have information split between two manuals: a game manual (for general game operation) and an operations guide (for more technical information).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pinball Safety Manual&lt;br /&gt;
|16-10371, January 1, 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Manual contains multiple languages.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Theory of Operation &amp;amp; Schematics===&lt;br /&gt;
Details for board and cabinet schematics and theory of operation guides for WPC games can be found in separate documents. There are several versions of each generation. Some copies can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guide&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Theory of Operation and Schematics Manual&lt;br /&gt;
|16-9289, October 1991&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/djtz/ Viewer for Guide]&amp;lt;br&amp;gt;[https://online.fliphtml5.com/vrtyz/pgds/ Viewer for Schematics]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473 (undated)&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-1, May 17, 1993&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/wrhm/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-WPC-Schematics_16-9473-1.pdf|PDF]]&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9473-2, April 25, 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Switch row 7 &amp;amp; 8 are reversed from what is printed.  Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834, June 1994&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC Schematic Manual&lt;br /&gt;
|16-9834.2, January 1995&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/fsgs/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-S (Security) Schematic Manual&lt;br /&gt;
|&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.2, March 1996&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|WPC-95 Schematic Manual&lt;br /&gt;
|16-10159.3, July 1997&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-WPC-95-Schematics-Manual_16-10159.3.pdf|PDF]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Parts Catalogs===&lt;br /&gt;
Parts catalogs can also be useful, which include part numbers (helpful for purchasing parts online), exploded views of assemblies (helpful to see how the assemblies are put together), and board layouts &amp;amp; parts lists, and diagrams for controlled lamp, solenoid, and rubber locations. Parts catalogs also had supplementary updates to add and replace pages as newer games were released after the initial release of the catalogs.&lt;br /&gt;
&lt;br /&gt;
Online copies of Bally &amp;amp; Williams parts catalogs can be found on [http://www.planetarypinball.com/mm5/merchant.mvc?Screen=BOOK Planetary Pinball].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Version&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (1984-1987)&lt;br /&gt;
|16-9064&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Comet, F-14 Tomcat, Grand Lizard, High Speed, Millionaire, Pin Bot, Road Kings, Sorcerer, Space Shuttle&lt;br /&gt;
|This was an early version of the blue parts catalog, and only included 9 pinball titles (and 3 shuffle alley titles). The pages of this catalog were printed on white paper. Additional titles were later included in a &amp;quot;parts catalog supplement&amp;quot; packet (16-9064-A) with blue-colored pages, which added and replaced pages for this earlier version of the parts catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Blue Parts Catalog (Supplementary Catalog) (1987-1988)&lt;br /&gt;
|16-9064-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Banzai Run, Big Guns, Cyclone, Fire!, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This &amp;quot;parts catalog supplement&amp;quot; packet with blue-colored pages added and replaced pages for the earlier version of the parts catalog. It included 7 new pinball titles not included in the previous version of the parts catalog. Later catalogs had these new pages included and were not colored blue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Blue Parts Catalog (1984-1989)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9064-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/rvsk/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-blue-book_16-9064-B.pdf|PDF]]&lt;br /&gt;
|Banzai Run, Big Guns, Black Knight: 2000, Comet, Cyclone, Earthshaker!, F-14 Tomcat, Fire!, Grand Lizard, High Speed, Jokerz!, Millionaire, Pin Bot, Police Force, Road Kings, Sorcerer, Space Shuttle, Space Station, Swords of Fury, Taxi&lt;br /&gt;
|This is the latest version of the blue parts catalog. It included the game titles in the previous version, information from the supplementary parts catalog, a few new pinball titles, and a total of 5 shuffle alley titles. The blue parts catalog came in a blue-colored binder with the catalog&#039;s cover and game titles printed on the front, and basic information printed on the spine. The pages of this catalog were printed on pink paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog (1989-1990)&lt;br /&gt;
|16-9190&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Bad Cats, Diner, Rollergames, Whirlwind&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 4 pinball titles and 2 shuffle alley titles. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Red Parts Catalog&lt;br /&gt;
|16-9190-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|(currently unverified)&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This was a supplementary parts catalog that updated pages and added titles to the previous version of the red parts catalog. The pages were printed on blue-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Red Parts Catalog (Supplementary Catalog) (1989-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9190-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/feme/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-red-book_16-9190-B.pdf|PDF]]&lt;br /&gt;
|Bad Cats, Diner, Dracula, Fish Tales, Funhouse, The Getaway, Hurricane, The Machine: Bride of Pin Bot, Riverboat Gambler, Rollergames, Slugfest, Terminator 2, Whirlwind, White Water&lt;br /&gt;
|The red parts catalog came in a red-colored binder with some basic information printed on the cover and spine. This version of the parts catalog included 13 pinball titles, and 5 shuffle alley titles, 7 video came titles, and 3 novelty game titles. The pages were printed on gray-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (1988-1990)&lt;br /&gt;
|16-9147&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Elvira, Game Show, Mousin&#039; Around, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on white-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Yellow Parts Catalog (Supplementary Catalog) (1988-1991)&lt;br /&gt;
|16-9147-A&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Atlantis, Bugs Bunny, Dr. Dude, Elvira, Game Show, Harley Davidson, Mousin&#039; Around, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. This was a supplementary update to the previous version of the catalog, which included 11 pinball titles and 4 video game titles. The pages were printed on yellow-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Yellow Parts Catalog (1988-1992)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9147-B&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/itjk/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-yellow-book_16-9147-B.pdf|PDF]]&lt;br /&gt;
|Addams Family, Atlantis, Black Rose, Bugs Bunny, Dr. Dude, Doctor Who, Elvira, Game Show, Gilligan&#039;s Island, Harley Davidson, Mousin&#039; Around, Party Zone, Pool Sharks, Radical!, Transporter, Truck Stop&lt;br /&gt;
|The yellow parts catalog came in a yellow-colored binder with some basic information printed on the cover and spine. The pages were printed on gold-colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|Gray Parts Catalog (1992-1994)&lt;br /&gt;
|16-9562&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|Creature From the Black Lagoon, Judge Dredd, Popeye Saves the Earth, Twilight Zone&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. The pages were printed on white-colored paper.&lt;br /&gt;
|-&lt;br /&gt;
|Bally/Midway&lt;br /&gt;
|&#039;&#039;&#039;Gray Parts Catalog (Supplementary Catalog) (1992-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9562-A&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/ckao/ Viewer]&amp;lt;br&amp;gt;[[media:Bally-midway-parts-catalog-gray-book_16-9562-A.pdf|PDF]]&lt;br /&gt;
|Addams Family Gold, Corvette, Creature From the Black Lagoon, Indianapolis 500, Judge Dredd, Popeye Saves the Earth, The Shadow, Theatre Of Magic, Twilight Zone, Who Dunnit, World Cup Soccer&lt;br /&gt;
|The gray parts catalog came in a white-colored binder with gray colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. This was a supplementary update to the previous version of the catalog. The pages were printed on light blue colored paper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Green Parts Catalog (1993-1995)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;16-9932&#039;&#039;&#039;&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/foky/ Viewer]&amp;lt;br&amp;gt;[[media:Williams-parts-catalog-green-book_16-9932.pdf ‎|PDF]]&lt;br /&gt;
|Demolition Man, Dirty Harry, Demolition Man, Indiana Jones, Road Show, Star Trek - Next Generation&lt;br /&gt;
|The green parts catalog came in a white-colored binder with green colored paper inserts for the spine and cover that included the company name, parts catalog, and part number. There was no supplementary update to this catalog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|&#039;&#039;&#039;Genuine Replacement Parts Catalog (1997-1998)&#039;&#039;&#039;&lt;br /&gt;
|10/97&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|[https://online.fliphtml5.com/vrtyz/yjjv/ Viewer]&lt;br /&gt;
|&lt;br /&gt;
|This catalog mainly provides listings, parts numbers, and drawings of commonly replaceable generic pinball parts for Bally/Williams games, such as flipper assembly parts, target parts, posts, springs, connectors, coils, plungers, etc. It does not contain any game-specific information.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service Bulletins===&lt;br /&gt;
Supplementary service bulletin books were released, which included service bulletins that detailed any problems or issues with games that were discovered after they were released.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Manufacturer&lt;br /&gt;
!Catalog&lt;br /&gt;
!Cover&lt;br /&gt;
!Source&lt;br /&gt;
!Games&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1991&lt;br /&gt;
|[[file:Williams-1991-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1991.pdf|PDF]]&lt;br /&gt;
|Funhouse, Gilligan&#039;s Island, Harley Davidson, Slugfest, Terminator 2&lt;br /&gt;
|This book includes some System 11 games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1992&lt;br /&gt;
|[[file:Williams-1992-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992.pdf|PDF]]&lt;br /&gt;
|Addams Family, Funhouse, Hurricane, Party Zone, Terminator 2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1992&lt;br /&gt;
|[[file:Williams-1992-fall-service-bulletin-book-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1992-fall.pdf|PDF]]&lt;br /&gt;
|Addams Family, The Getaway, Strike Master (shuffle alley)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1993&lt;br /&gt;
|[[file:Williams-1993-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1993.pdf|PDF]]&lt;br /&gt;
|Black Rose, Creature From the Black Lagoon, Doctor Who, Dracula, Fish Tales, NBA Jam, White Water&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994.pdf|PDF]]&lt;br /&gt;
|Dracula, Indiana Jones, Judge Dredd, Star Trek the Next Generaton, Twilight Zone&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, Fall 1994&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1994-fall-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1994-fall.pdf|PDF]]&lt;br /&gt;
|Popeye, Indiana Jones, Star Trek, Addams Family, Demolition Man, Flintstones&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1995&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1995-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1995.pdf|PDF]]&lt;br /&gt;
|World Cup Soccer, Corvette&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1996&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1996-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1996.pdf|PDF]]&lt;br /&gt;
|Congo, No Fear, Indianapolis 500, Jackbot, Johnny Mnemonic, Road Show, The Shadow, Theatre of Magic&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1997&lt;br /&gt;
|[[file:Williams-service-bulletin-book-1997-cover.png|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1997.pdf|PDF]]&lt;br /&gt;
|Johnny Mnemonic, Junkyard, Safecracker, Scared Stiff, Tales of the Arabian Nights&lt;br /&gt;
|The last service bulletin included in this book was service bulletin 96.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1998&lt;br /&gt;
|[[file:Williams-1998-service-bulletin-book-cover.jpg|thumb|left|140px]]&lt;br /&gt;
|[[media:Williams-service-bulletin-book-1998-incomplete.pdf|PDF (incomplete)]]&lt;br /&gt;
|Scared Stiff, NBA Fastbreak, Cirqus Voltaire, Medieval Madness&lt;br /&gt;
|According to the [[media:Williams-service-bulletin-book-1998-index.jpg|table of contents]], this includes (pinball) service bulletins 98, 99, 101, 102, 104, and two others. The original color of the cover is currently unknown. The PDF scan only includes some of the Medieval madness service bulletin and the fastbreak link kit installation instructions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Williams&lt;br /&gt;
|Service Bulletin Book, 1999&lt;br /&gt;
|[[file:placeholder.jpg|thumb|left|140px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The original color of the cover is currently unknown. Dated September 10, 1999. Presumably includes at least (pinball) service bulletin 107.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Individual Game-Specific Service Bulletins:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Service Bulletin&lt;br /&gt;
!Date&lt;br /&gt;
!Game(s)&lt;br /&gt;
!Subject&lt;br /&gt;
!Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_93.pdf|93]]&lt;br /&gt;
|1996-12-20&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Solving mechanism problems&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1996_Scared_Stiff_Service_Bulletin_98.pdf|98]]&lt;br /&gt;
|1997-05-01&lt;br /&gt;
|Scared Stiff&lt;br /&gt;
|Repair Kit for Left Ramp Assembly&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_NBA_Fastbreak_Service_Bulletin_99.pdf|99]]&lt;br /&gt;
|1997-05-14&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|For a ball trap on the right ramp&lt;br /&gt;
|Ball trap fix&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_101.pdf|101]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Disappearing Jet Bumper assembly not releasing&lt;br /&gt;
|Applies to the first 200 sample games&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_102.pdf|102]]&lt;br /&gt;
|1997-12-09&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Upgrade Kit&lt;br /&gt;
|Installation instructions for Upgrade Kit #A-22270&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1997_Cirqus_Voltaire_Service_Bulletin_104.pdf|104]]&lt;br /&gt;
|1998-04-02&lt;br /&gt;
|Cirqus Voltaire&lt;br /&gt;
|Cirqus Voltaire Adjustment Sheet&lt;br /&gt;
|Adjustment Sheet Update&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1998&lt;br /&gt;
|Medieval Madness&lt;br /&gt;
|Wireform Adjustment&lt;br /&gt;
|Catapult wireform adjustment (description of problem is currently missing, but assumed to help address ball jam issues in catapult wireform)&lt;br /&gt;
|-&lt;br /&gt;
|?&lt;br /&gt;
|1997-05-12&lt;br /&gt;
|NBA Fastbreak&lt;br /&gt;
|Link Kit&lt;br /&gt;
|Installation instructions for the link kit&lt;br /&gt;
|-&lt;br /&gt;
|[[media:Bally_1998_The_Champion_Pub_Service_Bulletin_107.pdf|107]]&lt;br /&gt;
|1998-12-28&lt;br /&gt;
|Champion Pub&lt;br /&gt;
|Champion Pub arms breaking prematurely&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Documentation Errors===&lt;br /&gt;
* Schematic errors in Addams Family &amp;amp; Addams Family Gold Manuals for the [[#TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)|Extra Flipper Power Supply Board (A-15416)]].&lt;br /&gt;
* WPC Schematic Manual 16-9473 to 16-9473-2: Switch row 7 &amp;amp; 8 are reversed from what is printed. Row 7 should be pin 5 of U19, and row 8 should be pin 7 of U19.&lt;br /&gt;
* In Black Rose game manual, the coil/flasher listings at the front of the manual and in the section at the back of the manual that details connections are incorrect. See: [[#Coil_Locks_On_or_Flash_Lamp_Blows_at_Power_On|Coil Locks On or Flash Lamp Blows at Power On]]&lt;br /&gt;
*WPC-95 game manual J128 typo.&lt;br /&gt;
[[File:WPC95VoltageTypo.jpg|left|thumb|300px|Corrected WPC-95 (all games) manual]]&amp;lt;br&amp;gt;&lt;br /&gt;
It appears that all WPC-95 game manuals contain a typo for connector J128, pins 5/6 and 8/9. These two pairs of pins are shown to be connected to 16VAC from the transformer secondary. They are in fact connected to 50VAC from the transformer secondary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
* In the Indiana Jones Operations Manual (July 1993), Page 2-19 shows a diagram of the &#039;&#039;A-17073 Ball Eject Assembly - Special&#039;&#039;. It incorrectly lists item #2 &amp;quot;Mounting Bracket Assembly&amp;quot; as part number A-8268 and the diagram incorrectly pictures A-8268. The correct part number is A-8268-1, which is a similar part, but oriented differently.&lt;br /&gt;
&lt;br /&gt;
==Technical Info==&lt;br /&gt;
At the heart of the WPC MPU is the Motorola 68B09EP microprocessor, running at 2Mhz. Note that the &amp;quot;E&amp;quot; suffix indicates externally clocked and is necessary to work in a WPC MPU. The &amp;quot;P&amp;quot; suffix merely indicates a &amp;quot;plastic&amp;quot; chip case. 6809 processors lacking the &amp;quot;E&amp;quot; suffix will &#039;&#039;&#039;not&#039;&#039;&#039; work in a WPC MPU. &lt;br /&gt;
&lt;br /&gt;
The 68B09EP is a 2Mhz, 8-bit/16-bit CPU, with a 64KB address space. Bank switching is required to address more than 64KB. Bank switching is accomplished by the ASIC in WPC systems. The game ROM size varies from 128KB to 8MB, depending on the game. 8KB of battery backed RAM is available to the processor.&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://web.archive.org/web/20110122183733/http://www.oddchange.com/freewpc/manual/The-WPC-Hardware.html The FreeWPC Manual (Archive.org link)]&lt;br /&gt;
===Inside WPC Game Backboxes===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Typical WPC-089, WPC-DCS, and WPC-95 backbox configurations&amp;quot;&amp;gt;&lt;br /&gt;
File:Placeholder.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-FlipTronics (Funhouse)&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCFlipTronics1.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 pre-DCS with FlipTronics 1&amp;lt;/b&amp;gt; (Addams Family, note separate 50V power supply board)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc-dcs-backbox-demolition-man.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089 with DCS&amp;lt;/b&amp;gt; (Demolition Man)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-DCS-Backbox.jpg ‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S with DCS&amp;lt;/b&amp;gt; (Theatre of Magic)&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95BackboxAFM.jpg |&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt; (Attack From Mars, Color DMD Installed)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Parts List Lookup===&lt;br /&gt;
A really nice utility has been put together by Øyvind Møll, enabling lookup of WPC parts. The utility can be used to see which games used particular parts. The utility can be found [http://www.moll.no/pinball/parts/ here].&lt;br /&gt;
&lt;br /&gt;
===WPC System Generations===&lt;br /&gt;
====WPC CPU====&lt;br /&gt;
[[File:WPC-089_MPU.jpg|200px|thumb|right|WPC-089 CPU, this one from Twilight Zone, with battery holder removed.]]&lt;br /&gt;
The WPC CPU was the cornerstone of the new WPC pinball system, introduced by Williams in 1990.&lt;br /&gt;
&lt;br /&gt;
The board has the following features:&lt;br /&gt;
* Motorola 68B09E processor&lt;br /&gt;
* Switch matrix inputs&lt;br /&gt;
* 8k of CMOS battery-backed memory&lt;br /&gt;
* A single EPROM, sized from 128K (1 megabit, 27C128) to 1M (8 megabits, 27C080 / 27C801)&lt;br /&gt;
* Watchdog circuit and master reset&lt;br /&gt;
* Three digital I/O ports - general-purpose; display; auxiliary (labeled &amp;quot;display&amp;quot;)&lt;br /&gt;
* WPC ASIC - an 84-pin PLCC that has decoding, watchdog, and real-time clock circuitry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loose Chips&#039;&#039;&#039; - resets and strange behavior&lt;br /&gt;
&lt;br /&gt;
The natural heating and cooling cycle, and vibration,  in a pinball machines causes the socketed chips to slowly walk out of their sockets. This loosening can cause mysterious behavior and resets. Firmly pressing each socketed device - including the ASIC - and listening for a small click can solve many odd problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battery Corrosion&#039;&#039;&#039; - rows of switches failing&lt;br /&gt;
&lt;br /&gt;
When batteries reach old age, they always leak electrolyte. In WPC boards, this electrolyte drips onto the switch matrix circuits. There, it causes extensive corrosion. The corrosion will eat up traces under the green solder mask, creating a lumpy appearance. This corrosion is extremely destructive. It must be caught early, and gently washed with vinegar. Damaged components must be replaced, and damaged traces cleaned with a fiberglass brush and carefully tinned with a soldering iron. Battery corrosion can render a board unrepairable, or undesirable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The Switch Matrix &#039;&#039;&#039; - assorted switch problems&lt;br /&gt;
&lt;br /&gt;
The WPC system, like many pinball machines, uses a switch matrix to read the switches. The matrix is 8 rows by 8 columns, and can read 64 switches with just 16 wires. Under the playfield, the wires snake between the lights, creating strings of rows and strings of columns. The lights are isolated with diodes. &lt;br /&gt;
&lt;br /&gt;
The root cause of switch matrix problems on the WPC CPU is often a voltage short to the switch matrix. This can happen with residual charge from the solenoid or flasher supply, so the machine does not have to be on for damage to occur. One easy way to do this is to touch a coil lug while adjusting slingshot switches. The row detectors - the LM339s - are quite safe from everything but the 70V solenoid voltage, and will often survive that. The column drivers, however, are directly exposed to the wiring. So many shorts - from the GI; lamp matrix; flashers; or solenoid wiring can destroy the driver. A solenoid wiring short will often destroy the 74LS374 at location U14 ahead of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The symptom of a bad driver is a column short that does not go away when the playfield is disconnected. A bad driver may also be confused by neighboring columns, so switches may register twice.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TheCapacitorToNowhere.jpg|200px|thumb|left|This &amp;quot;missing&amp;quot; bypass capactor isn&#039;t missing at all.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC CPU is stuffed with a &amp;quot;bypass capactor&amp;quot; to the right of the ULN2803. Bypass capacitors filter high frequency noise from the 5VDC power at each integrated circuit (generally). This one...in some revisions of the PCB, isn&#039;t connected to anything on one side. It can safely be removed, or more likely, simply not be replaced when abating alkaline corrosion.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Early WPC-089 MPU Board as found in Bride of Pin*Bot =====&lt;br /&gt;
[[File:EarlyWPC-089MPU-PinBot.jpg ‎|200px|thumb|left|WPC-089 CPU, this one from Bride of Pin*Bot, with battery holder removed.]]&lt;br /&gt;
[[File:PinBotMPUBoardRev.jpg ‎|200px|thumb|right|Board Revision.]]&lt;br /&gt;
[[File:PinBotDateStamp.jpg ‎|200px|thumb|right|Board Date Stamp. August 7, 1990]]&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU board pictured here is from a Bride of Pin*Bot. &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; that J210 and C31 have been replaced.&lt;br /&gt;
&lt;br /&gt;
Some differences between this early board revision and later production revisions:&lt;br /&gt;
*Upper right corner parts are quite different&lt;br /&gt;
*Mounting holes vs key-holes&lt;br /&gt;
*Some sort of &amp;quot;hack&amp;quot; just to the left of the 68B09EP and game ROM.&lt;br /&gt;
*Different brand of bypass capacitors (B).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Signal Map (pinouts) =====&lt;br /&gt;
[[File:WPC89 CPU compnt-side ZAZ FEB2017-10.jpg|200px|thumb|left|Component Side.]][[File:WPC89 CPU solder-side ZAZ FEB2017.PNG|200px|thumb|right|Solder Side.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two diagrams (left and right) show the signal pinout for the entire WPC-089 MPU, both front and back side view. &#039;&#039;Images provided by Sascha Voskuil.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-089 Bare PCB Images =====&lt;br /&gt;
The following images are provided for reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px perrow=4 caption=&amp;quot;WPC-089 OEM MPU PCB Traces&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC-089-U1.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U2.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U3.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U4.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U5.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U6.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U7.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U8.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U9.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U11.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U12.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U13.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U13&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U14.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U14&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U15.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U15&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U16.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U16&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U17.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U17&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U18.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U18&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U19.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U19&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U20.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U20&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-089-U21.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;U21&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-S CPU====&lt;br /&gt;
[[File:WPC-SCPU.jpg|300px|thumb|left|WPC-S CPU]]&lt;br /&gt;
[[File:WPC-SMPU.jpg|400px|thumb|right|WPC-S CPU with daughter card installed. Battery holder replaced with coin cell battery.]]&lt;br /&gt;
The WPC-S CPU is the second generation of WPC CPU board. The designer switched to a remote battery holder, located on a daughter board that clips to posts on the lower half of the board. This approach mostly eliminated the PCB damage caused by battery leakage. The next version of the board, the WPC-95 CPU board, switched to a plastic battery holder that doesn&#039;t provide quite as much alkaline corrosion protection to the board.&lt;br /&gt;
The board also has different switch matrix connectors than WPC and WPC-95.&lt;br /&gt;
&lt;br /&gt;
The digital I/O connectors remain unchanged from the WPC CPU.&lt;br /&gt;
&lt;br /&gt;
The most significant difference was the introduction of the security PIC. This devices contains a serial number and a handshake mechanism. The serial number is displayed at startup, and allowed the manufacturer to identify the dealer who sold a machine into a particular region. This approach was necessary when substantial price differences were common across Europe, to prevent grey imports. &lt;br /&gt;
&lt;br /&gt;
To prevent simple removal of the PIC, the device also controlled the switch matrix, and would not operate without a correct machine code from the WPC CPU. Therefore, there is one PIC for each machine. An incorrect or defective chip will result in a &amp;quot;G13 error&amp;quot; or &amp;quot;U22 error&amp;quot; at startup.&lt;br /&gt;
&lt;br /&gt;
When buying a used WPC-S MPU, the battery holder is often missing. If connecting a battery pack, a Molex housing and 2 crimp contacts is needed. The part number for the 5 pin housing is 50-57-9405 (Digikey WM2903-ND). The crimp contacts are part number 16-02-1125 (WM2554-ND).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 CPU====&lt;br /&gt;
[[File:Wpc95-cpu-rev1-MrVT.jpg|300px|thumb|left|WPC-95 CPU Board, part number A-20119. Note that U27 is a 74LS08 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:Wpc95-cpu-rev3-MrVT-Cropped.jpg|300px|thumb|right|WPC-95 CPU Board, part number A-21377. Note that U27 is a 74LS02 in this revision. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU is the third generation of the WPC CPU design. It includes the security PIC added in the WPC-S system, and returns to an on-board battery holder. The new battery holder has a large plastic shell, designed to shield the PCB from any battery leakage. The pinout of the switch matrix connectors changed again from WPC-S.&lt;br /&gt;
&lt;br /&gt;
Note that these pictures show MPUs with the battery holders removed and with the dual .100 headers replaced with &amp;quot;box&amp;quot; headers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== WPC-95 CPU Factory Modification =====&lt;br /&gt;
[[File:WPC95FactoryMod.png|300px|thumb|left|WPC-95 CPU Board factory mod. Drawing by Sascha Voskuil.]]&amp;lt;br&amp;gt;&lt;br /&gt;
CPUs manufactured for Jack*Bot and Congo sample games before 12-15-95 have a factory modification that includes one cut, an additional diode, and an additional resistor. Williams [http://www.planetarypinball.com/mm5/Williams/tech/sb86.html Service Bulletin 86] details the reason for the mod, premature loss of backup battery voltage.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The WPC ASIC =====&lt;br /&gt;
[[File:WMS-ASICVersions.jpg|300px|thumb|left|An original ASIC (left) and a reproduction ASIC (right).]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC (application specific integrated circuit) lies at the heart of all WPC systems. The same ASIC was used across WPC, WPC-S, and WPC-95. &lt;br /&gt;
&lt;br /&gt;
The ASIC combines much of the digital logic required by prior WMS System 3-11 game systems into a single chip. This workhorse chip rarely fails. The correct tool must be used to remove the ASIC as both the chip and the chip carrier can be damaged by using the incorrect tools.&lt;br /&gt;
&lt;br /&gt;
The -01 version shown at left was reproduced by Mr. Pinball Australia in 1997.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Power/Driver Board Generations===&lt;br /&gt;
====WPC-89 Power/Driver Board====&lt;br /&gt;
The WPC power-driver board converts AC power from the transformer; drives the solenoids; drives the lamp matrix; drives the GI lamps; and detects flipper switch operation in non-FlipTronics machines.&lt;br /&gt;
&lt;br /&gt;
There are three known variants of the WPC-89 driver board: A-12697-1, A-12697-3, and A-12697-4. The A-12697-1 (aka &amp;quot;-1&amp;quot;) board is forward-compatible with all WPC-89 &amp;amp; WPC-S games. Because later board versions A-12697-3 (&amp;quot;-3&amp;quot;) and A-12697-4 (&amp;quot;-4&amp;quot;) boards had components removed due to the introduction of the fliptronics boards, they are not backwards compatible with non-fliptronics games (unless retrofitted with the missing components for older flipper operation).&lt;br /&gt;
&lt;br /&gt;
The power-driver board includes the following functions:&lt;br /&gt;
[[File:WPC089 power summary.png|240px|thumb|left|Summary schematic of WPC &#039;89 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC_Power_-Driver_Board.jpg|200px|thumb|right|WPC Power-Driver board with Flipper Relay, or the -1 version.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardWithoutFlipperRelay.jpg|200px|thumb|right|WPC Power-Driver board without Flipper Relay, or the -3 version.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AC rectification and smoothing for 70VDC solenoid voltage&lt;br /&gt;
*AC rectification and smoothing for 20VDC flasher voltage&lt;br /&gt;
*AC rectification and smoothing for 18VDC lamp matrix voltage&lt;br /&gt;
*AC rectification and smoothing for unregulated 12V supply&lt;br /&gt;
*AC rectification and smoothing for 5VDC flasher voltage&lt;br /&gt;
*Regulated 12V supply&lt;br /&gt;
*Regulated 5V supply&lt;br /&gt;
*6.3VAC supply for GI circuits&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;high power&amp;lt;/b&amp;gt; solenoids (drives 1 - 8, Q64 through Q82), with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;low power&amp;lt;/b&amp;gt; solenoids (drives 9 - 16, Q44 through Q58, with clamping diode connected to 50VDC&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;flashers&amp;lt;/b&amp;gt; (drives 17 - 20, Q36 through Q42), without a clamping diode at all&lt;br /&gt;
*Power control for &amp;lt;b&amp;gt;&amp;quot;special&amp;quot;&amp;lt;/b&amp;gt; solenoids (drives 21 - 28, Q20 through Q34), with clamping diode that must be connected to the power source driving the device. In practice, this is always the 50VDC power source.&lt;br /&gt;
*Power control for lamp matrix&lt;br /&gt;
*Power control for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Sense optos for pre-FlipTronics flippers (not on all boards)&lt;br /&gt;
*Power control for 5 6.3VAC GI channels using four-sector triacs&lt;br /&gt;
*Zero crossing sense for AC line in&lt;br /&gt;
*Logic interface to WPC CPU&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Retrofit a later driver board to become a -1 version board=====&lt;br /&gt;
[[File:Dash-1Conversion.jpg|300px|thumb|right|A -3 WPC Power/Driver board retrofitted with the minimum parts required to add -1 functionality. Note: R210 and R211 still need to be populated on this board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The newer generation -3 and -4 boards can be converted to -1 board configuration by populating the following components:&lt;br /&gt;
*D39 - 1N4004&lt;br /&gt;
*U7/U8 - 4N25 (or 4N35)&lt;br /&gt;
*R210/R211 - 3.3K/5W Resistor&lt;br /&gt;
*RLY1 - 6VDC 4PDT Relay&lt;br /&gt;
*J110 - 9-pin .156 header&lt;br /&gt;
*Q99 - 2N5401 transistor&lt;br /&gt;
*R208 - 270 ohm 1/4W resistor&lt;br /&gt;
*R209 - 4.7K ohm 1/4W resistor&lt;br /&gt;
&lt;br /&gt;
In the image at right, some components remain unpopulated. Those components are part of the line level voltage circuitry that drives LED2 and LED3. The line level voltage circuitry does not work very well and can not be relied upon. Hence, there is no reason to populate those components.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPowerDriver-1-3Differences.jpg|300px|thumb|left|A graphical indication of part differences between the -1 and -3 WPC Power/Driver board configurations. &amp;lt;i&amp;gt;Illustration provided with permission of Sascha Voskuil aka Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram at left depicts the differences between the -1 and -3 WPC Power/Driver board configurations.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC Power/Driver Board Layout Errors=====&lt;br /&gt;
======C9 Connection Error======&lt;br /&gt;
[[File:WPCPowerDriverBoardC9Correction.jpg|300px|thumb|left|WPC Power/Driver board with C9 connection corrected.]]&lt;br /&gt;
[[File:WPCPowerDriverBoardC9CorrectionSchematic.jpg|300px|thumb|right|Image of WPC Power/Driver board schematic, showing LM323K 5VDC regulator and C9.]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the time that this PCB was laid out and manufactured, a small tantalum capacitor, located at C9, was connected to the wrong side of the LM323K 5VDC regulator. While it should have been connected to Vin, it was in fact connected to Vout. The picture at left shows a method to correct the board so that it matches the schematics, also shown at left. In this picture, an additional &amp;quot;tab&amp;quot; was added to the top bolt of the regulator and soldered to ground, creating a redundant path to ground for the regulator.&lt;br /&gt;
&lt;br /&gt;
Note that while the schematics show this capacitor as .33µF, it is listed as 2.2µF in each game&#039;s parts listing, matching the capacitor that is actually installed.&lt;br /&gt;
&lt;br /&gt;
This change isn&#039;t generally considered necessary and not thought to be a significant contributor to game resets. The original purpose of the cap was to filter high frequency noise. According to the LM323K datasheet, a 1 to 2µF tantalum capacitor should be added to the input of the LM323K if the regulator is more than 4&amp;quot; away from the main filter capacitor. The regulator is just inside of 4&amp;quot; from the 15,000µF filter capacitor at C5. As it sits on Vout, it causes no harm, but does no good either.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======J122/J124, pin 1 Connected to Board Ground======&lt;br /&gt;
[[File:WPCPowerDriverBoardLayoutError.jpg|300px|thumb|left|Two power/driver boards showing the factory corrected trace routing (bottom) and a later version of the board with the correction incorporated into the PCB mask (top).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some revisions of the WPC power/driver board, were manufactured with J122 and J124, pin 1, connected to board ground. This would cause whatever is connected to those connector positions, to be turned on constantly. For the game Twilight Zone, this would result in the left mini-playfield magnet being powered constantly. The picture at left shows a factory modification to the power/driver board to rectify the problem.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 Power/Driver Board====&lt;br /&gt;
&lt;br /&gt;
The WPC-95 Power/Driver board performs all of the same functions as it&#039;s WPC predecessor, and also integrates flipper power circuits into the design, eliminating the need for the FlipTronics board present in WPC FlipTronics I &amp;amp; II games as well as WPC-S games. The bridge rectifiers are replaced by ganged 6A2 diodes and the filter capacitors were spec&#039;d down from 15,000µF to 10,000µF. While the WPC P/D board supported brightness control of 5 general illumination circuits, the WPC-95 P/D board can control brightness of only 3 general illumination circuits. The two remaining GI circuits are used for backbox illumination.&lt;br /&gt;
[[File:WPC095 power summary.png|300px|thumb|left|Summary schematic of WPC &#039;95 Power Driver board showing test LED&#039;s and test points.  A PDF of this image can be viewed [[Media:WPC095 power summary.pdf|here]]]]&lt;br /&gt;
[[File:WPC-95PowerDriverBoard.jpg|300px|thumb|right|WPC-95 Power/Driver board. This is the later model, with zero ohm jumpers installed in the GI circuit, lower left.]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Alphanumeric Display Driver Board===&lt;br /&gt;
The Alphanumeric display driver board was used in Funhouse, Harley Davidson, and The Machine: Bride of Pin*bot. The board still contains the high voltage handling ICs, UDN6118 and UDN7180. It also has its own high voltage generation circuit that is a carryover from earlier Williams high voltage display circuits.&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverFront.jpg ‎|300px|thumb|left|WPC Alphanumeric Display]]&lt;br /&gt;
[[Image:WPCAlphaNumericDisplayDriverRear.jpg ‎|300px|thumb|left|WMS A-12739-1 WPC Alphanumeric Display Driver PCB]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Dot Matrix Controller board===&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC DMD Controller.jpg|300px|thumb|left|WPC DMD Controller board]]&lt;br /&gt;
The WPC DMD display and DMD controllers are common features in Williams 1990&#039;s era pinball machines. The display is a high-voltage plasma system that has scanning electronics built in. The WPC dot matrix controller board, or WPC-95 AV (Audio/Video) board in later machines, provides the power for operation, and maintains the display dot images in its memory. The CPU loads these pages ahead of time, then instructs the display controller to &amp;quot;flip&amp;quot; the images onto the screen. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes U12 is stuffed on this board and sometimes it is not. There is no functional difference whether U12 is stuffed or not.&lt;br /&gt;
&lt;br /&gt;
Clive at the Coin-Op Cauldron has written an excellent article detailing some of the nitty gritty of the DMD controller. The article can be found [http://coinopcauldron.com/dotarticle.html here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Sound Boards===&lt;br /&gt;
====WPC pre-DCS Sound Board====&lt;br /&gt;
[[Image:WPC Sound Board.jpg|300px|thumb|left|WPC pre-DCS Sound Board, sound ROMs removed]]&lt;br /&gt;
Pre-DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#Pre-DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses a single LM1875 amp and can accommodate up to 3 sound ROMs. With a single &amp;quot;sound lane&amp;quot; and amp, stereo sound is not possible. The three speakers are connected in series, each of them attempting to accentuate different bands of the audio spectrum. A broken wire to any of the three speakers will result in no sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC DCS Sound Board====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC DCS Sound Board.jpg|300px|thumb|left|The WPC DCS Sound Board]]&lt;br /&gt;
DCS Sound Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#DCS_Sound_Board_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With Indiana Jones: The Pinball Adventure, Williams introduced the DCS sound system. Its DSP architecture was a significant improvement on earlier systems, and it allowed Williams to use recorded music from EPROM rather than synthesizer music. The board also introduced dual amplifiers and an electronic crossover. DCS allowed Williams to use compressed sound samples, significantly improving the sound quality of the games.  &lt;br /&gt;
&lt;br /&gt;
The board dropped the microprocessor controlled synthesizer chip and sound bite system of earlier WPC machines, and replaced them with the  still in production Analog Devices ADSP-2105 DSP. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The ADSP-2115 can also be used as a replacement for the 2105. It adds a second serial port which is not used in WMS pinballs. Williams also upgraded the chip amp. The new chip amp operates at a lower voltage, and forced a corresponding change in the transformer voltage (12VAC + 12VAC). Therefore, DCS machines have different transformer winding to previous WPC machines. The system has an electronic crossover, separating high frequencies to the backbox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
The card connects to the WPC CPU through the I/O port. It shares the port with the Fliptronics board and the display board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s on the Board?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The DCS sound board has the following subsystems:&lt;br /&gt;
 &lt;br /&gt;
* Rectifier and fused power supply for +/-16VDC amplifier power [check - WPC was 35V?]&lt;br /&gt;
* Dual-channel power amplifier with electronic crossover&lt;br /&gt;
* DSP-based sound synthesizer&lt;br /&gt;
* One EPROM for DSP code storage&lt;br /&gt;
* Other EPROMS for sound storage&lt;br /&gt;
* High-speed program memory for the DSP&lt;br /&gt;
* Mailbox interface for WPC-CPU&lt;br /&gt;
&lt;br /&gt;
On power-up, the board runs a diagnostic and sounds a bong. It does this without any help from the WPC CPU. If there is no bong, the board has a problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smoothing capacitors C20 and C21 are often at the end of their useful lives. The chip amp, like the Honey Badger, really doesn&#039;t care, and will accomodate capacitor variance. However, replacing them will make even the pre-DCS sound much richer.&lt;br /&gt;
&lt;br /&gt;
The coupling capacitors at C32 and C41 can fail.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 AV Board====&lt;br /&gt;
[[File:Wpc95AV.jpg|300px|thumb|right|WPC-95 AV Board]]&lt;br /&gt;
WPC-95 AV Board issues are discussed [https://www.pinwiki.com/wiki/index.php/Williams_WPC#WPC-95_A/V_Board_Sound_Issues &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 AV board integrated the sound and video system into a single board, siginifcantly reducing power and space.&lt;br /&gt;
&lt;br /&gt;
The board has the following major subsystems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASIC&#039;&#039;&#039;&lt;br /&gt;
The ASIC is a 120-pin quad flatpack device. It incorporates the following functions:&lt;br /&gt;
*Interface registers to CPU&lt;br /&gt;
*Memory control and display output logic for the diaplay subsystem&lt;br /&gt;
*Memory interface for the AD2105 DSP&lt;br /&gt;
&lt;br /&gt;
The ASIC has a tendency to fail in such a way that the sound disappears. New ASICs are available, but replacing them requires skill with surface mount devices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Audio DSP&#039;&#039;&#039;&lt;br /&gt;
The audio susbsystem uses the same part as the DCS sound board the Analog Devices DSP part ADSP-2105 and an AD1851 DAC. For its time, this was an extremely fast device (40MHz), and is capable of providing all of the sound processing needed in a WPC pinball machine. The AD1851N in DIP package was discontinued 2010 but the DSP is still available at Digikey and many other stores (ADSP-2105BPZ-80 ). &lt;br /&gt;
&lt;br /&gt;
Location: lower center of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serial Port&#039;&#039;&#039;&lt;br /&gt;
The serial port is rarely populated. Its uses include: machine debugging; machine linking ([[NBA Fastbreak]]); ticket printers&lt;br /&gt;
&lt;br /&gt;
Location: lower left of board&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardFront.jpg|300px|thumb|left|WPC-95 AV Board Trace Reference (front)]]&lt;br /&gt;
[[File:AVBoardBack.jpg|300px|thumb|right|WPC-95 AV Board Trace Reference (back)]]&lt;br /&gt;
&#039;&#039;&#039;Audio Amplifier&#039;&#039;&#039;&lt;br /&gt;
The audio amplifier is a dual-channel TDA 2030A operating at X volts. The system has an electronic crossover, separating high frequencies to the backboox and low frequencies to the cabinet.&lt;br /&gt;
&lt;br /&gt;
Location: lower right of board&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DMD Power&#039;&#039;&#039;&lt;br /&gt;
The DMD nominally requires 62, -100 and -112VDC to operate. The board uses a temperature-compensated design to supply these voltages.The -112VDC line is built as a 12V offset from the -100VDC line.&lt;br /&gt;
&lt;br /&gt;
Location: upper right of board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC FlipTronics I &amp;amp; II Boards===&lt;br /&gt;
Beginning with The Addams Family, Williams implemented the FlipTronics flipper power and switch sensing system. The Addams Family and The Addams Family Gold were the only two games which used the FlipTronics I board. Subsequent games until the WPC-95 board set debuted used the FlipTronics II board. The three FlipTronics II board revisions (A-15472, A-15072-1, and A-15472-1) are interchangeable. The WPC-95 board set integrated the flipper electronics into the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:WPC_Fliptronics_I_Board.JPG|300px|thumb|left|WPC Fliptronics I Board]]&lt;br /&gt;
[[File:WPC Fliptronics II.jpg|300px|thumb|right|WPC Fliptronics II Board]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the FlipTronics system, flipper circuit design had essentially been the same simple circuit.  This circuit consisted of power to two flipper coil windings (the &amp;quot;power stroke&amp;quot; and &amp;quot;hold&amp;quot; windings).  When the flipper cabinet switch was closed, the power winding and hold winding were both energized. As the flipper plunger was pulled in, the flipper EOS switch opened, interrupting power to the &amp;quot;power stroke&amp;quot; winding, leaving only the &amp;quot;hold winding&amp;quot; energized to hold the flipper in the up position. Flipper coil systems were designed this way so a flipper could be energized indefinitely (in theory).  A failed EOS switch could result in weak flipper performance (poor EOS switch conduction) or result in burned flipper coils (EOS switch that never opens).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FlipTronicsLayout.png|300px|thumb|left|FlipTronics II Component Identification. &amp;lt;i&amp;gt;Image courtesy of PinSider j_m_&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FlipTronics system ended reliance on properly operating EOS switches. While FlipTronics systems still have EOS switches, they generally are not used to control power to the coil windings. The EOS switch provides feedback to the MPU that the flipper has completed a stroke. A failed EOS switch will not cause damage to either the coil or to the switch circuitry. If the MPU doesn&#039;t receive feedback that the flipper has completed a full stroke within a specific time (milliseconds), the &amp;quot;power stroke&amp;quot; winding power will still be interrupted.&lt;br /&gt;
&lt;br /&gt;
There is a special case where a properly operating EOS switch comes into play. The EOS switch on FlipTronics games helps to keep the flipper bat in the up position when a fast moving pinball strikes the flipper. When the ball strikes the flipper, moving it toward the &amp;quot;at rest&amp;quot; position, a properly operating EOS switch will open. The FlipTronics board will then provide a path to ground for the &amp;quot;power stroke&amp;quot; winding until the flipper completes the upward stroke, closing the EOS switch again. Games with broken or malfunctioning EOS switch(es) may allow the flipper bat to drop all the way to the &amp;quot;at rest&amp;quot; position when struck by a rapidly moving ball, with possible loss of ball, and a great deal of &amp;quot;what the @#$% just happened&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FlipTronics game flipper operation:&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Flipper power is always present at the flipper coil lugs. For the flipper to actuate, that coil power needs to find a path to ground.&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes closure of a flipper cabinet switch.&lt;br /&gt;
#The FlipTronics board communicates closure of the flipper cabinet switch to the MPU.&lt;br /&gt;
#The MPU commands the FlipTronics board to provide ground for the &amp;quot;power stroke&amp;quot; winding of the flipper coil (via a circuit passing through a 2N5401, TIP-102, and TIP-36C).  This process is similar to how high powered coils are controlled by the power driver board.&lt;br /&gt;
#A few milli-seconds later (thousandths of a second), the MPU commands the FlipTronics board to interrupt the ground path for the power stroke winding and to provide ground for the hold winding portion of the coil (via a circuit passing through a 2N5401 and a TIP-102).&lt;br /&gt;
#The FlipTronics board switch sensing circuitry recognizes close of the flipper EOS switch, and communicates that switch closure to the MPU. Again, this switch closure isn&#039;t used to control power to the flipper coil windings. It&#039;s merely information.&lt;br /&gt;
#When the player releases the cabinet flipper switch, the FlipTronics board again senses that open switch, communicates the change in state to the MPU which then commands the FlipTronics board to interrupt ground to the hold winding also, and the flipper returns to it&#039;s at rest position.&lt;br /&gt;
&lt;br /&gt;
WPC-95 games use the exact same methods. However, the WPC-95 board set integrates the capabilities of the FlipTronics board into the power driver board.&lt;br /&gt;
&lt;br /&gt;
The FlipTronics II board also rectifies AC voltage sourced from the game transformer, and relayed to it from the Power/Driver board to create the 70VDC flipper power (the FlipTronics I board relies an an &amp;quot;extra flipper power supply&amp;quot; to rectify the flipper voltage). A FlipTronics board can sense 8 switches, and control up to four flipper power and hold windings. In some games, spare flipper cabinet switches, EOS switches, and coil drive circuits are used for other game features.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes C2 is installed on this board and sometimes it is not. The board pictured does not have C2 installed. Since C2 is a 100µF/100V capacitor, it can&#039;t be doing too much AC smoothing of the full wave rectified flipper power. Some RGP discussions indicate that C2 may have been designed in originally to reduce EMI (electro-magnetic interference) from the board. Installing C2 will have a negligible affect on flipper power. Some report that installing C2 fixes a &amp;quot;jittery gate&amp;quot; symptom on BSD&#039;s &amp;quot;mist&amp;quot; assembly.&lt;br /&gt;
&lt;br /&gt;
More information about bench testing FlipTronics board is available [[Leon_Borre_WPC_Fliptronics_board_repair | here]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Fliptronics II in The Addams Family======&lt;br /&gt;
&lt;br /&gt;
The Addams Family was designed to use the Fliptronics 1 board system.  This consists of a Fliptronics 1 board and a separate external power supply.  This external power supply is connected to the upper flippers and the three magnets under the playfield.   The lower flippers are connected to the 50V DC power supply in the Power Driver Board.&lt;br /&gt;
&lt;br /&gt;
While the Williams Fliptronics II board could physically be installed in The Addams Family and is plug compatible, it is not advisable to do so.  The power supply in the Fliptronics II board will not be connected (without running extra wiring).  And the Fliptronics II board does not have the 4-wire ground connector (J801 on the Fliptronics I board).  The only ground connection is via 2 wires on J904 (J804 on the Fliptronics I board) and that is intended as the digital ground for +5 and +12.  &lt;br /&gt;
&lt;br /&gt;
The only way to properly use the Williams Fliptronics II board in The Addams Family is to run new wiring from the +50V AC Power Driver Board supply to J901 and connect the power supply for the flippers to J907.  Or run proper ground wires between the Williams Fliptronics II board to the flipper power supply board.&lt;br /&gt;
&lt;br /&gt;
Most aftermarket Fliptronics board have the ground connector at J801 and can be used in The Addams Family without modifications.  However, those aftermarket boards will act like Fliptronics 1 boards and will require the flipper power supply to remain in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous WPC Boards===&lt;br /&gt;
&lt;br /&gt;
====WPC 7 Opto Board (A-14977, A-15576, A-15595)====&lt;br /&gt;
&lt;br /&gt;
The 7 Opto Board is used in the following games:&lt;br /&gt;
*Attack from Mars&lt;br /&gt;
*Cirqus Voltaire&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Flintstones&lt;br /&gt;
*Jackbot&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*NBA Fastbreak&lt;br /&gt;
*Road Show&lt;br /&gt;
*The Addams Family&lt;br /&gt;
*The Addams Family Gold&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*Tales of the Arabian Nights&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*White Water&lt;br /&gt;
[[File:7OptoBoard.jpg|300px|thumb|left|Example WPC 7 Opto Board, as found in AFM and many other WPC games.]] &lt;br /&gt;
[[File:A-155767-OptoBoard.jpg|300px|thumb|right|7 Opto Board Schematics.]] &lt;br /&gt;
The connector on the lower left (as pictured) provides the power for seven IR emitters. The emitters are powered from the 12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as this one is. &lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the signals for the photo-transistors. The photo-transistor collector connects to 12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V buy a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
The two left side connectors can be used for optical trough switches. The connector on the right hand side provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 7 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
====WPC 10 Opto Board (A-15430, A-18159, A-20246) ====&lt;br /&gt;
[[File:WMS 10 Opto.jpg|300px|thumb|left|Example WPC 10 Opto Board.]]&lt;br /&gt;
[[File:A15430-10OptoBoard.jpg|300px|thumb|right|Example WPC 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 10 opto board was used in Bram Stoker&#039;s Dracula, Dr. Who, Indiana Jones, Pinball Circus, Popeye, Cactus Canyon, Corvette, Monster Bash, Medieval Madness, Revenge From Mars, SafeCracker, SWE1, Shadow, Congo, Indianapolis 500, and World Cup Soccer.&lt;br /&gt;
&lt;br /&gt;
The connector on the upper left carries the power for seven of the IR emitters. The emitters are powered from the +12V supply through a 260 ohm resistor (the large blue resistors adjacent to the connector). Williams runs the opto emitters at about 40mA, which results in the resistors becoming hot. The opto boards are often darkened by the heat, as can be viewed in the adjacent picture. &lt;br /&gt;
&lt;br /&gt;
The connector on the lower left carries the signals for the photo-transistors. The photo-transistor collector connects to +12V, and its emitter connects to ground through two 2KOhm resistors connected in series. When the transistor is illuminated by the emitter, it passes more current through the resistors, raising the input voltage on the LM339. The other pin on the LM339 is set to about 2.8V by a 100K/22K voltage divider. Therefore, when the voltage at the junction of the two 2K resistors and the LM339 input is above 2.8V, the switch will read as closed. This happens at 1.4mA.&lt;br /&gt;
&lt;br /&gt;
These two connectors can be used for optical switch troughs. The three connectors on the right hand side each carry signals for one transmitter/receiver pair. These connections are often used for ramp entrances, and sometimes the pair is mounted on a single bracket.&lt;br /&gt;
&lt;br /&gt;
The connector on the bottom provides the the row/column switch matrix interface to the MPU.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====WPC 10 Opto Board Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[File:10OptoBoardCorrosion.jpg|300px|thumb|right|The leaky capacitor removed and shown in this picture, spewed enough electrolyte to completely eat through the power trace, causing the board fail.]]‎&lt;br /&gt;
The resistor discoloration is cosmetic, and rarely causes problems. The biggest problem for these boards is switch matrix shorts. If any of the power lines hits the switch matrix, it can easily destroy the LM339 and possibly its output diode. This issue will manifest as a ground short on one or more rows. It can be tested by removing the switch matrix connector. If the problem goes away, the associated LM339 and possibly its diode need to be replaced. &lt;br /&gt;
&lt;br /&gt;
If the short was from the 70V supply, multiple LM339s may be damaged.&lt;br /&gt;
&lt;br /&gt;
Other symptoms of failed LM339&#039;s can include:&lt;br /&gt;
* Intermittent ground shorts on one or more switch matrix rows. Sometimes this can be mistaken for a connector issue since the ground short warning message and row(s) of closed switches in the edge switch test may appear and disappear at random.&lt;br /&gt;
* Sometimes the switch edge test can show one or multiple opto switches flickering open and closed. This can sometimes be mistaken for a connector or individual opto issue, as it can come and go at random.&lt;br /&gt;
* In switch edge test, one opto switch can activate an entire row of opto switches, but might not actually show the ground short warning.&lt;br /&gt;
&lt;br /&gt;
Replacing LM339s on these boards needs to be done carefully, as it is easy to lift traces and pull the through-hole plating. Always socket replaced ICs.&lt;br /&gt;
&lt;br /&gt;
Another common issue is the 100uf/35V electrolytic capacitor at C1 will leak corrosive liquid that eats through the traces under it. This interrupts the power supply.&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Custom 10-Opto Board (A-16807)====&lt;br /&gt;
[[File:TZ10OptoBoard.jpg|300px|thumb|left|Twilight Zone specific 10 Opto Board.]]&lt;br /&gt;
[[File:10OptoBoardTZ.jpg|300px|thumb|right|Twilight Zone specific 10 Opto Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This 10-Opto board appeared only in Twilight Zone. As can be seen, it differs in pinout (at the very least) from the more ubiquitous 10-Opto board above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#WPC_10_Opto_Board_.28A-15430.2C_A-18159.2C_A-20246.29 WPC 10 Opto Board (A-15430, A-18159, A-20246)]&amp;quot;, above.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC 16 Opto Board (A-16998, A-17223)====&lt;br /&gt;
[[File:16OptoBoard.jpg|300px|thumb|left|WPC 16 opto boards, both versions]]&lt;br /&gt;
[[File:16OptoBoardSchematics.jpg|300px|thumb|right|WPC 16 opto board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in at least Star Trek: The Next Generation, Junkyard, and Champions Pub. Note the two different &amp;quot;versions&amp;quot;. The bracket on one side is believed to be part number 5768-13739-00 while the bracket on the other side is believed to be part number 5768-13739-01. The boards are identical in layout and components. The only difference is bracket mounting, some silk screening, and one version has holes in the PCB which are not used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Twilight Zone Clock Boards (A-16219, A-16220)====&lt;br /&gt;
[[File:TZClockBoardMinute.jpg |300px|thumb|left|A-16220 Twilight Zone specific Clock Mechanism &amp;quot;Minute Hand&amp;quot; Side of paired Boards.]]&lt;br /&gt;
[[File:TZClockBoardHour.jpg ‎|300px|thumb|right|A-16219 Twilight Zone specific Clock Mechanism &amp;quot;Hour Hand&amp;quot; Side of paired Boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Twilight Zone playfield clock toy employs an ingenious method of driving and detecting the minute and hour hand positions. Two boards are sandwiched together, one with four optos to detect the minute hand and one with four optos to detect the motor rotation position and therefore the hour hand.&lt;br /&gt;
&lt;br /&gt;
This board has been problematic over the years as the original incandescent lamps burned very hot, increasing the temperature inside the clock casing enough to damage the circuit board components. Numerous aftermarket clock boards have been offered with varying degrees of success.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZClockBoardLampSchematic.jpg ‎|300px|thumb|left|Twilight Zone Clock Lamp Schematic Snippet]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the schematic contained in the manual for the clock board lamps shows four diodes (D1-D4). During production, those diodes were swapped with &amp;quot;zero ohm jumpers&amp;quot;. The reason for this change was that Williams originally intended the four lamps to be part of the lamp matrix and therefore individually controllable and also therefore requiring an associated lamp matrix isolation diode. When Williams decided to drive these four lamps via general illumination power, those diodes were replaced with &amp;quot;zero ohm jumpers&amp;quot; since diodes would have reduced lamp intensity and the lamps no longer required isolation in a lamp matrix.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====8 High Power PCB Assembly (A-16116)====&lt;br /&gt;
[[Image:A16116-8-HighPowerPCBAssembly.jpg|300px|thumb|left|A 8 High Power PCB Driver Board as used in &#039;&#039;Twilight Zone&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The 8 High Power PCB was used only on Twilight Zone. It has the capacity to drive 8 high power coils if fully populated. Instead, it drives 5 high power coils as populated for Twilight Zone. This simple board is merely an extension of the power/driver board solenoid drive circuitry designed to accommodate the extra coils incorporated into the Twilight Zone design. It replicates the power/driver board circuitry of the TIP-36c transistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary 8-Driver Board (A-16100)====&lt;br /&gt;
[[Image:8 driver board.JPG|300px|thumb|left|An example 8-Driver board]]&lt;br /&gt;
[[Image:A-16100-8DriverBoard.jpg|300px|thumb|right|A-16100 Schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
The auxiliary 8-driver board sits in the top right of the backbox in a handful of WPC machines. The board is designed to run flashers, low-power solenoids, and perhaps motors. &lt;br /&gt;
&lt;br /&gt;
The connector labeling is tricky as the 8-Driver board is controlled by a ribbon cable that is connected to the &amp;quot;Display&amp;quot; connector on the WPC CPU board (J204). The &amp;quot;Display&amp;quot; label is a historical artifact and refers to the alphanumeric display used in Funhouse.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The board has 8 outputs, driven by TIP-102 transistors with a 2N4403 pre-driver, similar to the WPC power/driver board (which uses a 2N5401 as a pre-driver). The board is used in the following games:&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Indiana Jones&lt;br /&gt;
*Road Show&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Twilight Zone&lt;br /&gt;
&lt;br /&gt;
The board circuitry can be jumpered to add one or two more columns to the switch matrix. This makes the board more flexible but also may require different jumpers to use the board in different games (i.e. the boards are not completely interchangeable between games &amp;quot;as is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Demolition Man and Roadshow should be...&lt;br /&gt;
*PW1, PW3, PW5&lt;br /&gt;
&lt;br /&gt;
Jumpers to be installed for Twilight Zone, Star Trek: The Next Generation, and Indiana Jones should be...&lt;br /&gt;
*SW2, SW4, SW6&lt;br /&gt;
&lt;br /&gt;
Indiana Jones, Star Trek: The Next Generation and Twilight Zone use Q12 via the J5-1 connection to add this column. Although Twilight Zone adds the column, the column isn&#039;t displayed during switch test (T.1). The column is used to read the 8 optos in the clock mechanism.&lt;br /&gt;
&lt;br /&gt;
The board can be jumpered to respond to memory mapped I/O at addresses 3FEB, 3FED, 3FED, 3FEE, and 3FEF via jumpers W1 through W5. In practice, this feature is never utilized as jumper W4 (3FEB) is always in and jumpers W1, W2, W3, and W5 are always out.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary 8-Driver Board Problems=====&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is a pretty simple board. Generally, the problem is going to be a blown transistor, or rarely, a failed 74ALS576 latch. &lt;br /&gt;
&lt;br /&gt;
A problem which may occur are locked-on coils or flashers. This can be caused by the ribbon cable not being firmly seated. This can happen during the game or in attract mode and is caused by floating data line signals to the 8 Driver Board. A remedy has been found to solve this problem. This involves soldering a 10K resistor from the CLK to 5V and a resistor array 8x10K to pull down all data lines to GND. More information about this modification can be found under the [[Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail|&amp;quot;Diode Tie Back Missing Causes 8-Driver Board Transistor to Fail&amp;quot; section on the Star Trek: The Next Generation page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:STTNGDiodeTieBackAtCoilPower.jpg|300px|thumb|left|Diode tie-back at the single drop target assembly. Note the small purple/green wire soldered to the target reset coil&#039;s power side (two larger gauge purple/green wires).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing to watch for is a &amp;quot;diode tieback&amp;quot; connection to the board for games like Star Trek: The Next Generation. Without this &amp;quot;diode tieback&amp;quot;, transistors on the 8-Driver board WILL be damaged. The diode tie-back wire is purple/green and connects from the coil power side of one of the drop target assembly coil lugs to J4 pin 1 on the 8-Driver board. If the solder connection at the coil lug is solid, suspect the wire connection at the IDC connector. Repinning this connection with good a quality crimp-on TriFurcon pin is advised.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sound Overlay Board (A-13502)====&lt;br /&gt;
This board acted as a power supply for a small subset of Funhouse and Dr. Dude games during the transition from System 11 to WPC in cases where the WPC boardset still included the [[Williams_System_9_-_11#Sound_Boards|System 11 D-11581 sound board]].&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|Sound Overlay Board (A-13502)]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack from Mars &amp;quot;Strobe&amp;quot; Board (A-20669)====&lt;br /&gt;
[[Image:AFMStrobeBoard.jpg|300px|thumb|left|A-20669 Attack From Mars Strobe Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The strobe board at left is unique to Attack from Mars. Williams used underrated 100µF/100V non-polarized caps on the board that often fail with the telltale &amp;quot;bulge&amp;quot; at one end. The &amp;quot;transformer&amp;quot; on the board (blue rectangular box, lower/right in the picture) has very fine legs which can break due to vibration at the back of the playfield.&lt;br /&gt;
&lt;br /&gt;
Excellent repair information for this board can be found [http://www.iobium.com/fixing_the_afm_strobe_board.htm here] and a possible replacement for the overloaded non-polarized capacitors [http://kcpins.com/archives/63 here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; An annotated .pdf of the schematics can be found [https://www.pinwiki.com/wiki/images/8/8f/STROBE.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Trough Opto Boards====&lt;br /&gt;
When WIlliams moved to the gravity trough, they also switched to optical switches to detect the ball. The trough is covered by a Williams patent.&lt;br /&gt;
&lt;br /&gt;
There are two generations.&lt;br /&gt;
&lt;br /&gt;
[[File:WMS A-17982 WPC Trough Transmitter.JPG|thumb|300px|left|WMS A-17982 Trough Transmitter Board - First Generation]]&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:WMS A-17981 WPC Trough Receiver.JPG|thumb|300px|left|WMS A-17981 Trough Receiver Board - First Generation]]&amp;lt;br&amp;gt; &lt;br /&gt;
The first generation (Judge Dredd - Indiana Jones ???) used a receiver board with all of the switch logic on the board. The vibration in the trough makes extra components subject to failure. The second generation (xxx -) uses a regular opto board, and the trough receiver just has phototransistors.&lt;br /&gt;
&lt;br /&gt;
As with all Williams opto circuits, the transmitters are driven to the very limit, and the series resistors overheat. This overheating destroys the solder joints.&lt;br /&gt;
&lt;br /&gt;
Also, the continued vibration makes the resistor legs crack, and weakens the pins in the IDC connectors.&lt;br /&gt;
&lt;br /&gt;
Later versions used rubber grommets to isolate the boards from the trough.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Trough Problems=====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
======Broken Parts Leads======&lt;br /&gt;
&lt;br /&gt;
[[File:WMS WPC Trough Transmitter Reworked.JPG|thumb|left|300px|Typical Trough Opto Transmitter Boards after resistors have been replaced or soldered multiple times]]&lt;br /&gt;
&lt;br /&gt;
The resistors on the emitter board are subject to cracked legs. Wiggle them to see if they are good. replace the resistor if there are any signs of trouble. On earlier receiver boards, inspect all components.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Trough Divots======&lt;br /&gt;
[[File:WMS_WPC_Gravity_Trough_Dimpled.JPG|thumb|300px|left|Typical Trough Divots Caused by Balls]]&lt;br /&gt;
Balls make great hammers and, over time, they will beat divots into the trough floor. Then, they will then rest in the divots and cause all kinds of ball count problems. The problem is exacerbated with slightly magnetized balls. &lt;br /&gt;
&lt;br /&gt;
The fix is to file them out, and then sand the metal smooth. A dremel tool with grinding stone works great for this. &lt;br /&gt;
&lt;br /&gt;
Installing a shim that slides over the divots is also a fix for this issue. There use to be both [https://www.pinballlife.com/williamsbally-trough-shimprotector.html metal versions (now PETG)] and [https://www.marcospecialties.com/pinball-parts/03-16809 PETG plastic versions] on the market. Only the PETG plastic versions are available now, as far as we know.  The shim eliminates the ability of balls to rest in the divots as well as breaking any magnetic connection, especially with the PETG plastic version.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WH2O Chaser Lamp Board (A-15761)====&lt;br /&gt;
[[File:A-15761ChaseLampBoard.jpg|300px|thumb|left|A-15761 Chase Light Board]]&lt;br /&gt;
[[File:A-15761Schematic.jpg|300px|thumb|right|A-15761 Chase Light Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps on Whitewater. It is a simple lamp sequencing board that causes the lamps to &amp;quot;chase&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The board rectifies 16VAC via BR1 and BR2 to create approximately 12VDC to power the chase lamps. The board also receives 12VDC from the power/driver board and regulates it down to 5VDC via an LM7805. This 5VDC is used for the logic level ICs on the board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CFTBL Chase Light II Board (A-15541)====&lt;br /&gt;
[[File:5768-13221-02.jpg|300px|thumb|left|A-15541 Chase Light II Board]]&lt;br /&gt;
[[File:A-15541Schematic.jpg|300px|thumb|right|A-15541 Chase Light II Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used for the chaser lamps located around the ramps and whirlpool bowl in Creature From the Black Lagoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eight BT138 triacs, which are pre-driven by 2N4403 transistors, control eight discrete lamp strings. In addition to the lamps chasing, the lamp strings can be dimmed for effect.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====High Current Driver Board (C-13963)====&lt;br /&gt;
[[File:C-13963HighCurrentDriverBoard.jpg|300px|thumb|left|C-13963 High Current Driver board as used in NBAFB and Funhouse.]]&lt;br /&gt;
[[File:HighCurrentDriverBoard.jpg|300px|thumb|right|C-13963 High Current Driver board Schematic]]&lt;br /&gt;
This board drives the jaw motor for the playfield heckler Rudy in the game Funhouse.&lt;br /&gt;
&lt;br /&gt;
The circuitry is identical to the &amp;quot;Corvette/Road Show Dual H-Drive Motor Control Board&amp;quot; in the next section except that this board controls a single motor only.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette/Road Show Dual H-Drive Motor Control Board (A-19159/A-19242-1)====&lt;br /&gt;
[[File:WMSMotorDriveBoard.jpg|300px|thumb|left|Dual H-Drive Motor Control Board as found in RoadShow (A-19159/A-19242-1)]]&lt;br /&gt;
[[File:A-19159DualHDriveMotorControllerSchematic.jpg|300px|thumb|right|Dual H-Drive Motor Control Board Schematic]]&lt;br /&gt;
The &amp;quot;Dual H-Driver Motor Control Board&amp;quot; is used on Corvette and on Road Show. For Corvette, it drives the two small motors that animate the two car race track on the right side of the playfield. For Road Show, it controls both Red and Ted&#039;s mouth motors.&lt;br /&gt;
&lt;br /&gt;
While the board has two different part number designations, they are, in fact, identical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Parts enclosed by &amp;quot;Block A&amp;quot; and &amp;quot;Block B&amp;quot; in the schematics are not stuffed.&lt;br /&gt;
Parts near &amp;quot;Block C&amp;quot; and &amp;quot;Block D&amp;quot; in the schematics are stuffed with 5.6ohm resistors when used in RoadShow. Those resistors are not stuffed when used in Corvette. Instead, JP1 and JP2 are stuffed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Operation&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The board is powered by either 12VDC (J118/2, Roadshow) or 20VDC (J107/6, Corvette) from the power/driver board.&amp;lt;br&amp;gt;&lt;br /&gt;
Each &amp;quot;channel&amp;quot; receives a direction and an enable signal. The signal is either grounded or floating.&amp;lt;br&amp;gt;&lt;br /&gt;
Four transistors on the power/driver board provide these signals (three transistors for Corvette as both motors always run in the same direction in game operation, either forward or reverse).&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;enable&amp;quot; pin for a channel enables power to the associated motor.&amp;lt;br&amp;gt;&lt;br /&gt;
Grounding the &amp;quot;direction&amp;quot; pin (or leaving it floating) for a channel causes the motor to turn either clockwise or counterclockwise.&amp;lt;br&amp;gt;&lt;br /&gt;
Each channel can be controlled independently. Hence the name, Dual H-Drive.&lt;br /&gt;
&lt;br /&gt;
=====Dual H-Drive Motor Control Board Problems=====&lt;br /&gt;
[[File:CorvetteDualHDrive.jpg ‎|300px|thumb|left|Dual H-Drive Motor Control Board as found in Corvette (A-19159/A-19242-1). Note the absence of 5.6ohm sand resistors]]&lt;br /&gt;
&amp;lt;b&amp;gt;What Goes Wrong?&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most failures are caused by the two 100uf/35V electrolytic capacitors on the board. They sometimes leak and destroy the power traces beneath them. After that, the TIP102/TIP-107 transistors can fail. These are easily tested using the &amp;quot;diode test&amp;quot;. The LM339 is relatively beefy and rarely fails but of course, this is possible.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing repair and test of a Dual H-Driver motor control board can be found [https://youtu.be/d7ODSyDlLrQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bi-Directional Motor Board (A-15680)====&lt;br /&gt;
[[Image:A-15680BiDirectionalMotorBoardSchematic.jpg|300px|thumb|left|A-15680 Bi-directional Motor Board]]&lt;br /&gt;
[[Image:TraceCloseup-A15680.jpg|300px|thumb|right|Close up view of traces under A-15680 filter capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This board is used in Cirqus Voltaire, Dr Who, Party Zone and White Water.&lt;br /&gt;
&lt;br /&gt;
One problematic aspect of the board&#039;s design is that the 100µF electrolytic cap is mounted over the trace that carries 12VDC power to the drive transistors. If the electrolytic cap fails and leaks it&#039;s corrosive contents, it will eat through the trace and the board won&#039;t work correctly. If this happens in WH2O, Big Foot will not turn his head during game test at boot up. The board pictured at left exhibited this problem and was repaired. &lt;br /&gt;
&lt;br /&gt;
Note that this cap, C2, was sometimes not stuffed at the factory. It&#039;s purpose is to filter noise from the 12VDC power, but the power is clean enough that this cap isn&#039;t really necessary. Note also that the schematics for the board are in error, designating this 100µF/25V cap as C1 instead of C2 as is silkscreened onto the board.&lt;br /&gt;
&lt;br /&gt;
Another seemingly prevalent issue with this board is failure of the diodes. If either D8 or D9 fail, the associated motor will turn ONLY counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
The board is controlled by two transistors on the driver board. One transistor &amp;quot;enables&amp;quot; movement of the associated motor. The other determines whether the motor moves clockwise or counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:A-15680Schematic.jpg|300px|thumb|left|Schematic for A-15680 Bi-Directional Motor Drive Board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Double Flipper Opto Switch Board (A-15894) (Type I)====&lt;br /&gt;
[[File:Placeholder.jpg|300px|thumb|left|A-15894 Flipper Opto Board Mounted on the Cabinet Wall]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in early WPC games which used the Fliptronics II board starting with Doctor Who (please confirm first game).&lt;br /&gt;
&lt;br /&gt;
Please note when testing these boards, the right flipper board has to be plugged in for the left board to function.  This is due to the +12v and ground connections being daisy-chained through the right board PCB to the left board.  The manuals will typically claim the opposite.  And in some cases, the +12v is daisy-chained via the right opto board, while the ground is daisy-chained via the left opto board.&lt;br /&gt;
&lt;br /&gt;
It is always best to check the wiring in the game.  If two gray or orange wires are connected on one side of the cabinet, the +12v and / or ground are daisy-chained to the the opposite side.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Flipper Opto Board Assembly (A-17316) (Type II)====&lt;br /&gt;
[[File:A-17316.jpg|300px|thumb|left|A-17316 Flipper Opto Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in later WPC games which used the Fliptronics II board starting with Indiana Jones (verify) and was used until Pinball 2000.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HSII &amp;amp; CFTBL Triac board (A-13088-2)====&lt;br /&gt;
[[Image:WMS_A-13088-2_Triac_Board.JPG|300px|thumb|left|A-13088-2 Triac Board]]&lt;br /&gt;
[[Image:TriacDriverBoard_Schematic.jpg|300px|thumb|right|A-13088-2 Triac Board Schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in High Speed 2: The Getaway (for the beacon motor), CFTBL (for the hologram motor), and Hot Shot (basketball redemption game). This triac board was also used in the System 11B game, Whirlwind, under board number C-13088.  It was used to control the topper fan.&lt;br /&gt;
&lt;br /&gt;
Since the board is single sided, fractured solder joints are frequently a problem with this board, especially at C1 for some reason. The other failure point on this board is the MOC 3031 otpo-isolator.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 24 Inch Opto Board (A-15646) ====&lt;br /&gt;
[[Image:24InchOptoBoard.jpg|300px|thumb|left|WPC 24 Inch Opto Board as used on BSD and Shadow]]&lt;br /&gt;
[[Image:24InchOptoBoardSchematics.jpg|300px|thumb|right|WPC 24 Inch Opto Board as used on BSD and Shadow, schematics]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This board is sometimes referred to as the &amp;quot;24 Switch Opto PC Board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This board is used on Bram Stoker&#039;s Dracula to sense the &amp;quot;Mist Ball&amp;quot; and on Shadow to sense when the ball is at the bottom of the mini playfield. The board is also used in Star Wars: Episode 1, NBA Fastbreak, Judge Dredd, and Hot Shot (basketball redemption game). The usual problem with this board is that the large inductor (marked &amp;quot;106C&amp;quot; in the picture) vibrates off the board. The circuitry on this board is similar to a television remote control circuit. It senses a particular signal frequency.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eddy Sensor PCB Assembly (A-18543) ====&lt;br /&gt;
[[Image:A-18543EddyCurrentSensor.jpg ‎|300px|thumb|left|WPC Eddy Current Sensor Board]]&lt;br /&gt;
[[Image:WMS-A-18543-EddyCurrentSensor.jpg  ‎|300px|thumb|right|WPC Eddy Current Sensor Board Schematic]]&amp;lt;br&amp;gt;&lt;br /&gt;
This small board is used on Theatre of Magic, Scared Stiff, Road Show and Star Trek: the Next Generation.&lt;br /&gt;
&lt;br /&gt;
This board is connected directly to the WPC switch matrix. Two switch matrix wires, 12VDC and ground are provided at the 4-pin connector. The other two wire connector, as pictured, connects to an inductor mounted into a routed hole in the playfield bottom. Small changes are sensed in the inductor by the board circuitry and indicated on the switch matrix.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Eddy Sensor PCB Assembly (A-18543) Problems =====&lt;br /&gt;
&#039;&#039;&#039;What Goes Wrong?&#039;&#039;&#039;&lt;br /&gt;
[[Image:ToMEddyCurrentSensor.jpg ‎|300px|thumb|left|Eddy Current Sensor Board shown &amp;quot;in situ&amp;quot; in a Theatre of Magic. Note how close the proximity sensor is to the bracket.]]&lt;br /&gt;
[[Image:EddyCurrentSensor.jpg ‎|300px|thumb|right|Closeup of Eddy Current Sensor. Note how close the proximity sensor is to the bracket.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This board can be somewhat problematic.&lt;br /&gt;
&lt;br /&gt;
If the trim POT on the board hasn&#039;t been adjusted in quite some time, the POT can form a &amp;quot;dead spot&amp;quot; in the same way that volume POTs do. Twizzling the POT back and forth a few times generally clears this issue.&lt;br /&gt;
&lt;br /&gt;
The POT should be adjusted so that the board is just on the edge of the indicator LED turning off. Test the adjustment by placing a pinball over the sensor on the other side of the playfied.&lt;br /&gt;
&lt;br /&gt;
Note that the sensor will pick up on any metal that is close by. In the picture at left, the playfield brackets were so close that they were causing the sensor to indicate a ball was present. A combination of moving the sensor as far from the metal bracket as possible, and fine adjustment of the trim POT solved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG High Power Board (A-15139)====&lt;br /&gt;
[[File:WPC A-15139 High Power Board.JPG|300px|thumb|left|A-15139 High Power board as used in TAF and TAFG]]&lt;br /&gt;
[[File:TAFHighDriverSchematic.jpg|300px|thumb|right|Schematic for A-15139 High Power board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This board (aka magnet board) drives the three under playfield magnets used on The Addams Family and The Addams Family Gold.  It is located under the bottom left of the playfield. &lt;br /&gt;
&lt;br /&gt;
If one (or more) of the TIP-102 magnet drive transistors (Q32, Q34, Q44) on the Power/Driver board has failed, be sure to test the TIP-36c transistors on this board. This board is often fragile and therefore quite hacked due to prior repairs.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TAF &amp;amp; TAFG Extra Flipper Power Supply (A-15416)====&lt;br /&gt;
[[File:WPC A-15416 Extra Flipper PS.JPG|300px|thumb|left|A-15416 Extra Flipper Power Supply board as used in TAF and TAFG]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board powers the upper flippers and the playfield magnets for The Addams Family and The Addams Family Gold.  It is located just to the right and just above the driver board in the backbox.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The schematics for this board are incorrect in the Addams Family manual.  Specifically J903 is shown incorrectly.  J903 Pins 1 and 2 supply 50v for the magnet board under the playfield.  Pins 3 and 4 are ground for the magnet board under the playfield.  The bridge rectifier diagram is also incorrectly rotated by 90 degrees.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Shadow Five Switch and Diode P.C.B. (A-13940) ====&lt;br /&gt;
[[File:TheShadowDiodeBoard.jpg|300px|thumb|left|This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps, in-situ.]]&lt;br /&gt;
[[File:TheShadowDiodeBoardBare.jpg|300px|thumb|right|The bare board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board was used only on &amp;quot;The Shadow&amp;quot; to provide lamp matrix diode isolation for the 4 &amp;quot;Ring Grain of Wheat&amp;quot; lamps. Yes, that&#039;s really it&#039;s name.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coin Door Interface Board==== &lt;br /&gt;
[[Image:CoinDoorInterfaceBoardAnnotated.jpg|300px|thumb|left|WPC/WPC-95 Coin Door Interface Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
The coin door interface board provides signal connection between the coin door switches and the WPC switch matrix and dedicated switches like the &amp;quot;diagnostic&amp;quot; and volume control buttons. The coin door interface board also creates the &amp;quot;always closed&amp;quot; switch 24 by bridging column 2 and row 4 with a diode. WPC games use this &amp;quot;always closed&amp;quot; switch to identify switch matrix power issues.&lt;br /&gt;
&lt;br /&gt;
If the coin door interface board gets dusty from flipper parts wearing, clean it. That dust is conductive and may cause odd coinage issues. There really isn&#039;t much that can go wrong with this board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC Alphanumeric Plasma Display Board==== &lt;br /&gt;
[[Image:FHDisplayComponentSide.jpg|300px|thumb|left|The component side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&lt;br /&gt;
[[Image:FHDisplayGlassSide.jpg|300px|thumb|right|The display glass side of the Funhouse / Bride of Pinbot WPC alphanumeric display.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Funhouse and The Machine: Bride of Pin*Bot used dual 16-Alphanumeric displays, and a special (specific) high voltage power supply/logic board. The high voltage circuit is similar, if not identical, to late System 11 high voltage power circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harley Davidson also used dual 16-alphanumeric displays, however, they were placed side by side on separate boards, instead of being &amp;quot;stacked&amp;quot; on one board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scared Stiff Crate Board====&lt;br /&gt;
[[Image:ScaredStiffCrateBoard.jpg|300px|thumb|left|The &amp;quot;Scared Stiff&amp;quot; Crate Board]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board mounts to the top of the Scared Stiff crate. It creates the &amp;quot;eyes&amp;quot; that look out the top of the crate. It contains 8 LEDs, 4 current limiting resistors, and 4 diodes, which isolate the LED &amp;quot;lamps&amp;quot; in the lamp matrix. Very little can go wrong with this board other than fractured solder joints, since it lives in a high vibration area of the game.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DC Motor Control Board (A-16120)====&lt;br /&gt;
[[Image:A-16120DCMotorControl.jpg|300px|thumb|left|A-16120 DC Motor Control Board]]&lt;br /&gt;
[[Image:DCMotorControlBoard.jpg|300px|thumb|right|A-16120 DC Motor Control Board schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Cactus Canyon, Demo Man, Monster Bash, No Good Gophers, The Shadow, Twilight Zone, Theater of Magic, World Cup Soccer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bridge Driver PCB Assembly (A-15946)====&lt;br /&gt;
[[Image:A-15946DCMotorControl.jpg|300px|thumb|left|A-15946 Bridge Driver PCB Assembly]]&lt;br /&gt;
[[Image:BridgeDriverPCBAssemblySchematics.jpg|300px|thumb|right|A-15946 Bridge Driver PCB Assembly schematics]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is used in Indiana Jones and Hot Shots Basketball. The board is close in design to the A-16120 DC Motor Control Board (above). For Indiana Jones, it controls the Path of Adventure motor, which must turn both clockwise and counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
This simple assembly receives 12VDC power and ground, along with two solenoid connections to the driver board. Grounding one pin of the connection causes +12VDC to be output at the motor power pins. Grounding the other pin will cause -12VDC to be output at the motor power pins.&lt;br /&gt;
&lt;br /&gt;
Indiana Jones uses solenoid 22 to move the POA left and solenoid 23 to move the POA right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Indiana Jones Path of Adventure (POA) Opto Board ==== &lt;br /&gt;
[[Image:IJPOAOptoBoard.jpg|300px|thumb|left|The Indiana Jones POA opto board. The optos are identical to those used on cabinet flipper switch opto boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This simple board is used in Indiana Jones to provide &amp;quot;travel limit&amp;quot; feedback to the MPU for the POA. Typical problems include fractured solder joints, since the board experiences a lot of vibration from the POA motor, as well as simple opto failures.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Corvette Z5 Master Board (A-18532), Slave Board (A-19625), and Hall Effect Amplification Board (A-19076)====&lt;br /&gt;
[[File:Bally Corvette A-18532 Motor Driver Master.jpg|300px|thumb|left|Bally Corvette A-18532 Motor Driver Master]]&lt;br /&gt;
[[File:Bally Corvette A-19625 Motor Driver Slave.jpg|300px|thumb|right|Bally Corvette A-19625 Motor Driver Slave]]&amp;lt;br&amp;gt;&lt;br /&gt;
This pair of boards work together to &amp;quot;rev&amp;quot; the ZR1 LT5 engine toy on the upper left side of the playfield. The master board senses the position of the motor unit using a Hall Effect sensor located below the engine toy assembly. The slave board uses 20V power and four TIP-102s to control four coils below the playfield on the ZR1 LT5 assembly.&lt;br /&gt;
&lt;br /&gt;
Debugging information for the ZR1 LT5 assembly can be found [https://www.pinwiki.com/wiki/index.php?title=Corvette#LT-5_Engine_Electronics_issues here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:A-19076CorvettePCB.jpg|300px|thumb|left|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly]]&lt;br /&gt;
[[File:A-19076CorvetteHallSensorAmplifierBoard.jpg|300px|thumb|right|Bally Corvette A-19076 Adjustment PCB for the LT-5 assembly schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-13901 / A-17402-3 (and variants) Opto Ramp Switch Board (3 Opto Controller) ====&lt;br /&gt;
[[File:WMS A-17402 3-opto.jpg|300px|thumb|left|WMS 3 Opto Controller Board (as shown under playfield of Indiana Jones)]]&lt;br /&gt;
[[File:WMS A-13901 A-17402-3 Schems.png|300px|thumb|right|Schematics for A-13901 / A-17402-3 3 Opto Controller Board (*Note: R10 value was changed to correct 22K value in schems)]]&amp;lt;br&amp;gt;&lt;br /&gt;
There are several variations of the A-13901 / A-17402 3 opto controller board used on several games.  Games such as Indiana Jones, CFTBL, Fish Tales, High Speed 2, Hurricane, Slugfest, Funhouse, and Hot Shot all used some version of this board.  The part numbers used are: &lt;br /&gt;
*A-13901-1-AI    &lt;br /&gt;
*A-13901-1       &lt;br /&gt;
*A-13901-2      &lt;br /&gt;
*A-13901-3      &lt;br /&gt;
*A-13901-AI      &lt;br /&gt;
*A-13901 &lt;br /&gt;
*A-17402-3   &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC A-19043-1 Stepper Motor Driver Board ====&lt;br /&gt;
[[File:A19043-1.jpg|300px|thumb|left|WMS Stepper Motor Driver Board)]]&lt;br /&gt;
[[File:Wpc-stepper-motor-driver_a-19043-1_schematics.jpg|300px|thumb|right|Schematics for A-19043-1 Stepper Motor Driver Board. Unfortunately, these schematics do not appear in the WhoDunnit manual or anywhere else.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Stepper Motor Driver Board is used only in WhoDunnit (Slot Machine Reels). Three of these boards are used to drive the three slot machine reel stepper motors. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-21967-2 Serial 24 Drive PCB Assembly; aka The Champion Pub LED Driver Board ====&lt;br /&gt;
[[File:TheChampionPubSpecificLEDDriver.jpg|400px|thumb|left|The Champion Pub LED Driver Board.  &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to The Champion Pub. While resembling an opto board, it drives LEDs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 48 Lamp &amp;amp; Driver P.C.B (A-20909); aka Safe Cracker Backbox Chase Lamp Board ====&lt;br /&gt;
[[File:WMSSafeCracterChaseFront.jpg|400px|thumb|left|Safe Cracker Chase Lamp Board front. &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WMSSafeCracterChaseBack.jpg|400px|thumb|right|Safe Cracker Chase Lamp Board back.  &amp;lt;I&amp;gt;Image courtesy of PinSider &amp;quot;DumbAss&amp;quot;&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
This board is specific to Safe Cracker. The board uses 4094 shift registers to shift serial data through the 48 lamp board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NBA Fastbreak Shot Clock Dual PCB Assembly (A-21399)====&lt;br /&gt;
[[Image:NBAFBShotclock.jpg|300px|thumb|left|The two PCBs that are sandwiched together for the NBA Fastbreak Shot Clock. &amp;lt;i&amp;gt;Image Courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Shot Clock assembly is driven (&amp;quot;blanking&amp;quot; and &amp;quot;count&amp;quot;) from J110 on the PowerDriver board. It is supplied with 12VUR and Ground from J133. ‎During attract mode, the clock will continuously count down from 24 to about 06 (digits blink from 09 on down).&lt;br /&gt;
&lt;br /&gt;
The PCB uses an LM339 to switch blanking and pulse the counter. Onboard are two 4029 binary counter chips and two 4511 7-segment driver chips. Each pulse of the &amp;quot;counter&amp;quot; signal causes the clock to count down one number.&lt;br /&gt;
&lt;br /&gt;
The two PCBs are connected in a similar way as OEM Twilight Zone clock boards are. The male headers are extra long. They mate via the bottom entry female connectors on the dual LED PCB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coin Doubler Board ==== &lt;br /&gt;
[[Image:WPCCoinDoublerInSitu.jpg|300px|thumb|left|An Aftermarket &amp;quot;Coin Doubler&amp;quot; Board, shown attached to a WPC MPU.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This aftermarket add-on board connects atop the direct switches connector on the WPC MPU. It intercepts the coin switches and, for each switch closure it sees, sends the computer two closures. This &amp;quot;hack&amp;quot; effectively halves game pricing.  This was done because Williams removed the one-coin-per-play pricing for some games to try and force a price increase.&lt;br /&gt;
&lt;br /&gt;
These are still for sale from [https://gameboardsusa.com/shop/ols/products/coin-doubler-board-for-wpc-games-turns-50-cent-play-into-25-cent-play Game Boards USA].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Coils===&lt;br /&gt;
&lt;br /&gt;
WPC games use different flipper coils dependent on flipper placement and application.  Below is a chart of the flipper coils used, their wrapper color, and strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; |WPC Flipper Coils&lt;br /&gt;
|-&lt;br /&gt;
!Part #&lt;br /&gt;
!Color&lt;br /&gt;
!Strength&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|FL-11753 || &amp;lt;span style=&amp;quot;color:#000000; background:#FFFF00&amp;quot;&amp;gt; Yellow &amp;lt;/span&amp;gt; || Weakest ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11722 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#008000&amp;quot;&amp;gt; Green &amp;lt;/span&amp;gt; || Weaker ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-20867 || &amp;lt;span style=&amp;quot;color:#808080; background:#FFFF&amp;quot;&amp;gt; White &amp;lt;/span&amp;gt; || See notes || Used only in Safecracker&lt;br /&gt;
|-&lt;br /&gt;
|FL-11630 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FF0000&amp;quot;&amp;gt; Red &amp;lt;/span&amp;gt; || Standard ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-15411 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#FFA500&amp;quot;&amp;gt; Orange &amp;lt;/span&amp;gt; || Stronger ||&lt;br /&gt;
|-&lt;br /&gt;
|FL-11629 || &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#0000FF&amp;quot;&amp;gt; Blue &amp;lt;/span&amp;gt; || Strongest ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Notes:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FL-20867 flipper coil (white wrapper) was used only on Safecracker. The FL-20867 flipper coil is thought to be between an FL-11722 and an FL-11630 in strength.&lt;br /&gt;
&lt;br /&gt;
Williams also produced an FL-17636 flipper coil (blue wrapper) for use in Star Trek: The Next Generation.  This coil is somewhat stronger than the FL-11629, and was used on the prototype games - and some number of production games - to facilitate shots to the Delta ramp.  At some point during the ST:TNG production run Williams switched back to FL-11629 coils, perhaps because the Delta ramp shot can be made with an FL-11629 coil with new condition flipper mechs, or due to operator reports of breakage.  Still, a large number of games seem to show up with FL-17636 coils, leading one to suspect operators may have swapped out the FL-11629 coils to the stronger FL-17636 coils as the flipper mechs wore.  (There is probably an increased chance of breaking playfield plastics and other parts with the FL-17636 coils in place.)&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Note the windings of this typical WPC coil. The larger wire is the high power winding, the smaller wire is the hold winding. Both wires are soldered to the lug on the left.]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Transformers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Transformers&lt;br /&gt;
!| Part&amp;amp;nbsp;Number&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Description&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Distinguishing Features || Games&lt;br /&gt;
|-&lt;br /&gt;
|5610-12718-00 || WPC, 115/230v || 18VAC sound alphanumeric || BoP, FH, HD &lt;br /&gt;
|- &lt;br /&gt;
|5610-12835-00 || WPC3, 115/230v || 18VAC sound  || BoP, BR, BSD, CFTBL, DW, FH, FT, GI, HD, HS2, Hot Shots Basketball, Hurricane, PZ, Slugfest, T2, TAF, TAFG, TZ, WH2O&lt;br /&gt;
|- &lt;br /&gt;
|5610-13491-00 || WPC Power || 12VAC sound || IJ, JD, Pinball Circus, Popeye, STTNG&lt;br /&gt;
|- &lt;br /&gt;
|5610-13953-00 || WPC94 || female line input || Corvette, DH, DM, FS, RS, Shadow, WCS&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-00 || WPC Wide Mount ||12VAC sound  || AFM, Congo, I500, JB, JM, NF, SC, SS, ToM, TOTAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-14515-01 || WPC Wide Mount || 12VAC sound || AFM, CC, CP, CV, Congo, I500, JB, JM, JY, MB, MM, NBA, NF, NGG, SC, SS, ToM, TotAN, WD&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-00  || transformer p2000 || || RFM&lt;br /&gt;
|-&lt;br /&gt;
|5610-15930-01  || transformer p2000 || || SWE1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Voltage Selection Jumpers at the Transformer====&lt;br /&gt;
On all WPC games, there are either a 9 pin or 12 pin Molex connector used to change the primary voltage setting fed to the transformer. 9 pin connectors were connected to a pigtail off the transformer itself.  Later units used a 12 pin connector on the power source metal box located inside the cabinet floor on the right just inside the coin door.  Depending on the placement of the jumpers, common configurations are 115v (typical domestic setting), 230v (European setting), and 100v (Japanese setting).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is common to change the voltage setting (220 to 120 volt conversion) if a game is re-imported back into the US. Although probably more common at the moment is to convert a domestic game to 220 volts (more games are currently being exported from the US than imported).&lt;br /&gt;
&lt;br /&gt;
All voltage selection pins are .093 molex pins. Removal of the pins requires a special molex  tool. See [http://www.pinwiki.com/wiki/index.php?title=General#Headers.2C_Housings.2C_and_Crimping &amp;quot;Headers, Housing, and Crimping].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
#When jumpered for 120V operation, the line fuse is an 8ASB, and a 130V Varistor is used.&lt;br /&gt;
#When jumpered for 230V operation, the line fuse is a 5ASB, and a 260V Varistor is used.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Early WPC Transformers (9 pin connection)====&lt;br /&gt;
The 9 pin connectors used are Molex 19-09-2099 (butterfly connection w/jumpers) and Molex 19-09-1099 (connection on transformer pigtail).&lt;br /&gt;
[[File:WPCPowerSelectButterfly.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for US 115V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 115V should be as follows:&lt;br /&gt;
*Pin 1 - black - 115v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 115v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:230VLineVoltageConfiguration.jpg|300px|thumb|left|9 Pin WPC Transformer Power Configuration, configured for 230V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Jumper settings for 230V should be as follows:&lt;br /&gt;
*Pin 1 - black - 230v &amp;quot;hot&amp;quot; input&lt;br /&gt;
*Pin 7 - white - 230v &amp;quot;neutral&amp;quot; input&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Later WPC Transformers (12 pin connection)====&lt;br /&gt;
[[File:Plug2.JPG|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for US 120V systems]]&lt;br /&gt;
[[File:Plug1.JPG|300px|thumb|right|12 Pin Connector as Found inside later games]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 120v should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 2 and 3 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 8 and 9 jumped together&lt;br /&gt;
&lt;br /&gt;
The 12 pin connector used is Molex 19-09-1129.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEuropeanPowerSelectSascha12Pin.jpg|300px|thumb|left|12 Pin WPC Transformer Power Configuration, configured for European 240V systems]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jumper settings for 240V should be as follows:&#039;&#039;&#039;&lt;br /&gt;
*Pins 1 and 11 jumped together&lt;br /&gt;
*Pins 7 and 10 jumped together&lt;br /&gt;
*Pins 3 and 9 jumped together&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unused Connectors===&lt;br /&gt;
[[File:FactoryTestConnectorOrDeletedFeature.jpg|300px|thumb|right|An example of a &amp;quot;leftover connector&amp;quot;. This one appears on the game &amp;quot;No Fear&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games include connectors in the backbox or under the playfield that are not used in the production configuration of the game. Possible reasons for this include:&lt;br /&gt;
* Connectors were originally installed to support features that were later removed when the game went to production. It was easier/cheaper to simply leave the connectors in place. &lt;br /&gt;
* The connectors may have been test connectors that could be used during assembly to ensure all features were operating correctly.&lt;br /&gt;
* As explained by a former cable harness designer, some automated wire cutters were limited to a maximum cut length (perhaps 100 inches). If the harness required a wire longer than the maximum cut length, the factory would include a molex connector in the design to achieve the necessary length piecemeal. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Problems and Solutions==&lt;br /&gt;
=== General Oddball Problems that Seemingly Defy Logic ===&lt;br /&gt;
[[file:SystemReset.jpg|300px|left|thumb|Factory Reset option, used to, you guessed it, return the same system to factory settings]]&lt;br /&gt;
Occasionally, a problem such as display artifacts, failing display test, or general illumination dimming working incorrectly (just a few among a whole host of oddball problems) can be cured by performing a &amp;quot;Factory Reset&amp;quot;. Factory Reset can be found in the &amp;quot;Utility Menu&amp;quot;, U.8. Performing a factory reset will delete high scores and all other settings but will also clean up any &amp;quot;garbage&amp;quot; that may reside in the RAM chip (or NVRAM chip) responsible for the oddball behavior.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating what appears to be a DMD Controller RAM problem but was actually caused by garbage in MPU RAM can be viewed [https://youtube.com/shorts/awPA_U-9sN4 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating a factory reset to address a General Illumination problem can be viewed [https://youtu.be/bbYkc-ge6dE?si=EIZJOLSQCQwNooeO &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jumpers, RAM and ROM size ===&lt;br /&gt;
[[Image:WPC089Jumpers.jpg|300px|thumb|left|Closeup of WPC-089 MPU that uses a 6264 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (out) and R93 (in) to set RAM size.]]&lt;br /&gt;
[[Image:WPC089MPUwith62256RAM.jpg|300px|thumb|Right|Closeup of WPC-089 MPU that uses a 62256 RAM and a 4M game ROM. Note jumpers W1, and W2 to set ROM size as well as W3 (in) and R93 (out) to set RAM size.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;RAM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-089 MPU can be configured for two different RAM sizes. This is done with jumper W3 and resistor R93 as shown below.&lt;br /&gt;
*6264 RAM - W3 out, R93 in (a 1.5K 1/4W resistor)&lt;br /&gt;
*62256 RAM - W3 in, R93 out&lt;br /&gt;
Both RAM sizes work fine in all games. Williams probably provided this flexibility to allow use of whichever RAM was cheaper or more available. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95RAMSizeJumper.jpg|300px|thumb|left|Closeup of WPC-95 MPU that uses a 62256 RAM. Note jumper W3 is installed to set the RAM size for a 62256 RAM.]]&lt;br /&gt;
&lt;br /&gt;
The WPC-95 MPU can be configured for two different RAM sizes. This is done with jumper W3 (only) as shown below. R93 is always installed.&lt;br /&gt;
*6264 RAM - W3 out&lt;br /&gt;
*62256 RAM - W3 in&lt;br /&gt;
Again, both RAM sizes work fine in all games and most NVRAM replacements are 6264 replacements.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ROM Size&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The MPU can also (and needs to be) jumpered for different ROM sizes. This becomes important when upgrading ROMs or swapping a CPU (and ROM) into a different game. Games like Funhouse shipped with a 1M ROM, jumper W2 in, and jumper W1 out. Updating the Funhouse ROM to a larger size ROM requires W1 in and W2 out.&lt;br /&gt;
&lt;br /&gt;
The official Williams ROM size/jumper settings are shown below.&lt;br /&gt;
* 512K/1M - W1 out, W2 in&lt;br /&gt;
* 2M/4M - W1 in, W2 out&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test ROMs===&lt;br /&gt;
Test ROMs are available from [http://www.planetarypinball.com/mm5/Williams/tech/testroms.html Planetary Pinball], but they should only be used in conjunction with a [http://pinballrehab.com/1-articles/solid-state-repair/board-rework-test/243-building-a-wpc-test-fixture test fixture] and not installed in an actual game, as per the official recommendation.&lt;br /&gt;
&lt;br /&gt;
=== Country DIP Switch (or jumper) Settings ===&lt;br /&gt;
[[File:WPCCountryCodeJumperMessage.jpg|300px|thumb|left|Country Code Jumper message.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The message shown at left occurs sometimes when the game software seems to want the &amp;quot;country code&amp;quot; jumpers to be configured in a certain way. The simple solution (for English speaking users) is to remove the jumpers noted in the message by cutting them off. This sets the board to &amp;quot;AMERICA2&amp;quot;. Twilight Zone, and perhaps game ROM version 9.4H, seem to prefer the &amp;quot;AMERICA2&amp;quot; country code. Other country code jumper configurations are shown below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumpersExample.jpg|200px|thumb|left|Two WPC-089 MPUs, one configured with DIP switches, the other with &amp;quot;zero ohm resistors&amp;quot; (jumpers).]]&amp;lt;br&amp;gt;&lt;br /&gt;
Two WPC-089 MPUs are shown at left. Early versions of the MPU used &amp;quot;zero ohm resistors&amp;quot; or jumpers to figure the country code. Later versions of the MPU (as well as WPC-S and WPC-95 MPUs, used DIP switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; If a dip switch is installed, &amp;lt;b&amp;gt;always leave W11 and W12 in the OFF position&amp;lt;/b&amp;gt;. If both are set on ON, the undervoltage detection circuit on the WPC Power/Driver will not work and both LED2 and LED3 will always remain on.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCCountryCodeJumperTable.jpg|400px|thumb|left|WPC-089 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-089 country code jumper table is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CountryCodeJumperTable.jpg|400px|thumb|left|WPC-S/WPC-95 Country Code Jumper Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
The complete WPC-S/WPC-95 country code jumper table is shown at left. WPC-S/WPC-95 MPUs do not have an &amp;quot;AMERICA2&amp;quot; configuration.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power-On LEDs and Sound Tones (Bongs)===&lt;br /&gt;
When the game is booted, several LEDs in the backbox will light, and the game may provide sound &amp;quot;bongs&amp;quot; to indicate diagnostic status.&lt;br /&gt;
&lt;br /&gt;
A properly booting WPC game will show a &amp;quot;progress bar&amp;quot; on the DMD along with a &amp;quot;ticking&amp;quot; sound which results from a series of reset signals being sent to the sound board. After a successful boot, the sound board will create a single &amp;quot;bong&amp;quot; tone.&lt;br /&gt;
&lt;br /&gt;
==== LEDs on the MPU ====&lt;br /&gt;
&lt;br /&gt;
Note: WPC and WPC-S games label the MPU and Power/Driver board LEDs as &amp;quot;Dxx&amp;quot;. WPC-95 games label these same LEDs &amp;quot;LEDxxx&amp;quot;.&lt;br /&gt;
*D19 (LED201) - &amp;quot;Blanking&amp;quot;. This LED should light when power is applied, then after about 1 second, go off and stay off. If D19 remains on, this is an indication that the blanking circuit is turned on which prevents the game from powering coils. The blanking circuit was implemented to eliminate the possibility of damaging the game due to locked on coils when the CPU isn&#039;t operating properly.&lt;br /&gt;
*D20 (LED203) - &amp;quot;Diagnostics&amp;quot;. Once the blanking LED turns off, this LED should begin blinking and remain blinking as long as the game is turned on. This LED is a simple &amp;quot;I&#039;m working&amp;quot; indication from the MPU. This LED is toggled from pin 35 of the ASIC (DLED signal). D20 will also indicate basic issues with the MPU by blinking as such...&lt;br /&gt;
**One blink - problem with the game ROM.&lt;br /&gt;
**Two blinks - problem with the game RAM (or accessing the RAM, i.e. open traces).&lt;br /&gt;
**Three blinks - problem with the ASIC (WPC) or a problem with the security chip (WPC-S and WPC-95).&lt;br /&gt;
*D21 (LED202) - &amp;quot;5VDC present&amp;quot;. This LED provides a simple indication of the presence of 5VDC. This LED isn&#039;t CPU controlled. It&#039;s illuminated as long as 5VDC is present.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video of an MPU blinking D20 twice, indicating a RAM issue, can be found [https://youtu.be/7ZEYIVXgDTo &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video of a properly working MPU, showing LED behavior at boot can be found [https://youtube.com/shorts/u3pM0WrxlD4?si=I7EiQvek1b4szexS &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible for the switch column IC, U20, to be blown and the damage continuing upstream to U14. In this case, it is possible that the data signals become corrupt and prevent the MPU from booting. D19 and D21 will light but D20 will never light.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCLEDBehavior.jpg|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Ingo Kramer. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WPCLEDBehaviorUpdated.gif|800px|thumb|left|&amp;lt;i&amp;gt;Graphic provided by Sascha Voksuil. Used with permission.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-089 Power/Driver Boards ====&lt;br /&gt;
[[File:WPCBowTie.png|700px|thumb|left|WPC Power/Driver Board &amp;quot;bow tie&amp;quot; of LEDs Normally Lit]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left shows the 5 LEDs that are normally lit, forming a &amp;quot;bow tie&amp;quot; (or X-Wing Fighter, if you prefer). Note that some WPC Power/Driver boards are populated with LED2 and LED3 which were meant to indicat high/low line voltage. In practice, those LEDs don&#039;t provide that information very well, and should be ignored.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED1-TP3&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC (12VR). AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7 (this power is tapped for the lamp matrix). D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; If LED6 isn&#039;t lit, LED1 won&#039;t be lit either.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED2-no TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED3-no&amp;amp;nbsp;TP&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || If installed, provides an indication of high/low line voltage. This LED isn&#039;t very useful as it will flicker as power consumption by the game fluctuates. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED4-TP2&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by BR2 and smoothed by C5. The voltage is regulated down by the LM323K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F113.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED5-TP7&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by BR4 and smoothed by C11. The voltage is used to power the flash lamps. Note that beginning sometime during production of Twilight Zone in 1993, a &amp;quot;coin door interlock&amp;quot; switch was added. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F111.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED6-TP8&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by BR1 and smoothed by C6 and C7. This 18VDC power is used to power the lamp matrix lamps. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F114.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED7-TP1&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by BR5 and smoothed by C30 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V Power&amp;quot; on the schematics. It is used to power motors, optos, and other game features that do not require a precise 12VDC. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F116.&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP4&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP5&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP6&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || 50VDC power. This test point will actually measure 70 - 75VDC, which is normal and expected. This power is used for all coils in the game including the flippers. &amp;lt;b&amp;gt;&amp;lt;font color=RED&amp;gt;This power is fused by F112. Individual coil power circuits are fused by F101 thru F105&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;. F112 protects both BR3 and the bridge rectifier circuit on the FlipTronic II board. Should F112 blow, remove J104 (or J105). Replace the fuse. Power on. If the fuse blows, BR3 has probably failed. If it holds, the bridge rectifier on the FlipTronics II board has probably failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089 power summary.png|800px|thumb|center|Summary schematic of WPC-89 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[Media:WPC089 power summary.pdf|here]]]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== LEDs and test points on WPC-95 Power/Driver Boards ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;LED/Test Point&amp;amp;nbsp;&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;LED100-TP100&#039;&#039;&#039;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 12VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. D1 and D2 are used to drop the voltage by 1.0 to 1.4V and then the voltage is further regulated down by the LM7812 at Q2. This 12VDC power is shown as &amp;quot;+12V Digital&amp;quot; on the schematics.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED101-TP101&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of regulated 5VDC. AC voltage is rectified by D7-D10 and smoothed by C9. The voltage is regulated down by the LM317K at Q1. This 5VDC power is shown as &amp;quot;+5V Digital&amp;quot; on the schematics. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED102-TP102&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 18VDC. AC voltage is rectified to about 18VDC by D11-D14 and smoothed by C11 and C12. This 18VDC power is used to power the lamp matrix lamps, and is subsequently regulated to 12V for use in the switch matrix. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED103-TP103&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. AC voltage is rectified to about 12VDC by D3-D6 and smoothed by C8 to provide unregulated 12VDC power. This 12VDC power is shown as &amp;quot;+12V unreg&amp;quot; on the schematics. It is used to power motors and other game features that do not require a precise 12VDC.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED104-TP104&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 20VDC. AC voltage is rectified by D15-D18 and smoothed by C10. The voltage is used to power the flash lamps. Note that a &amp;quot;coin door interlock&amp;quot; switch is present on all WPC-95 games. This switch interrupts power to both the 20VDC and 50VDC circuits when the coin door is opened, providing a measure of safety against higher voltage shocks. If the coin door is opened with power applied, this LED will fade to off. It will not light with the coin door open. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;LED105-TP105&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Normally lit. Indicates presence of unregulated 50VDC. This test point will actually measure 70 - 75VDC. This power is used for all coils in the game. AC voltage is rectified to about 75VDC by D19-D22 and smoothed somewhat by C22.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP106&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || Zero Cross. By using an oscilloscope, this test point allows testing of the &amp;quot;zero cross&amp;quot; circuitry. &amp;quot;Zero cross&amp;quot; is when the AC sine wave crosses through the zero voltage point relative to ground. Zero cross is important for the proper operation of the general illumination lamp circuit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;amp;nbsp;&#039;&#039;&#039;TP107&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;b&amp;gt;Ground&amp;lt;/b&amp;gt;. This test point stud may be used to measure all DC voltages against.&lt;br /&gt;
|}&lt;br /&gt;
[[File:WPC095 power summary.png|800px|thumb|center|Summary schematic of WPC-95 Power Driver board showing test LED&#039;s and test points. A PDF of this image can be viewed [[media:WPC095_power_summary.pdf|here]]]]&lt;br /&gt;
&lt;br /&gt;
==== Power on Sound Tones (Bongs) ====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Two bongs also occur if jumper W3 is IN, and the RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in the software with the introduction of the A/V board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuses===&lt;br /&gt;
&lt;br /&gt;
Fuses are used to protect the various game circuits when a problem arises and the circuit begins to draw more current than originally designed to draw.&lt;br /&gt;
&lt;br /&gt;
The best way to test a fuse is to remove it from it&#039;s fuse holder and &amp;quot;buzz&amp;quot; it with a DMM set to continuity. This method will prevent false positives via &amp;quot;sneak circuits&amp;quot;. When removing fuses from a RottenDog aftermarket power/driver board should be done with extreme care as the fuse clips are easily bent and damaged.&lt;br /&gt;
&lt;br /&gt;
====WPC/WPC-95 Fuse Tables====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFuseList.jpg|400px|thumb|left|WPC Fuse Table from Twilight Zone.]]&lt;br /&gt;
[[File:WPC95FuseList.jpg|400px|thumb|right|WPC-95 Fuse Table from Monster Bash.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A typical WPC fuse table is shown at left, WPC-95 fuse table at right. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F111 Blows, Testing BR4 With Board Still Installed====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingWPC-BR4-InSitu.gif|300px|thumb|left|Click this image for an animation showing how to test BR4 without removing the power/driver board. &amp;lt;i&amp;gt;Animated gif provided by Sascha Voksuil, aka PinSider ZaZa. Used with permission.&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F111 sits between the transformer secondary and BR4. BR4 recitifies AC power for the flash lamps. If BR4 failes shorted, F111 will blow, protecting the transformer secondary winding.&lt;br /&gt;
&lt;br /&gt;
BR4 can be tested &amp;quot;in situ&amp;quot; using the method shown in the animated gif at left. The correct values would be between .4-.6 if this is not clear from the gif.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;This test requires a good fuse to be in place at F111 for the test to work properly.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melted Blue/White Transformer Secondary Wires at Connector J101===&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWires.jpg|300px|thumb|left|Melted wires originating at transformer secondary. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:MeltedTransformerSecondaryBlueWiresAtPowerDriverBoard.jpg|300px|thumb|right|Those same wires, at Power/Driver Board connector J101. Note that the wires have been restuffed into a new IDC connector. This wiring is now correct. &amp;lt;i&amp;gt;Image courtesy of Scott Mount.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:J101Short.jpg|300px|thumb|left|A depiction of a short circuit created with connector J101 installed &amp;quot;one pin off&amp;quot;. Note the connector is shifted one pin &amp;quot;down&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is poor practice to repin less than the complete connector. Since J101 often burns and can the source of game resets, operators sometimes clip the lower 5 pins of J101, and then &amp;quot;hack&amp;quot; the connector by adding a 4-pin connector for the two blue/white wires that loop through the original IDC connector. With pin 3 being the &amp;quot;key pin&amp;quot;, it then becomes possible to connect the hacked 4-pin connector &amp;quot;one pin off&amp;quot;. As depicted in the diagram at left, this causes a direct, and un-fused short. The blue/white wires will heat quickly and melt the insulation, acting like fuses. If power is left on long enough, the next victim will the transformer itself.&lt;br /&gt;
&lt;br /&gt;
To avoid this disaster completely, always repin the full connector and always use a key pin and key plug.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing DC Voltages on the Power/Driver Board===&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to test each of the voltages on the WPC-089 Power/Driver board can be found [https://www.youtube.com/watch?v=uz6bnFiCki0&amp;amp;lc=UgwKkBxANoJnz3Xjr3Z4AaABAg here].&lt;br /&gt;
&lt;br /&gt;
===Removing or Installing the ASIC===&lt;br /&gt;
[[File:ASICRemovalTool.jpg|300px|thumb|left|Using a PLCC puller to properly remove the ASIC. Grip firmly, and &amp;quot;rock&amp;quot; the chip out gently.]]&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg|300px|thumb|right|A cracked ASIC socket caused by using other than the correct tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should ASIC need to be removed from a WPC MPU, it is strongly advised that tthe proper tool is used, as shown at left. The tool is called a PLCC puller.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A video showing the proper technique for removing the WPC ASIC can be found [https://www.youtube.com/watch?v=qKmlsTlagfg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[File:DamagedWPC-ASIC.jpg|300px|thumb|left|This ASIC was damaged by not using the proper removal tool.]]&lt;br /&gt;
[[File:WPCCrackedASICSocket.jpg|300px|thumb|right|This cracked ASIC socket caused intermittent operation of the game.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Using a jewelers screwdriver or other such tool can fracture the ASIC chip carrier socket as shown at right. Since these are 84 pins sockets, replacement is non-trivial. Using the incorrect tool may also irreparably damage the ASIC itself by permanently fracturing leg joints, as shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC89ASICOrientation.jpg|300px|thumb|left|Correct orientation relative to the PLCC socket, shown here for a WPC-089 or WPC-S MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The ASIC &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be oriented correctly when installed. Pin 1 of the ASIC is marked with a dot impression on the top of the chip. Pin 1 of the PLCC socket is marked with an arrow pointing to pin one. This is true for all versions of WPC MPUs. Orient the ASIC as shown in the picture at left relative to the arrow in the socket, center the chip over the socket, and press firmly on the chip center.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== WPC ASIC Pinout ===&lt;br /&gt;
[[File:ASICIcon.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/index.php?title=File:WPCASICPinOutRevisionA.pdf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing pin connections for the WPC (in work) and WPC-S MPUs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ASICPinOutSmall.jpg|300px|thumb|left|WPC ASIC pinout and board connections|link=https://www.pinwiki.com/wiki/images/e/e1/WPCASICPinoutviaZaza.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking on the thumbnail at left will open a .pdf file containing a graphic image of the ASIC pinout, &#039;&#039;provided courtesy of Sascha Voskuil&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Parts Required for WPC MPU to Boot===&lt;br /&gt;
[[File:WPCMinimumParts.jpg|300px|thumb|left|The exact minimum parts required for a WPC MPU to boot]]&lt;br /&gt;
Pictured at left is a partially populated MPU board. It has been included here for those building their own MPU board to indicate a interim state for testing work in progress. The image represents the exact minimum parts required for a WPC MPU to boot. Note that the switch matrix resistors and capacitors are not necessary.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game blows power line circuit breaker immediately===&lt;br /&gt;
[[File:WPCPowerBoxInside.jpg|300px|thumb|left|Underside of power box showing varistor and thermistor]]&lt;br /&gt;
Had a thunderstorm roll through or a power surge from the electric company recently?&lt;br /&gt;
The varistor in the power box may have done it&#039;s job protecting the rest of the game&#039;s circuitry from the possibly tremendous power surge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signs of a failed varistor are typically black, charred discoloration throughout the &amp;quot;button&amp;quot; portion (green in the case of the adjacent picture) of the varistor.  Likewise, varistors can blow rather violently, and there may be charred or burnt remains in the area surrounding the varistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over time, the rating of a varistor will lower, causing &amp;quot;occasional&amp;quot; blowing of the mains fuse. The varistor will visually appear to be OK. A good hint is how violently the fuse blows. Likely varistor problems will cause the fuse to totally obliterate.&lt;br /&gt;
&lt;br /&gt;
Varistors can be purchased from [https://www.greatplainselectronics.com/products.asp?cat=76 Great Plains Electronics].  Order the 130V variant for 120VAC (typically games in the US), and the 275V variant for 240VAC (typically games in Europe).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Credit Dot===&lt;br /&gt;
[[file:Credit dot sttng.jpg|300px|left|thumb|Example credit dot on Star Trek The Next Generation]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The credit dot is a decimal point (a single, lit pixel on the display), that appears after the number of credits or after the words free play on the DMD display on WPC games.  It is a quick indicator used to tell the operator or owner that there may be an issue with the game.  Most commonly, there is a switch or multiple switch problems with the game.  However, a credit dot will appear for other reasons, such as when the date and time are not set.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If, after 30 balls or 10 games, a particular switch hasn&#039;t registered, the credit dot is posted to alert the user to check the diagnostics.  Some high usage switches will trigger the alert earlier.  The credit dot may or may not indicate a real problem.  For the example shown in the pic, it&#039;s simply reporting a switch that is hard to hit in the game.  So, the credit dot is actually saying &amp;quot;Play Better&amp;quot;. :-)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery Issues===&lt;br /&gt;
&lt;br /&gt;
====Relocating the battery from the MPU board====&lt;br /&gt;
[[File:WPC CPU Bat Damage.JPG|left|thumb|300px|An example of worse than usual battery damage]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Relocating the 3xAA battery pack from the MPU board is always a good idea. Leaky alkaline batteries are the #1 killer of MPU boards. Simply removing the batteries is not an option with WPC games as a message stating &amp;quot;Factory Settings Restored&amp;quot; will be received when the game boots.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several options other than allowing the battery pack to remain on the MPU board.  Below are the two most common methods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first, most common, and most economical option is to remotely locate the battery holder off the MPU board and somewhere below all other boards. This ensures that even if the remotely located batteries leak, they won&#039;t leak onto (or even drip onto) any circuit board. Replace the batteries annually, dating them with a Sharpie. Connections are as follows. With the CPU oriented as it would be in the game, solder the red (positive) wire to the upper right battery pack position. Solder the black (negative) wire to the lower left battery pack position. Note: most battery packs do not come with wire leads long enough to allow the battery pack to rest in the backbox bottom. Lengthen the wires as necessary.  As can be viewed in the adjacent picture, a male / female .093&amp;quot; Molex connector was added to easily remove the battery pack from the MPU board should the need arise.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;WPC, WPC-S, and WPC-95 Remote Battery Holder Connections.&amp;quot;&amp;gt;&lt;br /&gt;
File:WPC MPU Battery Relocate.JPG|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-089&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC-SMPUBatteryConnections.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-S&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPC95RemoteBatteryHolder.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;WPC-95&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Installing an external battery on a WPC-95 CPU using the Auxiliary Battery header (J213)====&lt;br /&gt;
[[File:WPC95AuxBatteryHeader.jpg|300px|thumb|left|Installed Remote Battery Connector]]&lt;br /&gt;
[[File:WPC95RemoteBatteryOption.jpg|300px|thumb|right|An alternate, but equivalent method. Positive and Negative are clearly labeled.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 CPU board has an unused external battery connector just above the battery holder. The connector is labeled J213 AUX BAT. The 4 pads can be seen in the above picture of the CPU with the old holder removed. Installing this 4-pin connector is a good and clean way to get the batteries off the board and prevent alkaline damage. The Molex part number for the C-Grid® SL™ 70543 4 pin connector is 70543-003 (Digikey WM4802-ND). Crimp pins for the female side are 16-02-1125 (WM2573-ND) and the housing is 50-57-9404 (WM2902-ND). The WPC-S CPU uses a 5 pin version of this connector.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Do not use both the internal and external connector at the same time. Doing so will likely damage the batteries. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Settings Not Held or Battery Depletes Rapidly====&lt;br /&gt;
[[File:WPC MPU D1 D2.JPG|left|thumb|300px|A WPC MPU board with D1 and D2 circled. D1 and D2 are in the identical location on the WPC-S MPU]]&lt;br /&gt;
[[File:WPC-95MPUD1D2.jpg|right|thumb|300px|A WPC-95 MPU board with D1 and D2 shown in the middle of the picture, just below the battery holder]]&lt;br /&gt;
During the process of installing a remote battery holder, it is a good practice to check the diodes utilized in conjunction with the battery power.  Diode D2, a 1N4148, is used to keep the MPU board&#039;s logic power from charging the batteries in the battery pack.  Diode D1, a 1N5817, is used to keep the battery pack from powering the entire MPU board when the games&#039;s power is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
*If D2 fails shorted, 5VDC power will be applied to the batteries while the game is turned on. The end result is batteries which die prematurely, possibly leak, and/or possibly explode (alkaline batteries do not like to be charged). &lt;br /&gt;
*If D2 fails open, the batteries will not power the static RAM, and the &amp;quot;FACTORY SETTINGS RESTORED&amp;quot; message will be displayed when the game boots. &lt;br /&gt;
*Should D1 fail, the batteries would more than likely just deplete prematurely.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TestingForPowerAtRAM.jpg|left|thumb|300px|Probing pin 28 of the WPC-95 MPU RAM IC for Vbb (battery backup power)]]&lt;br /&gt;
[[File:6264RAMPinout.jpg|right|thumb|300px|Pinout of the 6264 RAM. Note Vcc, upper right, pin 28]]&amp;lt;br&amp;gt;&lt;br /&gt;
Testing to see if battery backup power is reaching the RAM with sufficient voltage is easy. &lt;br /&gt;
*Set your DMM to DC Voltage&lt;br /&gt;
*Connect the black probe to game ground (in the picture at left, a clip lead is attached to the ground screw)&lt;br /&gt;
*Use the red lead to probe pin 28 of the RAM&lt;br /&gt;
Measuring in this way should yield over 3.5 VDC. If measuring shows 0 VDC, either the batteries are dead, or D2 has failed (see above).&lt;br /&gt;
&lt;br /&gt;
Ideally, this measurement should yield 1.5 VDC * 3 - .6 VDC = 3.9 VDC. This calculation represents the nominal voltage delivered by a single AA battery, times 3 (batteries), less a typical .6 VDC drop across diode D2. Remember that nominal voltage drop across a typical diode is .5 to .7 VDC.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacing the CPU RAM with non-volatile RAM===&lt;br /&gt;
[[file:WPCR93.jpg|300px|left|thumb|A WPC-089 MPU board with 6264 RAM, jumper W3 removed, and R93 in place.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A second option is to replace the 6264 static RAM with an NVRAM such as the RAMTRON FM1608 (or FM16W08). NVRAMs in the standard DIP package are becoming hard to find but several pinball parts vendors sell a nice 6264 replacement NVRAM based on these parts. &lt;br /&gt;
&lt;br /&gt;
This method requires desoldering the OEM RAM from the board, and installing a socket on the MPU. Using NVRAM also has the down-side of not maintaining the Real Time Clock. This is meaningless in some games. But some games use the Real Time Clock, like Twilight Zone which moves the playfield clock to the current time of day during attract mode, and Who?Dunnit and Junk Yard which has a &amp;quot;Midnight Madness&amp;quot; feature. Note: the WPC MPU is designed to accept either a 6264 or a 62256 static RAM. See: [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Jumpers.2C_RAM_and_ROM_size Jumpers, RAM and ROM size] for a description of jumpers required when installing a new RAM or NVRAM. It is known that a Ramtron FM1608 chip does not like the voltage to be lower than 4.5V. With a voltage drop of 0.5V across D1, a jumper wire over D1 would be a solution to this problem. You can also just replace the diode D1 with a jumper wire. On a WPC-95 CPU-board you have the option to add W5 in stead of the jumper wire for D1. The result is the same.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special note Concerning Early RottenDog WPC-TH MPUs and NVRAM====&lt;br /&gt;
[[file:EarlyRDMPU.jpg|300px|left|thumb|A RottenDog WPC-TH MPU. Note PCB date code of &amp;quot;0701&amp;quot;, circled in yellow.]]&lt;br /&gt;
[[file:RottenDogCypress.jpg|300px|right|thumb|Another RottenDog WPC-TH MPU. This one has no date codes at.]]&lt;br /&gt;
Most RottenDog MPU boards shipped with a 62256 RAM installed vs the 6264 RAM typically installed in Williams OEM boards. Early versions of the RottenDog board marked with &amp;quot;0701&amp;quot; on the silkscreen, as pictured at left, &amp;lt;b&amp;gt;require&amp;lt;/b&amp;gt; the use of a 62256 NVRAM. The reason for this is that the address lines to the RAM position are not JEDEC &amp;quot;standard&amp;quot;. Pins 9 and 10 (normally A0 and A1) are tied to ground as can be seen in the image below. A4 and A5 are mapped to pins that are not connected (NC) on a 6264. Thus, the RottenDog non-JEDEC compliant PCB layout will not work correctly with a standard 6264 device. But with a 62256, which has two extra address lines mapped as they are on the RottenDog WPC MPU board, will work perfectly fine.&lt;br /&gt;
&lt;br /&gt;
Another early production board that requires a 62256 but is not marked with a date code, is pictured at right. This MPU shares the same non-JEDEC compliant PCB trace connections but has no date codes of any kind anywhere on the board&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PrototypeRDSurfaceMountMPU.jpg ‎|300px|left|thumb|A prototype RottenDog WPC MPU that used surface mount components.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The surface mount version of a RottenDog MPU pictured at left was probably never productionized. The board featured a Cypress non-JEDEC compliant 62256 RAM. While it would be unlikely see another example of this board, it would require a surface mount FM18W08 NVRAM also.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=400 class=center&amp;gt;&lt;br /&gt;
File:RD62256NVRAM.jpg ‎| A RottenDog WPC-TH OEM installed 62256 RAM&lt;br /&gt;
File:RD62256Socket.jpg ‎| The RottenDog WPC-TH MPU RAM position. Note connection between pins 9, 10, and 14 (ground), which corresponds to the Cypress 62256 RAM pinout.&lt;br /&gt;
File:CypressCY62256.jpg | The pinout of the Cypress 62256 RAM, which matches the PCB design of the WPC-TH board&lt;br /&gt;
File:FM1608PinOut.jpg | The pinout for a typical FM1608 (6264) NVRAM, which is JEDEC compliant  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Repairing Alkaline Corrosion ===&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating techniques discussed below can be found [https://youtu.be/pu3XmcLuRGg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
[[file:WPCCorrosion.jpg|300px|left|thumb|A WPC-089 MPU board, after a couple hours of alkaline corrosion abatement.]]&lt;br /&gt;
[[file:AlkalineCorrosionCleanupWithLampSocketCleaner.jpg|300px|right|thumb|Using a &amp;quot;lamp socket cleaning stick&amp;quot; for precision removal of alkaline corrosion. These can be acquired at The Pinball Resource.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Alkaline damage abatement on WPC MPUs is generally more difficult than Bally -17/-35 or Stern MPU-100/200 or Gottlieb System 80 MPUs. The traces on WPC MPUs are finer, and more abundant than on any of those boards. And, the &amp;quot;banks&amp;quot; of resistors and ceramic capacitors below the ULN-2803 and LM339s provide numerous hiding places for alkaline damage. The small traces under these components implement the switch matrix on the game.&lt;br /&gt;
&lt;br /&gt;
If alkaline abatement is attempted, and if the ULN-2803 or LM339s are damaged, using any technique &amp;lt;b&amp;gt;other than&amp;lt;/b&amp;gt; cutting them off the board, heating the alkaline damaged pads, and pulling the leftover legs out, WILL damage the board further. The alkaline adheres to the component legs and through-holes very strongly, making it near impossible to remove the component using typical desoldering tools, no matter how skilled the individual is.&lt;br /&gt;
&lt;br /&gt;
As is normally done during this process, sand with fine grit sandpaper (or use an abrasive stick as shown on the right for precision work) until bare copper can be seen, treat the board with 50/50 white vinegar/water to neutralize bits of alkaline that may remain (but do your best to remove ALL alkaline damage), then rinse thoroughly with isopropyl alcohol or other favorite cleaner. Re-tin or conformal coat the exposed traces.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Replacing an Alkaline Corroded LM339 on a WPC-089 MPU&amp;quot;&amp;gt;&lt;br /&gt;
File:LM339-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;A corroded LM339&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;After cutting one side off, then bending repeatedly to break the other side off&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LM339-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Socket installed. All done. A machine pin socket was used here to allow soldering on both sides of the board. Normally, &amp;quot;dual wipe&amp;quot; sockets are preferred as they have a much longer mate/unmate cycle life.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:RottenDogAlkalineCorrosion.jpg|300px|left|thumb|A Corroded WPC-089 Aftermarket RottenDog MPU board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The RottenDog WPC-089 MPU board pictured at left is an extreme example of corrosion creep. Corrosion moved all the way up the remote battery holder wires and onto the MPU. Abating alkaline corrosion on RottenDog MPUs is particularly difficult as the traces and vias are very, very small.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-089 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Wpc89-cpu-lower-parts.jpg|300px|left|thumb|Part identification in the WPC-089 MPU corrosion zone. &amp;lt;i&amp;gt;Image courtesy of Pinsider Sascha Voskuil aka Zaza&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Part identification in the WPC-089 MPU corrosion zone.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;WPC-95 MPU Alkaline Corrosion Zone&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95MPUCorrosionAreaParts.jpg|300px|left|thumb|Part identification in the WPC-95 MPU corrosion zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams located the batteries for the WPC-95 MPU in an even worse location than on WPC-089 and WPC-S boards. With the batteries located above the ASIC socket, there is a substantial probability that severe damage could occur from leaky batteries. The usual alkaline abatement process should be followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Key:&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Resistors - Blue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Capacitors - Yellow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diodes - Red&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Integrated Circuits - Green&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Headers/Jumpers - Black&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that at least two revisions of the WPC-95 MPU board were produced, each with a slightly different part layout.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slam Tilt ===&lt;br /&gt;
&lt;br /&gt;
[[file:WPCSlamTilt.jpg|300px|thumb|left|A WPC game (STTNG) that has been &amp;quot;slam tilted&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC games incorporate a slam tilt switch on the back side of the coin door. When closed, the game immediately stops, and the display fills with diagonal lines, as pictured at left. Note that this is not a power problem like a &amp;quot;game reset&amp;quot;, below.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stuck Menu Settings (WPC-95)===&lt;br /&gt;
* Clear all the audits and reset to factory defaults. &lt;br /&gt;
* If using a battery for the RAM, remove/disconnect the batteries for a few minutes. Power up and check the settings to verify whether or not settings have become unstuck, then power off and reconnect the batteries.&lt;br /&gt;
&lt;br /&gt;
====Stuck Language Setting (WPC-95)====&lt;br /&gt;
[[file:WPC95CountryCodeJumperTable.jpg|400px|thumb|right|DIP Switch language setting chart]]&lt;br /&gt;
If the MPU language can&#039;t be changed via the settings menu, it is possible that the DIP switch bank has failed. &lt;br /&gt;
* Be sure that the DIP switch language switches are set correctly as detailed in the table at right.&lt;br /&gt;
* Ensure that a DIP switch hasn&#039;t failed by buzzing for continuity across a closed switch.&lt;br /&gt;
* Use test T.15, &amp;quot;Dip Switch Test&amp;quot;, to ensure that the MPU is reading the switches correctly. If the physical DIP switch settings do not match the T.15 test indications, then either the DIP switch has failed, or U11, a 74LS240, has failed.&lt;br /&gt;
[[file:Wpc95-dip-switch-test.jpg|400px|thumb|right|Test T.15, &amp;quot;DIP Switch Test&amp;quot;]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a bad flipper opto board, this may also cause the language to get stuck (possibly in Spanish) and prevent the language from being changed in the menu settings or by using the MPU&#039;s DIP switches. Be sure to replace/repair the bad flipper opto board, then the language should then be able to be changed ([https://pinside.com/pinball/forum/topic/wpc-95-stuck-on-spanish-language-setting Discussion on Pinside])&lt;br /&gt;
&lt;br /&gt;
=== Power Problems with the RottenDog aftermarket power/driver board ===&lt;br /&gt;
====Fuse Clips====&lt;br /&gt;
[[file:RottenDogFuseClips.jpg|300px|thumb|left|Fuse clips on a RottenDog WPC power/driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The fuse clips used on the popular RottenDog aftermarket power/driver boards are a bit brittle and do not snap back into position if too much bending force is applied to them, much like Data East power supply fuse clips. Once the fuse clip has been bent too much, it will not snap back into position to create a solid mechanical connection to the fuse. This can cause one of the various power voltages to be missing or intermittent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====5V Regulator====&lt;br /&gt;
[[file:RottenDog5VRegulator.jpg|300px|thumb|left|The PTR08060WVD, used on RottenDog WPC Power/Driver Boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Since the LM323K 5V regulator has been obsolete for many years, RottenDog Power/Driver boards were designed to use a DC-to-DC converter manufactured by Texas Instruments, part number PTR08060WVD. The part can be found [https://www.mouser.com/ProductDetail/595-PTR08060WVD &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;] and possibly at other vendors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; This part is installed on a RottenDog Power/Driver board with the inductor (copper coil) facing the top of the board. Equivalently, pin 1 of the device should be installed into the left-most PCB through-hole. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game resets===&lt;br /&gt;
One of the more annoying faults exhibited by WPC machines is the chronic reset problem. The game will restart, often when both flippers are used at the same time. Note that game resets are a power issue. &amp;quot;Slam Tilts&amp;quot; are something completely different (see above).&lt;br /&gt;
&lt;br /&gt;
There are several possible reasons for game resets. Before doing &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; work on the circuit boards, it is recommended that a number of much easier to fix, and just as probable root causes, be examined. &lt;br /&gt;
&lt;br /&gt;
Possible causes are listed below, in the recommended order of examination. This order is a derived from a combination of &amp;quot;ease of examination&amp;quot; crossed with &amp;quot;probability of root cause&amp;quot;. The standard advice dispensed on RGP to change BR2 and C5 is often wrong and unnecessary. If BR2/C5 are changed out and the game no longer resets, some will conclude that, sure enough, BR2/C5 was the problem. What is being missed is that along with replacing those components, at the very least, the connectors on the board are being reseated, the solder on the cap and bridge is being reflowed, and the board ground to the backplane is perhaps better due to torquing the screws better. Any of these changes can improve voltage/current enough to reduce the frequency or eliminate resets.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Replace BR2 and C5 Mantra&amp;quot; ====&lt;br /&gt;
And now, a word on the classic &amp;quot;BR2/C5 mantra&amp;quot;.&lt;br /&gt;
[[File:NutAFingaS.jpg ‎|left|300px]]&lt;br /&gt;
[[File:BR2Mantra.jpg ‎ ‎|right|300px]]A long time ago…in a pinball galaxy far, far away…a kindly fellow was playing a nice game of pinball, hitting all the shots, and earning multiball after multiball. Just as he was about to beat the game’s high score to date, the WPC MPU reset. &amp;quot;Not-A-Finga&amp;quot; he yelled in some ancient, dead, language. &lt;br /&gt;
&lt;br /&gt;
A visitor from the neighboring planetary system noted that, &amp;quot;I once fixed that by replacing BR2 and C5&amp;quot;. And lo...the mantra was born.&lt;br /&gt;
&lt;br /&gt;
Fortunately, through advances in both our knowledge of these game systems, and the application of clearer thinking, we’ve come to realize that leaping to the “solution” of replacing components before doing real testing is not advisable. Most pinball owners do not possess the skill, experience, and tools that would allow them to work on circuit boards without damaging an expensive, and sometimes irreplaceable board.&lt;br /&gt;
&lt;br /&gt;
Still, with regular frequency, a post will be made on one of the Facebook repair groups or on PinSide that goes something like this…&amp;quot;My game was resetting so I replaced BR2 and C5 and the resets vanished.&amp;quot; This logical construct is known as [https://en.wikipedia.org/wiki/Post_hoc_ergo_propter_hoc &amp;quot;Post hoc, ergo propter hoc&amp;quot;] (after this, therefore because of this), an insidious logical fallacy that states &amp;quot;Since that event followed this one, then that event must have been caused by this one&amp;quot;. Clearly, this is an invalid assumption. The fallacy lies in coming to a conclusion based solely on the order of events, rather than taking into account other factors that might rule out the connection.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality of course, when components are removed and replaced on a circuit board, attendant &amp;quot;changes&amp;quot; to the state of the game system include…&lt;br /&gt;
&lt;br /&gt;
# reseating connectors and possibly improving electrical conductivity&lt;br /&gt;
# possibly changing the connectivity through fractured solder joints which may be flexed differently&lt;br /&gt;
# reseating the entire board in the backbox and possibly improving ground for the board&lt;br /&gt;
# reflowing solder joints on both components possibly improving electrical conductivity&lt;br /&gt;
# possibly improving heat dissipation from the bridge to the heat sink by replacing thermal grease&lt;br /&gt;
# perhaps an air conditioner, refrigerator, or heater has shut off thereby increasing available electrical current&lt;br /&gt;
&lt;br /&gt;
So please, hold off on heating up the soldering iron until methodically working through the disciplined process in the following section.&lt;br /&gt;
&lt;br /&gt;
==== WPC 5VDC Power Derivation Path ====&lt;br /&gt;
Following is the nominal path from the wall plug to eventual consumers of the clean 5VDC power supplied by the Power/Driver board.&lt;br /&gt;
[[file:WPCPowerSelectButterfly.jpg|300px|thumb|right|WPC Transformer Power Configuration Plug, configured for US 120V systems.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#120VAC/60Hz power is nominally provided at the wall plug. Different voltages are accommodated also (see below)&lt;br /&gt;
#An RFI (radio frequency interference) filter, which is seldom a contributor to game problems.&lt;br /&gt;
#Line power is connected to a service outlet sometimes incorporated into the metal &amp;quot;power box&amp;quot; and made available to the tech via a short, uniquely plugged, extension cord. Line power is wired in parallel and does not require the power switch to be in the ON position.&lt;br /&gt;
#Both sides of the AC power pass through the double pole/double throw (DPDT) game power switch&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power passes through an 8A FB fuse housed in a bayonet style (screw in) fuse enclosure.&lt;br /&gt;
#The &amp;quot;black&amp;quot; side of the AC power then passes through the thermistor, which limits current inrush into the system.&lt;br /&gt;
#&amp;quot;Butterfly&amp;quot; voltage select connector used to accommodate typical voltage systems used around the world (120VAC in US, 230VAC abroad, low line voltage, etc). When configured for 120VAC in the US, the connector and wiring resemble a butterfly. &lt;br /&gt;
#Transformer Primary windings&lt;br /&gt;
#Transformer Secondary windings&lt;br /&gt;
#Yet another Molex connector, mating with the harness that will eventually lead to the Power/Driver board.&lt;br /&gt;
#Some games incorporate a &amp;quot;coin door interlock switch&amp;quot; which interrupts coil and flasher power when the coin door is open. If the game is equipped with this switch, there will be an extra Molex connector necessary to implement this switch.&lt;br /&gt;
#J101 on the Power/Driver board (WPC-95: J129)&lt;br /&gt;
#Full Wave AC rectification and smoothing via BR2 and C5 (WPC-95: D7 through D10 and C9)&lt;br /&gt;
#Regulation to 5VDC via the LM323K at Q1 (WPC-95: LM317 at Q1))&lt;br /&gt;
#Lighting LED4... (WPC-95: LED101)&lt;br /&gt;
#And finally, delivery to 5VDC power consumers via J114, J116, J117, and J118 (WPC-95: J101, J138, J140, and J141)&lt;br /&gt;
&lt;br /&gt;
[[file:WPC95LM317VoltageAdjustResistors.jpg|300px|thumb|left|WPC-95 Voltage Adjust resistors R1 and R1]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the LM317 is an adjustable voltage regulator where the LM323K is a 5V specific regulator. The LM317 is &amp;quot;programmed&amp;quot; to 5.108V using precision resistors R1 (750 ohms) and R2 (243 ohms), located just to the right of the LM317 heat sink. It is possible, although not advised, to adjust the output of the LM317 regulator to something other than the nominal 5.108 volts.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Possibly Skip Steps ====&lt;br /&gt;
If the game is resetting &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; within the first minute or two, and plays fine after that, skip to [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Failed_Thermistor Step 8, Failed Thermistor]. If the thermistor turns out to not be the cause, return to step 1.&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Quick&amp;quot; but Temporary &amp;quot;Fix&amp;quot; ====&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&lt;br /&gt;
A quick but temporary fix might be to reseat (remove and then reinstall) J101 and J114 on the Power/Driver board and J210 on the MPU board several times. This might help in two ways. &lt;br /&gt;
&lt;br /&gt;
First, the tarnish that builds up on the male/female connections might be removed slightly. This might be enough to return your game to service quickly. But this is not a long term repair. The proper repair is to repin both the male and female sides of the connectors.&lt;br /&gt;
&lt;br /&gt;
Second, the physical point where the male/female pins meet becomes &amp;quot;welded&amp;quot; over time. That is, the pins develop micro-divots or irregularities that detract from a perfect connection. Reseating the connection may smooth out the defects that have formed and also might move the physical point of contact to a different part of the pins.&lt;br /&gt;
&lt;br /&gt;
Again, reseating these connectors is a temporary fix that might work for a day, a week, or a month.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A Youtube video of this procedure being performed on a Bram Stoker&#039;s Dracula can be found [https://www.youtube.com/watch?v=8Pf7gRSlKo4 here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Low Line Voltage ====&lt;br /&gt;
&#039;&#039;Step 1: measure line voltage&#039;&#039;&lt;br /&gt;
[[file:TestingLinePower.jpg|300px|thumb|right|Measure line power at the wall plug that the game is plugged into (not on the bench, as shown here). Almost 118VAC...Nice...]]&lt;br /&gt;
Low line voltage can occur for several different reasons...&lt;br /&gt;
&lt;br /&gt;
*Peak summer usage may cause a drop in line voltage (at the wall). Nominal voltage should be 115VAC minimum.&lt;br /&gt;
*Too many games or &amp;quot;power hungry&amp;quot; devices on the same circuit. This is common when numerous devices are plugged into a power strip.&lt;br /&gt;
*Game(s) plugged into an extension cord or power strip with too small of wire gauge. If the game is plugged into an extension cord, make sure that it carries all three conductors and is constructed of &#039;&#039;&#039;at least&#039;&#039;&#039; 16 gauge wire, or specified as 16/3. Using a beefier 14/3 extension cord is better, and advised if more than one game is plugged into the cord.&lt;br /&gt;
&lt;br /&gt;
If the machine is resetting, open the coin door and measure the AC voltage at the auxiliary socket with the machine turned off, and then with the machine turned on. If the voltage at the auxiliary socket is over 105VAC, the problem is most likely inside the game. If the voltage is below 105VAC, there is a line voltage problem and the local electricity company&#039;s help will be needed to correct the problem.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Ground Connection for Power/Driver Board ====&lt;br /&gt;
&#039;&#039;Step 2: Make sure the power/driver board is screwed down tightly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorWPCDriverBoardConnection.jpg|300px|thumb|left|As my friends in Texas might say, &amp;quot;that dog won&#039;t hunt&amp;quot;. All backbox boards must be securely screwed down.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A poor ground connection from the power/driver board to the backbox ground plane can reduce 5VDC by as much as .3 volts. Ensure that the screws that hold the power/driver board down, secure it tightly.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracked Power or Ground Header Pins and Cracked Solder Joints at the 5V Fuse ====&lt;br /&gt;
&#039;&#039;Step 3: Examine the header pins at J101, J102, and J103 as well as LM323K regulator solder joints (WPC-95: J136 and J137)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCGroundHeaders.jpg|300px|thumb|left|Cracked header pin solder joints at J103 in a Twilight Zone, causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to step 2 above, cracked header pins where the power enters the board or at the ground connections on the board can cause game resets. In the picture at left, cracked header pins at J103 (ground) in a Twilight Zone caused game resets. Either reflow the solder, or better yet, replace the headers with new pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:FracturedSolderJointLM323K.jpg|300px|thumb|left|Fractured solder joints at the LM323K 5V regulator (WPC-95: LM317), causing game resets.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another place to examine for fractured solder joints is on the solder side of the board, where the LM323K (WPC-95: LM317) 5VDC regulator is placed. This area is subjected to very high temperatures that sometimes causes the solder to crystallize. If the solder joint is in any way suspect, remove the old solder and reflow new solder on the joint. Ensure that a nice solder &amp;quot;meniscus&amp;quot; is created (a volcano shaped solder joint) versus a &amp;quot;doughnut&amp;quot; around the wire lead.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:LM323KGroundScrew.jpg|300px|thumb|left|Typical solder joint at the lower right screw head. &amp;lt;I&amp;gt;Image courtesy of Chris Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the screw head (sometimes nut head) shown in the lower right of the picture at left is solidly soldered to the thick trace beneath it on both sides. This screw head is the LM323K&#039;s connection to ground, which is critical to the regulator&#039;s ability to produce clean and consistent 5VDC power. A poor connection will cause random resets.&lt;br /&gt;
&lt;br /&gt;
If necessary, scrape part of the solder mask away from the trace on both sides of the screw. Apply solder flux to the joint and flow solder into the joint. A great deal of heat is required to flow the solder to the screw head.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:F113CrackedSolderJoint.jpg|300px|thumb|left|Fractured solder joints at fuse F113.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fuse F113 (WPC-95: F105) fuses the 5V power for the game. Fractured solder joints here may cause the DMM to read near 5V, yet the joint doesn&#039;t allow enough current to pass. This can cause game resets and even cause the game to not boot. Reflowing the solder at these joints is prudent.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missing diodes, open diodes, or cold solder joints at the Flipper coils ====&lt;br /&gt;
&#039;&#039;Step 4: Examine flipper coil diodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ParallelCoilWindings.jpg|300px|thumb|left|Example flipper coil diodes shown on a FL-15411 flipper coil.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
WPC flippers are, in general, the only coils in the game that should have diodes across the coil lugs. While diodes seldom fail, sometimes the pounding environment that flipper diodes must live within causes solder joints to fail. Ensure that each flipper coil has the required two diodes, that the diodes are good, and that they are soldered to the coil lugs with a quality solder joint.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Transformer Secondary and the Power/Driver Board ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Step 5: Examine the &amp;quot;cube shaped&amp;quot; molex connector in the cabinet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTransformerSecondaryConnection.jpg|300px|thumb|left|The 15-pin Molex &amp;quot;cube&amp;quot; connector. The red wires carrying 9VAC to the Power/Driver board can be seen here.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The connections from the transformer secondary to the Power/Driver board can degrade over time, a natural result of hours and hours of &amp;quot;power on&amp;quot; time. Try re-seating each connector. If the reset frequency is reduced or disappears, then the root cause has probably discovered. These connectors should be repinned at a minimum with at least new pins (the connector housings may be salvageable) for a long term solution.  It is especially important to re-pin the red 9VAC wires that carry power to the Power/Driver board as this is converted to the 5VDC logic voltage.&lt;br /&gt;
&lt;br /&gt;
Note: the molex pin extractor for these &amp;quot;round&amp;quot; pins is relatively expensive but there is no other good way to remove the pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connection at J101 on the Power/Driver Board ====&lt;br /&gt;
&amp;quot;Step 5.5: Examine both male and female connectors at J101 (WPC-95: J129)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCJ101InSitu.jpg|300px|thumb|left|Connector J101 In-Situ (bottom of picture)]]&amp;lt;br&amp;gt;&lt;br /&gt;
J101 (WPC-95: J129) connects the transformer secondary supply of both 9VAC (solid colored red wires, ultimately used to create 5VDC power) and 13VAC to the power/driver board. This connector often becomes tarnished, increasing resistance and reducing the effectiveness of the circuit. Reseating the connector may temporarily reduce reset frequency. This is an indication that this connector should be repinned. As always, it&#039;s best to repin both the male and female connectors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poor Connections between the Power/Driver board, the CPU, and other PCBs ====&lt;br /&gt;
&#039;&#039;Step 6: Examine other wiring harnesses and the connectors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPickingUpGround.jpg|300px|thumb|left|A convenient location to find ground in a WPC backbox.]]&lt;br /&gt;
[[file:WPCTesting5VDCatTP2.jpg|300px|thumb|left|Measuring DC voltage at the 5VDC test point, TP2.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at TP2 (WPC-95: TP101) on the Power/Driver board.&lt;br /&gt;
#DMM set to DC volts (if not an auto-ranging meter, expect to measure 5VDC)&lt;br /&gt;
#Black lead secured to game ground (the ground braid in the head is a good place to pick up ground)&lt;br /&gt;
#Red lead on TP2 (WPC-95: TP101). Remember the reading.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTesting5VDCatGameROMPin32.jpg|300px|thumb|left|Measuring DC voltage at pin 32 of the game ROM]]&amp;lt;br&amp;gt;&lt;br /&gt;
Measure DC voltage at the CPU board.&lt;br /&gt;
#Again, DMM set to DC volts&lt;br /&gt;
#Black lead in the same place&lt;br /&gt;
#Red lead on pin 32 of the game ROM, or on pin 2 (center pin) of the MC34064 under voltage watchdog at U10&lt;br /&gt;
#Record this reading&lt;br /&gt;
&lt;br /&gt;
Compare the two readings. ANY difference indicates voltage loss between J114 on the power/driver board and J210 on the MPU board. Some voltage loss is expected/natural since no circuit path can provide zero resistance. A difference of .1VDC is enough to warrant examination of the connectors between J114 (WPC-95: J105) on the Power/Driver board and J210 on the CPU board.&lt;br /&gt;
&lt;br /&gt;
Reseating the wire harness that connects the power-driver board to the CPU board may identify the root cause (but reseating is not a long term solution). &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCZConnector.jpg|300px|thumb|left|The &amp;quot;Z&amp;quot; connector, as used in Twilight Zone, etc.]]&lt;br /&gt;
[[file:WPCZConnectorHarness.jpg|300px|thumb|right|The entire harness containing the &amp;quot;Z&amp;quot; connector in Twilight Zone can be removed from the game for easier repinning.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some games use an interceptor harness to power extra boards (IJ, TZ, WH20, STTNG, FT, etc). There is a inline splice connector (commonly called a Z-connector) between the driver board and the CPU board. The Z-connector can become loose and/or oxidized, contributing to a poor electrical connection between the female connectors. The Z-connector can be replaced with a new one, or more robustly, eliminated by splicing the wires together, soldering, and heat-shrinking. This entirely removes the Z-connector as a contributing factor to game resets.&lt;br /&gt;
&lt;br /&gt;
At least on Twilight Zone, the wire harness that contains the &amp;quot;Z&amp;quot; connector can be removed from the game entirely, as shown at right. This harness has been repinned and the &amp;quot;Z&amp;quot; connector eliminated.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PoorIDCConnections.jpg|300px|thumb|left|A poorly &amp;quot;repunched&amp;quot; IDC connector. This connection was probably &amp;quot;punched&amp;quot; with a small flat-blade screwdriver. Note the bare wires where the insulation has been damaged. Yikes!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some field techs will &amp;quot;repunch&amp;quot; IDC connectors in an attempt to make a better connection. Without the correct punch tool, sometimes an even worse connection is created, as pictured at left. If the decision is to use IDC connectors, at least use the correct tool to punch the wires.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCWornPowerConnectionJ210.jpg|300px|thumb|left|MPU connector J210. This connector has had the plating worn off right where the female connector mates with it. When mated with a worn female connector, increased resistance results in reduced voltage, causing resets and possibly failure to boot.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Tarnished, heat damaged, or damage to header pin plating creates resistance and can sometimes be a contributor to game resets. If the male header pins are tarnished, their female mates are probably tarnished also. If tarnished pins are found, now might be a good time to remove that aspect as a contributor to game resets. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If following this step-by-step process, now is the first time that a soldering/desoldering station will be needed.&lt;br /&gt;
&lt;br /&gt;
Replace the male header pins, remembering to clip the correct &amp;quot;key&amp;quot; pin before reinstalling the board into the game.&lt;br /&gt;
&lt;br /&gt;
Replace the female connector and pins with good quality Trifurcon crimp-on pins. IDC (Insulation Displacement Connectors) connectors as found originally on the game were used by the OEM to speed the manufacturing process and do not provide the level of robustness that can be achieved using Trifurcon crimp-on pins and good technique.&lt;br /&gt;
&lt;br /&gt;
Another possible contributor to poor power connections is cracked header pin solder joints. Although, with WPC double-sided PCBs and the relatively large header pin through-holes, this is rarely seen. Should you identify cracked header pin solder joints, it&#039;s best to remove as much of the old solder as possible before reflowing new solder at the joint.&lt;br /&gt;
&lt;br /&gt;
Be sure to check the power connections on the display as well. One documented repair involved a Funhouse with a reset issue. The game had a strong +5V signal on the MPU/CPU, a new BR2/C5 and digital voltage regulator. It would play perfectly until someone nudged the machine causing it to reset. During troubleshooting, it was noted that the game would reset (even in attract mode) when the display was lifted out of the backbox or placed back in it. It was then observed that the 2 wire/3 pin power connector had a loose IDC connection. The ground short through vibration was resetting the CPU! Repinning both the male and female ends of this connector with a proper molex housing resolved the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Using a Multimeter to Test the Bridge Rectifier and Capacitors ====&lt;br /&gt;
&#039;&#039;Step 7: Bridges and Caps in circuit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCTestingBR2RectifiedDCVoltage.jpg|300px|thumb|left|Measuring &amp;quot;un-smoothed&amp;quot; DC voltage output from BR2. The voltage is smoothed later by C5. This bridge is functioning properly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s one last test we can do before disassembling parts of the machine. This test can clearly identify a bad bridge rectifier or capacitor. You will need a clip lead. &lt;br /&gt;
&lt;br /&gt;
#With the machine off, clip the lead onto the top left lead (positive) of BR2. You will have to do this by feel, as you cannot see the lead. This clip point is the output of the bridge rectifier, and is connected to the smoothing (filter) capacitor and LM323K regulator input. It should be at 9V DC. &lt;br /&gt;
#Next, place the other clip on the red (+) lead of your meter.&lt;br /&gt;
#Connect the black lead to ground by tucking it under the braid. Check your installation to make sure that nothing is shorting.  &lt;br /&gt;
#Set your meter to DC volts.&lt;br /&gt;
#Turn on the game.&lt;br /&gt;
&lt;br /&gt;
The meter should read about 9V. This will be true whether C4/C5 are working or not. If the bridge rectifier is bad, it will read about 7V. &lt;br /&gt;
&lt;br /&gt;
For the capacitor, turn your meter to AC volts. Note that inexpensive meters may give false readings here. Ideally, your meter should be a true RMS meter. Good capacitors will read about 300mV AC. Bad capacitors will read up to 2VAC. Anything over 1VAC indicates a failed/failing filter capacitor at C5 which should be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Thermistor ====&lt;br /&gt;
&#039;&#039;Step 8: Examine the Thermistor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPCPowerBoxInside.jpg|300px|thumb|left|A look inside a typical WPC power box. This particular box was from a Fish Tales. The Thermistor is grey, the varistor is green.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The thermistor is (generally) a black or grey disk, about the size of a dime. It is located inside the power box which is found just inside the coin door and to the right. If your game has one (and not all WPC games do), it will be connected in series between the power box fuse and the black side of AC power. Note that the power box may also contain a &amp;quot;varistor&amp;quot;, or MOV, which is essentially a surge protector. The varistor will be wired in parallel with (across) the AC power. The varistor is not a factor in game resets.&lt;br /&gt;
&lt;br /&gt;
The thermistor&#039;s job is to limit current inrush into the capacitors when the game is first powered on. This reduces stress on the bridge rectifiers or diodes in the game&#039;s power circuits (which is the primary cause of bridge rectifier failures). After a few seconds, the thermistor heats up and drops to a very low resistance. Failing thermistors pass less current and have to get hotter to work. This heating takes time, so the game will often reset in the first 30 minutes of operation, and then be fine afterwards. Obviously, a cold environment will make the symptoms worse, and a warm room may appear to cure the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resetting while the game warms up is therefore a key indicator of a failing thermistor. Note also that DCS and WPC-95 A/V boards may reset independent of the MPU. If this is the case, you&#039;ll hear the characteristic same &amp;quot;bong&amp;quot; as when the game boots.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;***Safety Warning***&#039;&#039;&#039; Unplug the game &#039;&#039;&#039;AND&#039;&#039;&#039; turn the game off before conducting the following test.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the thermistor may be visibly damaged. However, it may look good and still be bad. An easy test of the thermistor is to jumper across the legs of the thermistor with a heavy gauge wire. If the game resets no longer occur, replace the thermistor with the correctly rated part. The original Williams part number is 5016-12978-00. A replacement is available from [http://www.greatplainselectronics.com/search.asp?pg=1&amp;amp;stext=5016-12978-00 Great Plains Electronics].&lt;br /&gt;
&lt;br /&gt;
While you have the box open try wiggling the connectors (the game &#039;&#039;&#039;&#039;&#039;IS&#039;&#039;&#039;&#039;&#039; unplugged!) you probably will find at least one that is loose  - this can contribute to reset issues. The fix is to solder all the crimp quick connect ([http://www.pinwiki.com/wiki/index.php?title=File:DSCF0810.JPG examples on coil]) wires to the pins they were connected to in the box: cut the quick connects off, one at a time, and then solder the wires directly. Insulate the connections with Heat-Shrink or a good grade of electrical tape.&lt;br /&gt;
&lt;br /&gt;
==== Questionable Prior Rework ====&lt;br /&gt;
&#039;&#039;Step 9: Examine prior rework&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The printed circuit boards used in pinball machines sometimes have traces on both sides of the board. Most WPC boards are manufactured in this way. The traces are joined through the board by a thin layer of copper, plated to the inside of the hole. This plating is delicate. Without great care, the plating can pull out or crack when components are removed, especially alkaline damaged components as found on MPU boards (after batteries have leaked) and &amp;quot;snap caps&amp;quot; as found on OEM WPC Power/Driver boards (at C5 for instance). &lt;br /&gt;
&lt;br /&gt;
Extreme care as well as good technique must be exercised when removing these components as it is very easy to lift traces or damage through-holes on the board. If the component is known to be bad, it is sometimes easier to snip the component from the board with a flush cutter and remove each leg of the component individually. &lt;br /&gt;
&lt;br /&gt;
An excellent way to repair a lifted trace or cracked through-hole is to create a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] between the traces on each side of a two sided board. Some PCB repairmen will install jumpers as a &amp;quot;repair&amp;quot; for cracked through-holes or to &amp;quot;guarantee&amp;quot; connectivity between components. Some PCB repairmen will avoid the use of jumpers in favor of better looking rework.&lt;br /&gt;
&lt;br /&gt;
==== Failed Capacitors ====&lt;br /&gt;
&#039;&#039;Step 10: Power smoothing capacitors at end of life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[file:WPC-C4InSitu.jpg|300px|thumb|left|C4, shown &amp;quot;in-situ&amp;quot; on a typical WPC Power/Driver Board. A new C4 cap has been installed on this board (100µF/10V). Nice job by the installer orienting the cap so that its value is in easy view!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Electrolytic capacitors do not last forever. They are designed to operate for about 1,000 hours at their full rating. Capacitor life is a function of temperature: the cooler the capacitor operates, the longer the life. The system designer must select higher voltage and capacitance ratings to achieve the design life, which can be as short as 5 years in a pinball machine operated continuously in a warm environment. &lt;br /&gt;
&lt;br /&gt;
The WPC Power/Driver board uses a 15,000µF, 25V capacitor at C5 to smooth the full wave rectified AC from BR2. When this capacitor is no longer smoothing the rectified AC well enough to produce a clean 5VDC, the voltage may drop below the threshold enforced by the watchdog circuit on the MPU (an MC34064 at U10). When this happens, resets sometimes result.&lt;br /&gt;
&lt;br /&gt;
Note that commonly available replacement capacitors are rated to 35V, and will work fine for this application. In general, you may use a capacitor rated for higher operating voltages but the capacitance specification (µF, or micro-farads) should not be changed.&lt;br /&gt;
&lt;br /&gt;
C4 (spec&#039;d at 100µF, 10V, axial) can sometimes fail and cause the game to reset also. If you&#039;ve gotten this far and are replacing C5, you might as well replace C4 too.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:PulledThroughHole.jpg|300px|thumb|left|A good view of a 15,000uf cap, with a pulled through hole still on the left lead (the brown donut looking object)]]&lt;br /&gt;
[[file:DomedFilterCap.jpg|300px|thumb|right|C5 (lower) and C11 (upper) on a WPC-089 power/driver board. C11 is clearly &amp;quot;domed&amp;quot;, a physical indication of it&#039;s failure.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Removing the big 15,000uf capacitors on a WPC-089 power/driver board is a bit tricky. More often than not, an amateur will damage the through hole that connects one side of the board to the other, either severing the connection completely, or badly enough to cause intermittent reset issues. Should the through hole be pulled, a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] needs to be installed, or &amp;quot;jumpers&amp;quot; need to be installed connecting the associated bridge rectifier to the capacitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Advice:&amp;lt;/b&amp;gt; Without the experience, tools, and technique to accomplish this task, most hobbyists would be well advised to send the board to a pro for rehab.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating an excellent technique for removing snap caps can be found [https://youtu.be/rs90-UMtCww &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Bridge Rectifier ====&lt;br /&gt;
&#039;&#039;Step 11: Test Bridge Rectifier #2 (BR2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thermistor protects the bridge rectifiers from inrush current. Still, bridge rectifiers will occasionally fail. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingABridgeRectifierFourSteps.jpg|300px|thumb|left|Four Connections to Test a Bridge Rectifier. Black/Red dots represent test lead positions.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left illustrates the 4 readings to be taken when testing a bridge rectifier.&lt;br /&gt;
	 &lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
	 	&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;.	 	&lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge. 	&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.	 	&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.	 	&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge	&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.	&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
#Swap locations of the red and black leads. A reading of &amp;quot;null&amp;quot; should be seen.		&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|left|Testing a Bridge Rectifier in circuit. This part of the bridge is good.]]&amp;lt;br&amp;gt;	&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).	&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed2.JPG|300px|thumb|left|Applying heat transfer grease (heat sink compound) to the new bridge rectifiers.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed3.JPG|300px|thumb|right|New bridge rectifiers screwed to heat sink before placing on driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating the procedure to test and properly replace a bridge rectifier can be found [https://youtu.be/QhcnkAKYMlE here].&lt;br /&gt;
&lt;br /&gt;
Should you decide to replace the bridge, it is best to screw the heat sink to the bridge before soldering it in place as the heat sink is shared between BR1 and BR2. A small amount of heat sink compound between the bridge and the heat sink is necessary. This compound improves conduction of the heat away from the bridge and into the sink.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some repair tips suggested cutting the heat sink in half, separating it into two parts, one part for each bridge. This technique is no longer considered to be a best practice.&lt;br /&gt;
&lt;br /&gt;
Solder both the top and bottom solder pads of the bridge. Should the through-hole of the bridge leads be cracked or otherwise damaged, use the &amp;quot;[http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch]&amp;quot; technique noted above or install jumper wires between the DC outputs of the bridge and the terminals of C5. When clipping the leads of the wire bridge, do not cut into the solder &amp;quot;meniscus&amp;quot; (the &amp;quot;volcano&amp;quot; of solder around the wire lead). Cutting into the solder meniscus can cause cracked solder joints later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Brdg 1and2 Removed.JPG|300px|thumb|left|Bridge rectifiers 1 and 2 removed elegantly with a desoldering iron.]]&lt;br /&gt;
[[File:WPC Brdg 1and2 Reinstalled.JPG|300px|thumb|right|New bridge rectifiers installed, and replacement date noted.]]&amp;lt;br&amp;gt;&lt;br /&gt;
With proper desoldering tools, like the Hakko 808 or Hakko 470D, removal of bridge rectifiers and other components is greatly simplified.  After replacement of bridge rectifiers is made, it&#039;s not a bad idea to mark the replacement date.  In doing this, you or anyone else will know when these were replaced, and more importantly that they were replaced.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Voltage Regulator ====&lt;br /&gt;
&#039;&#039;&amp;lt;font color=Red&amp;gt;Step 11: When all else fails...&amp;lt;/font&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LM323K 5V regulator is a robust device, but it can drift over time to below the design requirement of 4.8VDC. If your 5VDC reads less than 4.8VDC at the test point, or less than 4.75V on the CPU board, you have to replace the regulator. Note that these voltages are compliant to the LM323K&#039;s spec. However, at the lower end of this spec, this lower voltage may be the cause of resets.&lt;br /&gt;
&lt;br /&gt;
[[File:EZ-SBC-PS5.jpg|300px|thumb|left|The EZ-SBC PSU5 modern adjustable switching voltage regulator]]&lt;br /&gt;
If you decide to replace the LM323K regulator you may wish to consider using an [http://www.ezsbc.com EZ-SBC PSU5] instead.  The PSU5 is a 5V 3A high-efficiency switch-mode regulator that is a direct replacement for the LM323K in terms of form factor and current capacity; it is superior to the LM323K due to its reduced power dissipation.  When using the PSU5 be sure to replace the KEPS nuts (nuts with captive lock washers) originally used to mount the LM323K with discrete #6 split lock washers and #6-32 hex nuts; the external tooth lock washer of the KEPS nut can contact one of the surface-mounted components on the PSU5.&lt;br /&gt;
&lt;br /&gt;
Note: The EZ-SBC PSU5 has one side affect that may be annoying. At power off, instead of the customary &amp;quot;pop&amp;quot;, the speakers emit a loud volume &amp;quot;machine gun&amp;quot; or &amp;quot;fart&amp;quot; sound. While this might be unnerving, it is perfectly harmless.  An [https://ezsbc.shop/products/psu5-no-noise updated &amp;quot;no noise&amp;quot; version of the PSU5], identified by a &amp;lt;b&amp;gt;yellow solder mask&amp;lt;/b&amp;gt;, does not have this side effect at power off. It is otherwise identical to the original PSU5.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] An example of the sound can be heard [https://youtu.be/L4MDGddZanI?t=80 here] near the end of the video.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Failed Electrolytic Capacitor on the MPU ====&lt;br /&gt;
&#039;&#039;Step 12: Failed C31 on the MPU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:FailedC31onWPCMPU.jpg|300px|thumb|left|C31 on the MPU. This Philips capacitor has most likely failed.]]&lt;br /&gt;
There is one more possibility. C31 acts as a filter on the WPC-089 MPU. It is a 100µF, 10V capacitor, connected between incoming 5VDC and ground. Williams used two primary suppliers for this capacitor, Philips and Illinois Capacitor. If the capacitor is grey with black markings and has the logo &amp;quot;iC&amp;quot; on it, then it is from Illinois Capacitor and is likely ok. However, if the capacitor is blue and shows the manufacturer as Philips, you should replace it as it is most likely bad. The small Philips capacitors in particular have shown an increasing failure rate as these machines get older. This does not only apply to their use on the CPU but anywhere else in the machine. Which means the same rule applies to C4 on the power driver board - if it&#039;s a Philips capacitor replace it. If it&#039;s an iC capacitor it is likely OK. If you have a spare CPU, swapping the suspect one with a known working CPU is a good diagnostic step.&lt;br /&gt;
&lt;br /&gt;
When replacing this capacitor it is best to use a 100uf 25v capacitor. You should note that by the time Williams got to the WPC-95 system, any place where they used to use a 100uf 10v filter capacitor they now had a 100uf 25v capacitor instead. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:BSDcaprs.jpg|300px|thumb|left|Failed C31 from a BSD CPU.]]&lt;br /&gt;
[[Image:FHcaprs.jpg|300px|thumb|right|Failed C31 from a Funhouse CPU.]]&lt;br /&gt;
Determining whether or not C31 has failed is a challenge without an ESR meter. A simple visual inspection will not indicate whether the part is good or bad. Here are two C31s, one from a Funhouse and one from a BSD. Both of these are bad. Both should have an ESR reading of less than 2 ohms and a capacitance reading, out of circuit, of 100uf if not slightly more. Both the boards these were installed in would boot successfully on the bench hooked up to a dedicated power supply. Without an ESR meter, one might think these capacitors were fine. In fact, if this was the only thing wrong in the machine on the 5v circuit, chances are the game would operate fine with these capacitors as-is. But if the game is resetting, it is probably best to replace C31. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Absolute Last Resort ====&lt;br /&gt;
&#039;&#039;Step 42: We really didn&#039;t want to get to this point!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a method of absolute last resort.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM323K is an adjustable linear regulator. However, Williams provided no means to adjust the output of the LM323K. As such, the LM323K will deliver a voltage anywhere within the spec range of the device. The spec output voltage range for the LM323K is 4.75 to 5.25 VDC. Some percentage of LM323Ks will fall into the lower range of that spec, which is at, or just above the trip point voltage of the MC34064 voltage watchdog on the MPU board.&lt;br /&gt;
&lt;br /&gt;
The following procedure will increase the output voltage of the LM323K slightly. This procedure is not a substitute for addressing all of the considerations mentioned in previous steps, and should be used cautiously.&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackComponentSide.jpg|thumb|300px|right|Ground Trace severed leading to C9.]]&lt;br /&gt;
The LM323K draws a small current to operate, which it passes to ground. We can use that current to raise the voltage of the whole LM323K, pushing the output closer to 5V.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
#Isolate the LM323K&#039;s metal case from board ground by cutting the ground traces that run left and right from the nut on the back of the board that bolts the LM323K to the board. The neater you make these cuts, the easier it to reverse this hack.&lt;br /&gt;
#Some versions of the Power/Driver board include a ground trace on the component side of the board that provides a ground to the tantalum capacitor at C9. This trace must be cut on the component side of the board. &lt;br /&gt;
#Add a 1/2W resistor in series, from the LM323K ground to the board&#039;s ground trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LM323KHackSolderSide.jpg|thumb|300px|right|LM323K case isolated from ground, and a 25ohm resistor added. This raised the nominal voltage by .2VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A 12 ohm resistor will nominally raise the LM323K voltage output by .1 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
A 24 ohm resistor will nominally raise the LM323K voltage output by .2 VDC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A 4.90V measurement without load before modification is increased as follows...&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 16.5 ohm resistor resulted in 5.1V.&amp;lt;br&amp;gt;&lt;br /&gt;
*adding a 24.9 ohm resistor resulted in 5.2V.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Conductive Grease Hack ====&lt;br /&gt;
[[What is a &amp;quot;Hack&amp;quot;?]]&lt;br /&gt;
Some techs will recommend the use of conductive grease to improve conductivity at a connector. While some techs will &amp;quot;swear &#039;&#039;&#039;by&#039;&#039;&#039; the stuff&amp;quot;, other techs will &amp;quot;swear &#039;&#039;&#039;at&#039;&#039;&#039; the stuff&amp;quot;, and as such, this is not considered a best practice. The grease can extend the life of new header pins, and protect against hostile environments that would cause corrosion. However, when used on header pins that are already damaged, grease can only slow further deterioration. Worse, the heat in the connector will turn the grease to gunk. If you find a flaky connector with gunk in it, you&#039;ve been &amp;quot;greased&amp;quot; and you will want to re-pin it.&lt;br /&gt;
&lt;br /&gt;
Damaged/burnt connectors should always be [http://www.pinwiki.com/wiki/index.php?title=General#Electrical_Tools replaced].  [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod Dow Corning #4] grease can&#039;t help them.&lt;br /&gt;
&lt;br /&gt;
On the other hand [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] Electrical Insulating Compound Grease does a superior job reducing friction and corrosion on contacts and that would be considered a net benefit to any game. JRR&#039;s shop and others have also found a decrease in the temperature of power contacts using [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] along with reduced resistance which should increase the life of the connector. This product is also good to use on EM pins for the interconnect plugs/sockets as it reduces friction and improves conductivity.&lt;br /&gt;
&lt;br /&gt;
Note that [http://http://www.dowcorning.com/applications/search/products/details.aspx?prod=01903128&amp;amp;type=prod DC#4] is stable from -57C to 204C (-70F to 399F). If your game has contacts at the high end of those temperatures then certainly, the [http://en.wikipedia.org/wiki/Magic_smoke smoke] would be getting out...&lt;br /&gt;
&lt;br /&gt;
If other products are used, investigate carefully to ensure they are a proper dielectric grease suitable for high temperature applications.  There is a time and place to use this type of product, mostly as a preventative measure on newly replaced contact surfaces.  Applying it after the plating has burned off is a questionable practice and no substitute for proper connector replacement.&lt;br /&gt;
&lt;br /&gt;
===Check fuses F114 and F115 message===&lt;br /&gt;
[[File:CheckFusesF114andF115.jpg|thumb|300px|left|Check Fuses F114 and F115 Message]]&lt;br /&gt;
This message is sometimes displayed when the game boots and a game cannot be started. Most of the time, F114/F115 will be found to be just fine. &lt;br /&gt;
&lt;br /&gt;
The game issues this message because it cannot read the switch matrix normally. The crafty designers at Williams inserted an “always closed“ switch into the matrix as switch 24. Switch 24 isn’t a switch at all, but instead provides the game software with a “known closed” switch matrix return. Switch 24 is actually a diode across column 2, row 4 of the switch matrix and is located on the coin door interface board which itself is located just inside the cabinet on the left wall.&lt;br /&gt;
&lt;br /&gt;
Since the WPC switch matrix circuitry on the MPU uses 12V to determine switch state, the game assumes that the 12VDC power has been interrupted. F114/F115 fuse the 12V generation circuit; F114 on the AC side of BR1; F115 on the DC side of BR1. Hence, the game assumes that one of these fuses is blown and the message is displayed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Diagnosing the problem&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by checking DC voltage at TP3. You should see about 12VDC. If not, follow these steps.&lt;br /&gt;
&lt;br /&gt;
#Actually check fuses F114 and F115 using the procedure [[General#Testing_fuses| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]]. If a blown fuse is found, replace it. If F114 immediately blows again, then BR1 is probably shorted. Skip to the paragraph below to test the bridge.&lt;br /&gt;
#Check LED6. If not lit (indicating the absence of 18V at TP8), then suspect BR1 or the filter caps for BR1, C6 and C7. If BR1 had failed shorted or if C6 or C7 where shorted (rare) then you would expect to see F114 blown. BR1 can be tested using the procedure below.&lt;br /&gt;
#Check LED1. If not lit (indicating the absence of “digital” 12V at TP3, then test D1 and D2 (both 1N4004 diodes that can be tested with the game off or board removed using the standard &amp;quot;diode check&amp;quot; on your DMM). &lt;br /&gt;
#If D1/D2 test good, then check continuity from pin 2 of the 7812 voltage regulator at Q2 to J114, pin 5. This verifies the path to ground. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#Next, check continuity from pin 3 of the 7812 to J114, pin 2. This verifies the path through F115 to the 12V power header at J114. If no continuity, check C2 - it may have leaked and corroded the traces beneath it. If so, replace C2 and repair broken traces.&lt;br /&gt;
#If this all checks out, yet 12VDC is still not at TP3, then suspect the 7812 voltage regulator at Q2. Q2 is in a TO-220 package (like a TIP-102) and has a small heat sink attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Problem Determination Method: Test Power Across the Driver Board&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VRegulatedCircuit.png|center|(The regulated 12VDC circuit, diagram by by Sascha Voksuil aka Zaza)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The diagram above shows the simple path for the 12VDC power regulation circuit. Power may be tested across the circuit, as follows.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Set your meter to DC volts. If your meter isn&#039;t an auto-ranging meter, expect to see less than 20VDC.&lt;br /&gt;
#Clip the black lead of your DMM to game ground, or tuck it under the backbox ground braid.&lt;br /&gt;
#Probe TP8 with the red lead of your DMM. It should measure about 18VDC. If not, suspect F114.&lt;br /&gt;
#Probe the banded side of D1. It should measure about 18 minus .5 to .7 volts, (the typical voltage drop across this kind of diode), or about 17.4VDC. If not, suspect D1.&lt;br /&gt;
#Probe the banded side of D2. It should measure about 17.4 minus .5 to .7 volts (again), or about 16.8VDC. If not, suspect D2.&lt;br /&gt;
#Probe the top leg of the 7812. It should measure about 16.8V. If not, suspect the trace between D2 and the 7812 or a fractured solder joint at the 7812.&lt;br /&gt;
#Probe the bottom leg of the 7812. It should measure about 12VDC since the job of this regulator is to produce 12VDC. If not, suspect the 7812 regulator.&lt;br /&gt;
#Probe the right side of fuse F115. It should measure about 12VDC. If not, suspect the trace between the lower leg of the 7812 and fuse F115. In particular, suspect that C2 has leaked and corroded the trace carrying the 12VDC. See: &amp;quot;Leaky Capacitor C2 corrodes trace&amp;quot;, below.&lt;br /&gt;
#Probe the left side of fuse F115. Again it should measure about 12VDC. If not, suspect F115 is blown or the fuse block has a poor mechanical connection to the fuse or to the PCB.&lt;br /&gt;
#Finally, probe pin 2 of J114. It should read about 12VDC. If not, suspect the trace from fuse F115, the connection of the F115 fuse block to the PCB, or a fractured pin at J114.&lt;br /&gt;
&lt;br /&gt;
The only circuit path remaining to test is the path to the ground pin of J114 (pins 5 and 7) from the 7812. This is easily accomplished with power off.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to continuity and &amp;quot;buzz&amp;quot; between the tab of the 7812 to J114, pin 5 and 7. If no continuity, suspect a fractured solder joint at the center pin of the 7812, or corrosion under C2 that has compromised the trace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short on the MPU causing F115 to blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one more way for the 12VDC power to be lost and for F115 to blow. A shorted IC on the MPU that uses 12VDC can cause F115 to blow. To help isolate the problem to the MPU, replace F115, disconnect power going to the MPU at J210, and turn power to the game on. If the fuse does not blow, the problem is almost definitely on the MPU board. Any of the LM339s (theoretically) or the ULN2803 (definitely) can fail and short 12V to ground, causing F115 to blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaky Capacitor C2 corrodes trace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCFailed12VRCircuit.jpg|thumb|300px|left|Filter capacitor C2 (removed), leaking it&#039;s corrosive electrolytic contents, eating through traces]]&lt;br /&gt;
[[File:WPC12VFilterCapLeakDamage.jpg|thumb|300px|right|Filter capacitor C2 (removed), showing damage caused by a leaky cap.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yet one more way for the 12VDC regulated power to be lost is shown in the picture at left. In the picture, the electrolytic cap at C2 has failed and leaked corrosive electrolytic contents onto the board. The lower trace from Q2 (7812 voltage regulator) to C2 (+ side), that goes on to connect to F115 on the solder side of the board, has been eaten away, no longer providing a path for the regulated 12VDC power. Corrective action here is the same as alkaline damage abatement.&lt;br /&gt;
&lt;br /&gt;
Shown on the right is another shot of the damage caused by a leaky cap at C2. This one resulted in reducing the 12V power to about half of spec.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC12VCorrosion.jpg|thumb|300px|right|Corroded parts in the 12V/Zero Cross circuitry]]&lt;br /&gt;
The corrosion resulting from a leaky cap at C2 can be quite extensive. Often, the parts immediately left of C2 are damaged and must be replaced. The part list is as follows, to be installed left to right:&lt;br /&gt;
*R206 - 27K ohm&lt;br /&gt;
*R198 - 10K ohm&lt;br /&gt;
*R199 - 1K ohm&lt;br /&gt;
*C1 &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R204 - 270 ohm&lt;br /&gt;
*C12 &amp;amp;nbsp;&amp;amp;nbsp;- .001uf ceramic (or 1000pf, marked 102)&lt;br /&gt;
*R205 - 270 ohm&lt;br /&gt;
*C3 - .33uf ceramic (not shown, located behind heat sink)&lt;br /&gt;
*D2 - 1N4004 (not shown, located behind heat sink)&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:C2MicroFracture.jpg |thumb|300px|left|This clearly etched trace caused the loss of 12VDC]]&amp;lt;br&amp;gt;&lt;br /&gt;
Any fracture in the trace beneath the capacitor can cause a loss of 12VDC. The image at left was taken from a FishTales Power/Driver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If TP3 does, in fact, have 12VDC present, then we need to dig deeper.&lt;br /&gt;
&lt;br /&gt;
#First check for 12VDC on the CPU board to ensure that the 12V is getting to the board via the 2 (and possibly 4 if your game has a “Z-Connector”) connectors that carry the 12VDC. An easy place to measure 12VDC on the CPU is at pin 10 of the ULN2803 (U20). Pin 10 is on the bottom row of pins, furthest left. Note that this connection (and also the 12VDC connection to pin 3 of the LM339s) is not shown on the schematic.&lt;br /&gt;
#If the CPU is receiving 12VDC, and you still have the “Check fuses F114 and F115” message, then the problem lies within the CPUs switch matrix logic circuitry.&lt;br /&gt;
#Prime candidates for CPU switch matrix failure are U20 (a ULN2803), the two LM339s at U18 and U19, the 74LS374 at U14, and the 74LS240 at U13. All of these ICs are in the “corrosion zone” caused by leaky alkaline batteries. If your CPU exhibits the “blue/green fuzzies”, address the alkaline damage first.&lt;br /&gt;
#Testing the 74LSXXX ICs is simple using the procedure [[General#Testing_an_integrated_circuit| &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;]].&lt;br /&gt;
#If coil power, flasher power, or even lamp power was somehow shorted to the switch matrix, there is a near 100% probability that the ULN2803 at U20 has been damaged. There is no good way to test the ULN2803 other than using a logic probe with the game powered on. Both the input side and the output side of the ULN2803 should be toggling between logic 0 and logic 1. If not, socket and replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
[[File:TestingBridgeRectifier.jpg|300px|thumb|right|Testing a Bridge Rectifier in circuit]]&lt;br /&gt;
&#039;&#039;&#039;Testing a bridge rectifier is simple.&#039;&#039;&#039;&lt;br /&gt;
#Place your DMM into &amp;quot;diode test&amp;quot;. &lt;br /&gt;
#Put the black lead of your DMM on the &amp;quot;oddball&amp;quot; lead of the bridge rectifier. This will be the lead that isn&#039;t oriented the same as the others (as with the &amp;quot;spade&amp;quot; type of bridge) or the lead that prevents the four legs from forming a square (as with the &amp;quot;wire lead&amp;quot; type of bridge). This will also be the DC positive lead of the bridge.&lt;br /&gt;
#Place the red lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#A reading nominally between .5 and .7 should be seen (this represents the voltage drop across the bridge&#039;s internal diodes).&lt;br /&gt;
#Now place the red lead of the DMM on the lead opposite of the &amp;quot;oddball&amp;quot; lead, or the DC negative lead of the bridge.&lt;br /&gt;
#Place the black lead of the DMM on each of the adjacent legs, one at a time.&lt;br /&gt;
#Again, a nominal reading between .5 and .7 should be seen.&lt;br /&gt;
&lt;br /&gt;
Readings outside of these ranges indicate a failed or failing bridge. Note that these readings are not &amp;quot;hard and fast&amp;quot;. For instance, a reading of .462 is probably acceptable. We are looking for an &amp;quot;open&amp;quot; or a &amp;quot;short&amp;quot;. Note also that this test is not conducted &amp;quot;under load&amp;quot; and it is possible for the bridge to test &amp;quot;good&amp;quot; when it will in fact fail under load (this is also true when testing diodes, transistors, etc).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Testing BR1 &amp;quot;InSitu&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to test BR1 while the power/driver board is still installed in the game. &amp;lt;i&amp;gt;Thanks to PinSider &amp;quot;Zaza&amp;quot; for the procedure and animation&amp;lt;/i&amp;gt;.&lt;br /&gt;
#Power the game off&lt;br /&gt;
#Ensure fuse F114 is good&lt;br /&gt;
#Remove connector J101 on the right side of the power/driver board&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;&lt;br /&gt;
#Probe as indicated in the animated gif pictured below&lt;br /&gt;
 &lt;br /&gt;
[[File:TestingBR1InSitu.gif|Testing BR1 &amp;quot;InSitu&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc-br.jpg|300px|thumb|left|The heat sink covering BR1 and BR2 on a WPC-board]]&amp;lt;br&amp;gt;&lt;br /&gt;
Take special care when replacing a bridge rectifier.  It is easy to lift the traces of the plated through holes when removing these.  After removing the heat sink, cut the old bridge rectifier off of the board close to the top leaving as much of the lug as possible.  Then add a small amount of solder to the connection on the solder side to improve heat transfer.  Finally apply the iron to the solder side to heat the joint and remove the remaining lug with small pliers.&lt;br /&gt;
&lt;br /&gt;
When replacing the new bridge rectifier you should remove the old thermal compound and apply a new thin layer.  The old compound can be removed with a little rubbing alcohol.  Apply the thermal compound to the top of the bridge rectifiers and reattach the heat sink with the screws [[#Failed_Bridge_Rectifier | (see above)]].  It is much easier to replace the heat sink before resoldering the new bridge rectifier.  Make sure that the heatsink is sitting flush with the tops of the bridge rectifiers and that you leave about a 5/8&amp;quot; gap between the bridge rectifier and the board to improve air flow.&lt;br /&gt;
&lt;br /&gt;
Splitting the heat sink between BR1 and BR2 was at one time thought to improve reliability. This is no longer considered a best practice and is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; recommended. &amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wps-diodes.jpg|300px|thumb|left|Diodes replaced BR1 and BR2 on WPC-95 boards]]&amp;lt;br&amp;gt;&lt;br /&gt;
In WPC-95 games, BR1 and BR2 were replaced by a series of diodes. D11-D14 replaced BR1. D7-D10 replaced BR2. These are much less prone to failure. Still, they do fail on occasion. If one or more fail, it&#039;s best to replace all four in the &amp;quot;gang&amp;quot;. These diodes were originally 6A2 diodes. Replace them with 6A4 diodes (6 amp 200V vs 6 amp 400V). See the &amp;quot;Check Fuses F106 and F101&amp;quot; section below for the equivalent WPC-95 message.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Check Fuses F115 and F116, J112 and Opto 12V Supply Message===&lt;br /&gt;
[[File:WPC_Check_F115_F116.JPG|thumb|300px|left|Check Fuses F115 and F116 message displayed on Demo Man]]&lt;br /&gt;
[[File:CheckFusesF115F116J112Message.jpg|thumb|300px|right|The same message displayed on I500]]&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the &amp;quot;Check Fuses F114 and F115&amp;quot; above, games like Demolition Man will display this message at power up if the trough optos are seen as closed (remember, the opto switch open/closed logic is inverted). Debug this issue by checking the 12v connectors at the lower left corner of the driver board and the connectors on the trough opto transmitter and receiver board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC-95 Check Fuses F106 and F101 Message===&lt;br /&gt;
[[File:CheckFuses106And101.jpg|thumb|300px|left|Check Fuses F106 and F101 Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
If a WPC-95 game detects loss of 12VDC power by not seeing switch 24 as closed, &amp;quot;Check Fuses F106 and F101&amp;quot; will be displayed at power up. This could obviously mean that F101 and/or F106 are blown. It might also indicate failure of the LM7812 12VDC regulator at Q2 in which case LED102 will be on and LED100 will be off or, failure of one or more of the 6A2 diodes that rectify the AC power (D11-D14). In the latter case, both LED102 and LED100 will be off. Use these LED indicators, as well as testing for 18VDC at TP102 and 12VDC at TP100 to guide your repairs.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Line Voltage Detection - LED2 &amp;amp; LED3===&lt;br /&gt;
&lt;br /&gt;
LED2 and LED3 on the Power Driver Board are indicators for the line voltage detection circuit.  On on-board comparator circuit uses +5V and +18V to check the line voltage.  The comparator consists of a resistor voltage divider and an LM339 comparator.&lt;br /&gt;
&lt;br /&gt;
The following table shows how to interpret the LED states.  Note that other problems with the +18V or +5V supply could cause a high or low line voltage indication.&lt;br /&gt;
&lt;br /&gt;
Line Voltage Indicator Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!LED2&lt;br /&gt;
!LED3&lt;br /&gt;
!Voltage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;OK&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Off&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;High&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;On&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;Low&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exploding or Damaged 15,000uf Capacitor at C11 (C10 on WPC-95)===&lt;br /&gt;
&lt;br /&gt;
A smoking, domed, or in the worst case exploded filter capacitor at C11 can result from cross connecting J124 and J128 on the power/driver board. Doing so creates a circuit that routes 70VDC coil power through C11 which is typically rated at 25VDC and is meant to filter the 20VDC flash lamp circuit. This is made possible since J124 and J128 are identically implemented. Both are 5 pins wide, both keyed at pin 4. This is possible on &amp;lt;b&amp;gt;WhiteWater&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Dr. Who&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Bram Stokers Dracula&amp;lt;/b&amp;gt; at least, and may also be possible on other games. It is possible on any WPC or WPC-S game that uses J124, whether or not J128 is used.&lt;br /&gt;
&lt;br /&gt;
[[File:J106ConnectedToJ132BlowsC11.jpg|thumb|left|300px| J106 flash lamp power connector with red/white wire incorrectly connected to J132 on a Gilligan&#039;s Island, perhaps by Gilligan himself. &amp;lt;i&amp;gt;Image courtesy of FB &amp;quot;Pinball Repair Group II&amp;quot; member Criss King&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
Another very effective way to blow C11 is to connect the flash lamp power connector at J106 to high power coil grounding circuits at J132. The connectors are the same width and keyed identically. This connects 72VDC coil power to the 20VDC flash lamp power which is filtered by C11, a 15,000uf/25V capacitor, with the same results as mentioned above.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other possible causes for a damaged C11 are a shorted flipper coil diode, a shorted drive transistor on the FlipTronics board, or installing backbox ribbon connectors incorrectly (bottom female housing row to top male header row).&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128ErrorBlockingDiode.jpg|thumb|left|300px| A 1N4004 blocking diode installed in series with R224. &amp;lt;i&amp;gt;Image courtesy of John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt; &lt;br /&gt;
An effective method of preventing damage to C11 in the event that one of the conditions above is met, is to install a blocking diode in series with the large sand resistor at R224. Install a 1N4004 (for example) with the banded side facing the PCB as pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC and WPC-S Games With No Solenoid, Flasher or Feature Lamps, A Blanking Signal Issue===&lt;br /&gt;
[[File:SeveredBlankingSignal.jpg|300px|thumb|left|The trace emanating to the right from pin 1 in this picture has been severed by corrosion as it passes between pins 19 and 20.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal from the MPU is connected to pin 1 of each of the 74LS374 buffers (U1 thru U5 and U18) that drive general illumination, flash lamps, coils, and feature lamps. Normally, this signal is pulled low by the MPU board, indicating that no faults have been detected and the system is running as expected. Without a low blanking signal, none of the game features implemented by the driver board will be enabled.&lt;br /&gt;
[[File:WPCBlankingTracesAnnotated.jpg|300px|thumb|right|Blanking signal &amp;quot;test points&amp;quot; on the WPC-089 MPU board]]&lt;br /&gt;
As these games begin to age, the 12V filter cap located at C2 begins to leak it&#039;s corrosive contents onto the PCB. As noted in the section titled &amp;quot;[https://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Check_fuses_F114_and_F115_message Check Fuses F114 and F115 Message]&amp;quot;, the corrosion often damages adjacent parts and sometimes invades the solder mask to sever critical signals, like the blanking signal or even data signals. If continuity can not be &amp;quot;buzzed&amp;quot; between the blanking and data pins of U1 and U2, and C2 has been leaking, then there is a good chance that the signal trace has been severed under or around U1. Corrosion seems to accumulate under the chip and between the legs frequently. To address this issue, cleanly remove the chip, clean up the corrosion, rebuild traces as necessary, install a socket, and replace the 74LS374 if necessary.&lt;br /&gt;
&lt;br /&gt;
The blanking signal on the MPU originates at the ASIC (pin 34). It is inverted 3 times by U21 and U5 before being distributed to J204, J211, J202 and the blanking LED. J211 connects via 34 pin ribbon to the power/driver board. If the blanking signal fails to reach J211 pin 31, the same behavior as described above will occur. A DMM set to continuity mode should indicate a connection between U5 pin 8 and J211 pin 31. Sometimes, the signal is interrupted by a damaged or poorly formed via, shown in the picture at right.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrosionOnBlanking.jpg ‎|300px|thumb|left|Corrosion from a leaky C2 capacitor &amp;quot;jumped&amp;quot; onto this trace, severing the blanking signal downstream of the 74LS374 that controls general illumination, resulting in no flashers, coils or feature lamps. &amp;lt;i&amp;gt;Image courtesy of Marcel Gonzalez.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
The blanking signal is propagated across the PowerDriver board by a single trace. If that trace becomes severed for any reason the buffer chips for any/all of the flashers, coils, and feature lamps will become inoperative. In the image at left, corrosion severed the blanking signal trace, causing flashers, coils and feature lamps to not work.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WPC Games With No Flashers===&lt;br /&gt;
[[file:WPC-driver-20vdc-circuit.png|400px|thumb|right|Schematics for driver board secondary unregulated 20VDC circuit]]On WPC-89 games, if no flashers are working, and if the game uses a motor and that also isn&#039;t working (such as the cannon on T2), the problem might be somewhere along the secondary unregulated 12V path on the WPC driver board. It could be a connector issue, blown fuse, bridge failure, or detached bridge eyelets on the PCB.&lt;br /&gt;
&lt;br /&gt;
# First, check the interlock switch (if applicable on your game) to make sure that it isn&#039;t disabling the voltage.&lt;br /&gt;
# On the driver board, check LED5. This is lit if 20VDC is present, if not, 20VDC (and 12VDC for the flashers/motors) is missing (or too low). If it is lit, then proceed to check R224 (10W resistor) for the correct resistor value (0.12 Ohms) and continuity for the legs.&lt;br /&gt;
# On the driver board, if LED5 is off, check fuse F111.&lt;br /&gt;
# Check TP7 to see what the reading for 20VDC actually is. If the reading is near zero, then:&lt;br /&gt;
# Check connector J102 for 20VAC on pins 1 and 3. If about 20VAC is present, the issue is likely on the driver board.&lt;br /&gt;
# Check the BR4 bridge rectifier using [[General#Testing_a_Bridge_Rectifier|this guide]]. If the bridge is bad, replace it. If not, test for continuity: &lt;br /&gt;
# Test for continuity between the bridge legs and nearby connection points. &lt;br /&gt;
## For the negative leg, test to the negative leg of C11. Also check for continuity to J115 pin 1 or any pins on J103.&lt;br /&gt;
## For the positive leg, test to the positive leg of C11 and the leg of R224 (10W resistor). &lt;br /&gt;
## For the AC inputs, check the top/upper AC leg to J102 pin 1, and the lower/bottom leg to J102 pin 3.&lt;br /&gt;
# If there is a loss of continuity on one or more legs, it is possible that the eyelets separated from the traces. Only the positive leg has a trace on the back side, which helps anchor the eyelet, while the other three legs are more prone to separation since there are no traces on the back side to help anchor them. They can separate due to fatigue or prior repair work.&lt;br /&gt;
## Remove BR4. The easiest approach may be to clip off the bridge and then desolder each wire leg individually.&lt;br /&gt;
## There are two possible approaches--adding a wire stich on the top side of the PCB, or adding jumper wires on the back side of the PCB. &lt;br /&gt;
##* To stitch: If possible, scrape a little bit of the mask off the affected traces, then add a wire stitch to the top side of the PCB from the exposed trace to the leg hole. Once done, install the bridge and solder the legs.&lt;br /&gt;
##* [[file:WPC-driver-BR4-jumpers.jpg|thumb|right|400px|Jumper wire diagram for BR4 on driver board]]Or to add jumpers: just install and solder the bridge, then add jumper wires for the appropriate failed eyelets using 18 gauge wire.&lt;br /&gt;
##*# For the negative leg, jumper it to the negative leg of C11.&lt;br /&gt;
##*# For the positive leg, jumper it to the positive leg of C11.&lt;br /&gt;
##*# For the bottom/lower AC leg, jumper it to J104 or J105 pin 4.&lt;br /&gt;
##*# For the top/upper AC leg, jumper it to J104 or J105 pin 5.&lt;br /&gt;
# If BR4 tests good, BR4 has continuity, LED5 is lit, TP7 has 20VDC, check R224 for 20VDC on one side and 12VDC on the other. Check for 12VDC at J107 pin 5 &amp;amp; 6, J106 pin 5, and J108 pin 3. Check for connector issues and cold/cracked solder joints at those pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solenoid, Flasher, and Motor problems===&lt;br /&gt;
&lt;br /&gt;
Flashers, solenoids, and motors in WPC games are turned on via transistors on the driver board and in some games, transistors on the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]].&lt;br /&gt;
&lt;br /&gt;
Before proceeding to diagnose solenoid or flasher problems, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
The general logic for providing a path to ground for a coil, solenoid, flasher or motor (subsequently, we&#039;ll refer to coils only, but this is true for coils, flashers, and motors) via the driver board is as follows. Operation of the [[Williams_WPC#Auxiliary_8-Driver_Board_.28A-16100.29| Auxiliary 8 Driver Board]] is similar but control is accomplished via the long ribbon cable from the MPU to the 8-Driver Board.&lt;br /&gt;
&lt;br /&gt;
#The MPU places the appropriate bit pattern on the data bus to control a &amp;quot;bank&amp;quot; of 8 transistor circuits. The data bus is extended to the power/driver board via the interboard ribbon cable.&lt;br /&gt;
#The MPU/ASIC &amp;quot;clocks&amp;quot; the appropriate [http://www.datasheetcatalog.org/datasheets/90/375622_DS.pdf 74LS374], an &amp;quot;octal latch&amp;quot; on the power/driver board, to latch data on the data bus into the 74LS374.&lt;br /&gt;
#The outputs of the 74LS374 turn on a 2N5401 transistor.&lt;br /&gt;
#The output of the 2N5401 turns on a TIP-102 transistor.&lt;br /&gt;
#The TIP-102 transistor either provides the path to ground for the waiting coil power or, for higher powered coils, turns on a TIP-36c transistor which provides the path to ground.&lt;br /&gt;
&lt;br /&gt;
The reason that (up to) 3 transistors are used in the circuit is to &amp;quot;amplify&amp;quot; the power. A 2N5401 transistor can handle a comparatively small amount of current. A TIP-102 transistor can handle a much greater current load. The TIP-36c in 8 of the WPC power/driver board circuits can handle an even greater current load.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; With the exception of flipper coils and coils driven through the &amp;quot;special solenoid&amp;quot; drivers, diodes used to [http://en.wikipedia.org/wiki/Snubber snub] the reverse current caused by the collapse of the coil&#039;s electromagnetic field, are located on the driver board. High power and low power playfield and backbox coils (solenoids 1 through 16) should not have a diode on them. This convention eases the tech&#039;s job in that he/she doesn&#039;t need to be careful with diode orientation on the coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Coils driven by a Flash Lamp drive (solenoids 17 through 20) or by special solenoid drives (solenoids 21 through 28) require a &amp;quot;tie back diode&amp;quot; connection. When a flash lamp drive is used, a diode must be added to the circuitry, as was done with the Terminator 2 single drop target for example, as the power/driver board doesn&#039;t include this diode. When a special solenoid drive is used, a connection from the coil, back to the appropriate pin on the driver board which leads to the on-board tie back diode, must be made. See the section [[#Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode|Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode]] below for more information&lt;br /&gt;
&lt;br /&gt;
====Weak Trough Kicker====&lt;br /&gt;
[[File:WPCTroughKickoutMechanismCropped.jpg|300px|thumb|left|A clearly &amp;quot;gunked up&amp;quot; mechanism. &amp;lt;i&amp;gt;Image courtesy of PinSider Gorgar666&amp;lt;/i&amp;gt;.]]&lt;br /&gt;
For games with the traditional &amp;quot;above playfield ball trough&amp;quot; (pre-WPC95), a weak kickout is often caused by accumulated congealed lubrication on the pivot point of the kickout mechanism as pictured here. Simply removing the mechanism, cleaning it, and relubricating with a drop of teflon lube will resolve the issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Transistor &amp;quot;Quick Check&amp;quot;====&lt;br /&gt;
[[File:QuickTransistorCheck.jpg|300px|thumb|left|Testing TIP-102s quickly on a WPC power/driver board.]]&lt;br /&gt;
A quick check of the TIP-102s on the driver board can save time. Set your DMM to &amp;quot;continuity check&amp;quot;. Place the black lead of your DMM on board ground. Touch the tab of each TIP-102. If the meter indicates continuity, then that TIP-102 is shorted. This quick test works only with TIP-102s and NOT with TIP-36c transistors since the tab of a TIP-36c is connected differently.&lt;br /&gt;
&lt;br /&gt;
For WPC power/driver boards, the lamp matrix TIP-107 transistors can also be checked using this method if the black probe is touched to the 18V test point on the right edge of the board.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating this technique on a Data East MPU can be viewed [https://youtu.be/VXiS04-yY58 &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Help&amp;quot; Info Provided by WPC Games====&lt;br /&gt;
[[File:WPCHelpSequence.jpg|300px|thumb|right|WPC games provide help during coil test.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During coil test, pressing the credit button provides a bit of information helpful in debugging your game.&lt;br /&gt;
&lt;br /&gt;
With coil test &amp;quot;stopped&amp;quot;, pressing the credit button sequences through the following information.&lt;br /&gt;
*Solenoid power and ground (drive) wire colors&lt;br /&gt;
*Solenoid power and ground (drive) connections&lt;br /&gt;
*The fuse that protects the circuit&lt;br /&gt;
*The sequence of cascading transistors that provide a path to ground for the solenoid. In the picture at right, Q82 (TIP-36), Q81 (TIP-102), and Q71 (2N5401) provide the path to ground.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Failed TIP-36c====&lt;br /&gt;
[[File:WPCSolenoidGroundTraceBlownAndRepairedAnnotated.jpg|300px|thumb|left|A blown trace (inside the yellow circle) caused by a shorted TIP-36c transistor. The damage has been nicely repaired with a solid core jumper, soldered to through hole components versus &amp;quot;tack soldered&amp;quot; to the trace, making a stronger solder joint. Note: solder flux visible on replaced TIP-102 and TIP-36c later removed with isopropyl alcohol.]]&amp;lt;br&amp;gt;&lt;br /&gt;
When replacing shorted transistors, examine the traces connected to the transistor for further damage. In the picture at left, a shorted TIP-36c was replaced. During test, the first time the TIP-36c was called upon to provide a path to ground for the associated coil, the TIP-36c failed shorted again. This was caused by the blown trace.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blown / Failing Q20 Transistor on the Driver Board and the Tieback Diode====&lt;br /&gt;
[[Image:Terminator2DiodeTiebackWireAnnotated.jpg|300px|thumb|left|The violet/orange &amp;quot;diode tieback&amp;quot; wire, attached to the power side of the drop target reset coil in Terminator 2. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|right|Q20, with a major malfunction, due to the diode tieback wire connection being missing. &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several games (Star Trek the Next Generation, Funhouse, Terminator 2, Indiana Jones, and The Addams Family to name a few), employ the use of a &amp;quot;diode tieback&amp;quot; system on a specific coil or motor. A diode tieback is the use of a clamping diode between the drive transistor ground and the voltage source to accommodate the reverse voltage spike induced when a coil&#039;s magnetic field collapses. While Williams moved most clamping diodes to the power/driver board, the flashlamp circuits (drives 17 through 20) don&#039;t include a clamping diode. Flash lamps don&#039;t create the same reverse voltage spike and hence, don&#039;t require a clamping diode. A tieback diode must be added to the game wiring when one of these flashlamp drives are used to turn on a coil or a motor. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Special Solenoid&amp;quot; drive circuits (drives 21 through 28) do include a clamping diode but that diode isn&#039;t connected to a voltage source. Presumably, Williams did this to provide flexibility in voltage levels used to drive a special solenoid. When one of the special solenoid drives is used to drive a coil or motor, a connection must be made from the power side of the coil or motor back to the associated power/driver board clamping diode via the appropriate header pin at connectors J122 through J126.&lt;br /&gt;
&lt;br /&gt;
If the tieback diode connection is lost, the associated drive transistor on the driver board (as pictured on the right) &amp;lt;b&amp;gt;WILL&amp;lt;/b&amp;gt; be damaged. Also, the associated coil is likely to be held on continuously and melt. In the example pictured at left from a Terminator 2, the diode tieback wire is the thin violet/orange wire.  It connects from the coil power side on the drop target assembly coil lug to J122 pin 9 on the driver board and then to clamping diode D5. If the solder connection at the coil lug is solid, suspect the wire connection at the J122 IDC connector. Repinning this connection with a good quality crimp-on Trifurcon pin is advised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt; uses Q20 for the &amp;quot;Swamp Release&amp;quot; coil, Q22 for the &amp;quot;Bookcase Motor&amp;quot;, Q24 for the &amp;quot;Thing Eject Hole&amp;quot;, and Q26 for the &amp;quot;Thing Motor&amp;quot;, all requiring a tieback diode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Star Trek: the Next Generation&amp;lt;/b&amp;gt; drives the subway diverters via the 8-Driver board in the upper right side of the head. These also require a tieback diode as discussed [http://www.pinwiki.com/wiki/index.php?title=Star_Trek:_The_Next_Generation#Diode_.22Tie_Back.22_missing_causes_8-Driver_Board_transistor_to_fail here].&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On or Flash Lamp Blows at Power On====&lt;br /&gt;
One particularly confusing way that a coil locks on or a flasher blows immediately is caused by misplaced connectors on the driver board.&lt;br /&gt;
&lt;br /&gt;
[[File:J124J128J132.png|700px|thumb|left|Williams WPC-089 and WPC-S PowerDriver Board Connectors that are identically keyed.]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the picture at left, it is easy to see that connectors J124, J128, and J132 are all 5 pins, keyed at pin 4.&lt;br /&gt;
&lt;br /&gt;
While the results are game dependent, placing the connector that should be at J124 at either J128 or J132 will cause problems.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J128 will cause the lower pop bumper to lock on and eventually blow the associated transistor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Analysis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
J127 is the return for the lower pop among other circuits. By placing the J124 connector at J128, this connects 70V coil power to 20V flashlamp power via PCB trace connections (J124/3 return). The only reason more coils aren&#039;t locking on is that the &amp;quot;pin location intersection&amp;quot; of J124 and J127 is only pin 8 (lower pop) and pin 9 (not used, not stuffed).&lt;br /&gt;
This &amp;quot;cross wiring&amp;quot; is also placing C11 under stress since it is being fed 70VDC and the cap is rated at either 25 or 35VDC.&lt;br /&gt;
&lt;br /&gt;
[[File:70VatBlackRoseSocket.png|300px|thumb|left|Measuring coil power at a flash lamp socket on Black Rose.]]&lt;br /&gt;
[[File:BlackRosePowerDriverBoardCorrectConnections.jpeg |400px|thumb|right|Black Rose Power/Driver board with correct connections shown.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also on the game &#039;&#039;&#039;Black Rose&#039;&#039;&#039;, placing the connector that should be at J124 at J132 sends 70VDC to a flashlamp socket in the backbox, as pictured at right.&lt;br /&gt;
&lt;br /&gt;
The Black Rose game manual is incorrect in both the coil/flasher listing in the front of the manual and in the section in the back of the manual that details connections.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingFrontofManual.jpg|300px|thumb|left|Corrected solenoid table for Black Rose.]]&lt;br /&gt;
[[File:BlackRoseCorrectedSolenoidListingBackofManual.jpg|300px|thumb|left|Corrected connection listing for Black Rose.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The two images at left depict corrections to the &amp;lt;b&amp;gt;Black Rose&amp;lt;/b&amp;gt; manual.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Locks On====&lt;br /&gt;
This is the most prevalent problem observed (versus coil not firing). When a coil locks on, this means that the power that is present at the coil at all times has found a path to ground. Normally, a path to ground is provided via a controlled transistor set on the driver board. In rare cases a frayed wire or a wire with an insulation gap/failure will touch ground and the coil will lock on. &lt;br /&gt;
&lt;br /&gt;
Most of the time, the drive transistor on the driver board has shorted internally and is acting as if it&#039;s been turned on. Should this be the case, the following steps will isolate the problem transistor.&lt;br /&gt;
&lt;br /&gt;
#Use the &amp;quot;Solenoid/Flasher Table&amp;quot; at the front of the game manual to identify the likely failed transistor(s). &lt;br /&gt;
#Remove the driver board from the game.&lt;br /&gt;
#Test the drive transistor (TIP-102 or TIP-36c).&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-102 transistor&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
Testing a TIP-36c transistor&amp;lt;br&amp;gt;&lt;br /&gt;
:[[image:YT.png]] A video showing how to test a TIP-36c can be found [https://www.youtube.com/shorts/KzcPThLxQLs &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
#Set the DMM to diode check&lt;br /&gt;
#Place the &amp;lt;font color=red&amp;gt;&amp;lt;b&amp;gt;red&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; lead on the center leg&lt;br /&gt;
#Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on each of the flanking legs in turn&lt;br /&gt;
#A measurement between .5 and .7 should be displayed&lt;br /&gt;
#Readings outside of this range (generally dead shorts) indicate the part has failed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using this [http://www.pinwiki.com/wiki/index.php?title=General#Desoldering_Printed_Circuit_Board_Through_Hole_Components procedure] being very careful with the delicate traces and through holes.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the last transistor in the cascading transistor chain is the only one to have failed. But, it&#039;s important to test the upstream transistors before placing the board back into service. If a TIP-102 has been found to have failed, test the upstream associated 2N5401 predriver. If a TIP-36c has been found to have failed, test the upstream associated TIP-102 and 2N5401 predrivers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator2-Q20ViolentExposionCropped.jpg |300px|thumb|left|A failure involving other parts connected to the failed transistor &amp;lt;i&amp;gt;Photo Credit: John Wart Jr.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;Sometimes, additional parts connected to the failed transistor will have been damaged too, as pictured at left. It then becomes necessary to replace those parts, remove carbon (it&#039;s a conductor) and to rebuild burned traces as necessary.&lt;br /&gt;
&lt;br /&gt;
When a coil has locked on for an extended period of time, the coil wire insulation heats up, melts, and begins to short together. Left locked on for long enough, the coil becomes a dead short. It&#039;s important to test the resistance of the failed coil to ensure that it hasn&#039;t been damaged. A resistance measurement less than 2 ohms certainly means that the coil is damaged, but comparing the coil&#039;s resistance to other known good coils is the best and easiest test. &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; If the coil has become a dead short and remains in circuit, and the game is powered on, the associated driver transistor WILL be damaged.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Coil Fails to Work====&lt;br /&gt;
&lt;br /&gt;
Before proceeding, see this section: [[General#How_coils.2C_flashers.2C_and_motors_are_turned_on| How Coils, Flashers, and Motors are Turned On]].&lt;br /&gt;
&lt;br /&gt;
Possible causes for coils failing to fire include:&lt;br /&gt;
*The switch associated with the coil is not being sensed by the MPU, and hence the MPU doesn&#039;t command the coil to fire.&lt;br /&gt;
*The coil doesn&#039;t have power&lt;br /&gt;
*One/both of the coil wires are not solidly soldered to the solder lug&lt;br /&gt;
*The coil winding is open&lt;br /&gt;
*The coil power is not finding a path to ground&lt;br /&gt;
*Interlock switch is not activating when pressed&lt;br /&gt;
&lt;br /&gt;
=====Associated Switch Failure=====&lt;br /&gt;
If the MPU isn&#039;t commanding the coil to fire, obviously it won&#039;t. For instance, if a slingshot switch isn&#039;t being &amp;quot;made&amp;quot; or some other switch matrix problem prevents proper switch sensing, then the MPU won&#039;t command the slingshot coil to fire. This type of failure is easy to isolate merely by placing the game in switch test and closing the switch. Also, if during game play, points are scored when the switch closes, clearly the switch is being made. If a coil fires in solenoid test but not in game play, then the root cause is a switch problem versus a coil problem.&lt;br /&gt;
&lt;br /&gt;
=====No Power to the Coil, Coil Wire not Solidly Soldered, or Coil Winding Open=====&lt;br /&gt;
Testing for power to the coil is easy.&lt;br /&gt;
*Set the DMM to DC volts. If not an auto-ranging meter, expect less than 200VDC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;black&amp;lt;/b&amp;gt; lead on a convenient game ground like the ground braid or side rail.&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the coil lug with the &amp;quot;fat&amp;quot; wire(s). The fat wire carries power to the coil.&lt;br /&gt;
*The appropriate voltage should be read (75VDC for coils, 20VDC for flashers)&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, there are two primary reasons. Either the power circuit fuse has blown or there is a discontinuity in the power wiring from the driver board to the coil. Turn the game off. Remove the associated fuse and &amp;quot;buzz&amp;quot; it with a DMM set to continuity test. While the fuse is out of the board, make sure it&#039;s rated at the proper amperage. Generally, WPC coil and flasher circuits are fused with a 3ASB fuse. If the fuses tests good, the next test is to ensure continuity from that fuse to the coil power lug. With the DMM still set to continuity, &amp;quot;buzz&amp;quot; between the fuse and the coil power lug. If continuity isn&#039;t proven, the task is then to find the break in continuity between the driver board connector and the coil power lug. Remember that power is &amp;quot;daisy chained&amp;quot; through several coils in the game. That is why some coils will appear to have two power wires soldered to one lug.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is seen, then test for a break in the coil windings. With the game still powered on...&lt;br /&gt;
&lt;br /&gt;
*Place the &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; lead on the other coil lug.&lt;br /&gt;
*Again, the appropriate voltage should be seen.&lt;br /&gt;
&lt;br /&gt;
If the appropriate voltage is not seen, then either the coil winding has a break in it or the winding is not solidly soldered to the coil&#039;s solder tabs.&lt;br /&gt;
&lt;br /&gt;
=====Coil Power is Not Finding a Path to Ground=====&lt;br /&gt;
The smaller wire attached to one of the coil lugs connects the coil to the driver board. The driver board has a drive transistor allocated for each coil in the game. The smaller wire must have a solid connection back to the driver board. There are two ways to test the path to ground.&lt;br /&gt;
&lt;br /&gt;
#Use a DMM set to continuity to &amp;quot;buzz&amp;quot; the connection of the smaller wire between the coil and the female connector on the driver board. Ensure that the connection of the wire at the IDC connector is solid. If the coil is driven by a TIP-102 transistor, buzzing between the smaller wire on the coil and the transistor tab should show continuity.&lt;br /&gt;
#With the game powered on, and a short length of wire stripped on both ends, touch one end of the wire to the ground braid in the head. Touch the other end of the wire BRIEFLY to the tab of the associated TIP-102. If the coil pulls in, then the path to ground has been proven and the failure is likely the TIP-102 itself. NOTE: This test can be performed ONLY when a TIP-102 is the drive transistor. TIP-36c transistors are configured differently. The tab of a TIP-36c is not connected in the same way.&lt;br /&gt;
&lt;br /&gt;
Once the wiring and connector have been verified to be in order, the next step is to test the associated drive transistor. Unlike when a coil locks on and the driver transistor has shorted on, in this case the drive transistor may have failed &amp;quot;open&amp;quot;. Test the transistor using the same procedure outlined in the prior section. Replace as necessary.&lt;br /&gt;
&lt;br /&gt;
If the drive transistor tests failed, remove the part using [[General#Desoldering_Printed_Circuit_Board_Through_Hole_Components|this desoldering guide]] being very careful with the delicate traces and through holes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====High Voltage Interlock Switch Failure=====&lt;br /&gt;
On later WPC games (beginning sometime during production of Twilight Zone in 1993), there is a push button switch used for disabling high voltage circuits (20VDC and 50VDC) when the coin door is opened, providing a measure of safety against higher voltage shocks.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this interlock switch can get worn or dirty (or there are problems with the movement of the internal parts), and the switch doesn&#039;t always form a closed circuit properly. So, while the coin door is closed, the interlock switch may fail to activate the 20VDC and/or 50VDC circuits.&lt;br /&gt;
&lt;br /&gt;
Note that there is a separate push button switch responsible for reporting to the MPU whether or not the coin door is open in order to display the &amp;quot;high voltage disabled&amp;quot; message. So, if the high voltage interlock switch fails to complete a high voltage circuit, the MPU will have no idea about this failure, and thus not display a notification message.&lt;br /&gt;
&lt;br /&gt;
To test for the issue, turn the game off, and use a digital multimeter in continuity mode across the appropriate switch lugs for the two circuits (20VDC and 50VDC) on the interlock switch. If the lugs are dirty, they may need to be cleaned. If there is black gunk that looks like it may be baked onto the lugs, it may need to be sanded or filed off to reach the bare metal of the switch lug. Once the lugs are clean and the multimeter is attached, then slowly press in the switch button. If a switch closure is not detected, there may be a problem with one of the switch&#039;s circuits. If there is only a switch closure at a certain point where the button is only pressed part way, then fails again after being pushed all the way in, there is likely a problem with the internal parts of the switch.&lt;br /&gt;
&lt;br /&gt;
The switch can be opened up and inspected for issues, and possibly cleaned and repaired. Or, it can simply be replaced with an E79-00A momentary switch or E79-30A0 momentary pull-on switch (both are DPDT, 10A, 125/250v).&lt;br /&gt;
&lt;br /&gt;
====Low Coil Voltage====&lt;br /&gt;
[[File:WPC-C8.jpg|300px|thumb|left|C8, located near the 50VDC test point, can cause reduced coil power.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Coil power for WPC games is nominally about 70VDC. Very little can reduce this voltage. If the game is delivering significantly less than 70VDC, suspect BR3. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible for C8 to cause reduced voltage. C8 is a 100uf/150V (sometimes installed as 100uf/100V) capacitor.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Q26 Transistor &amp;amp; Coil Locking On with Rottendog Driver Board====&lt;br /&gt;
[[File:Rottendog-wdb089-masking-error.jpg|300px|thumb|left|Masking error on Rotendog WDB089 Rev. 2]]&lt;br /&gt;
If the Q26 transistor (and associated coil) keeps locking on with a Rottendog WDB089 driver board, there may be an erroneously exposed trace on the back of the PCB near one of the screw mount notches that is causing a short. It is located at the bottom edge of the board near connector J122. The exposed trace is next to the grounding pad for the screw mount, and excess solder may be bridging them together.&lt;br /&gt;
&lt;br /&gt;
The issue was noticed on a revision 2 board. It is not currently known if other board revisions are affected by the issue.&lt;br /&gt;
&lt;br /&gt;
To address the issue, first remove any excess solder that may be bridging the connection between the exposed trace and the grounding pad. Then, seal the exposed trace with a PCB solder mask material (ie, an overcoat pen would work) or clear nail polish.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamp problems===&lt;br /&gt;
&lt;br /&gt;
Lamps (or globes for those of you in the UK) fall into two categories. &amp;quot;General Illumination&amp;quot; and &amp;quot;Controlled Lamps&amp;quot;. Your game probably has other lamps which are actually &amp;quot;flashers&amp;quot; that require an 89 or 906 bulb. Flashers are covered elsewhere in this Wiki.&lt;br /&gt;
&lt;br /&gt;
General illumination lamps (GI) provide the ambient lighting for the playfield, backbox, and coin door. These lamps are lit most of the time. The only &amp;quot;controllable&amp;quot; aspect of these lamps is their brightness, which of course, includes off.&lt;br /&gt;
&lt;br /&gt;
Controlled lamps (sometimes called &amp;quot;feature lamps&amp;quot;) are under complete CPU control via the 8-by-8 lamp matrix. These lamps illuminate the various &amp;quot;features&amp;quot; of the game such as mode inserts, pop bumper lamps, inlane/outlane insert lamps, etc.&lt;br /&gt;
&lt;br /&gt;
====General Lamp Problems====&lt;br /&gt;
[[File:PCBMountLampDivot.jpg|300px|thumb|left|&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.]]&amp;lt;br&amp;gt;&lt;br /&gt;
WPC and WPC-95 systems employed &amp;quot;lamp boards&amp;quot; to ease the manufacturing process. These lamp board PCBs used &amp;quot;twist in&amp;quot; sockets, each with a 555 lamp. Over time, the pads on these sockets develop &amp;quot;divots&amp;quot; which sometimes results in a poor connection to the twist in socket. This can be easily corrected by removing the lamp board from the game and reflowing the solder on the pads.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCPCBLampBoardHeaders.jpg|300px|thumb|left|The solder on these header pins has been reflowed nicely.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another problem with lamp boards is the header connections. The solder joints at the connection pins often fracture due to connector insertion pressure, heat, fatigue, etc, and due to being a single sided PCB. The fix for this is again to reflow the solder around the header pins.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FracturedSolderJointLampBoard.jpg|300px|thumb|left|Fractured solder joints on this lamp socket caused intermittent operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the less reliable designs Williams used was to &amp;quot;cantilever&amp;quot; lamp sockets over the end of lamp boards. This was done on a great many games such as Twilight Zone, Judge Dredd, etc. The repeated pressure needed to insert a new lamp into the socket causes the solder to fracture. This can be corrected easily by simply reflowing the solder at the joint.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However in some instances, the socket has become damaged beyond the simple repair of just soldering the legs to the lamp board.  Replacement sockets are available from most pinball parts vendors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If after repairing the lamp board divots, reflowing the header connectors, the lamp socket is still completely intact, (the contacts do break off of the socket sometimes), and the bulb is good, suspect that the diode associated with the particular lamp may be bad.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Illumination Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCGIConnectors.jpg|thumb|300px|left|WPC/WPC-S General Illumination Connectors J119 (cabinet), J120 and J121 (repinned)]]&lt;br /&gt;
[[File:WPCJ115NewWireColors.jpg|thumb|300px|right|WPC/WPC-S General Illumination Connector J115, with the &amp;quot;2nd Generation&amp;quot; transformer secondary general illumination wire colors. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson&amp;lt;/i&amp;gt;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC power/driver board provides 5 GI circuits under CPU &amp;quot;brightness control&amp;quot;. The WPC-95 power/driver board provides 3 GI circuits under CPU &amp;quot;brightness&amp;quot; control and 2 circuits that are always powered. Those two circuits are always connected to the backbox lamps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GI power is provided by the transformer in the form of 6.3VAC at power/driver board connector J115. Although there are five pairs of wires, they are all connected together at the transformer. One side of the AC GI circuit on the power/driver board is fused by F106 through F110 which are all 5ASB fuses. This side runs to the GI lamps, and carries 6.3VAC to the backbox, playfield, and coin door via power driver board connectors J120, J121, and J119 respectively. J119 is a 3-pin header that is always connected to the coin door lamps. J120 and J121 are electrically and physically identical (keyed at pin 4) and therefore can be connected to either the female playfield GI connector or the female backbox GI connector without care. The other side of the GI AC feed is connected to ground. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GI power is controlled by a triac in the return line from the playfield. When these triacs are off, no current passes and  the lamps are off. When the triac is turned on, the GI lamps glow. The triac is a slightly special part - it must be a &amp;quot;four sector&amp;quot; triac. This means that it can switch both positive and negative sides of the AC cycle with only a positive signal.&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each triac is switched on/off by a 2N5401 transistor which is controlled by U1, a 74LS374, an octal D-Type Flip-Flop with three state outputs (a fancy way of saying that the device is an 8-bit data buffer). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
U1 is &amp;quot;clocked&amp;quot; by the ASIC via the /TRIAC signal. If you have AC power present at J115, and no GI at all, it&#039;s possible that the /TRIAC signal is not getting through to U1. A logic probe applied to pin 11 of U1 will prove that the signal is getting through. If the signal is not present, try (after turning the power OFF)...&lt;br /&gt;
*Pressing firmly on the MPU ASIC to &amp;quot;reseat&amp;quot; it. &lt;br /&gt;
*&amp;quot;Reseating&amp;quot; the ribbon cable between the MPU and the Power/Driver board.&lt;br /&gt;
*Use your logic probe to track the signal from pin 66 of the ASIC, across the MPU to the MPU connector, across the ribbon cable, then across the Power/Driver board to U1 pin 11.&lt;br /&gt;
&lt;br /&gt;
The CPU can dim the GI by switching on the GI for only parts of the AC waveform. To do this, the CPU uses a zero crossing signal on the driver board keyed from the AC that feeds the 5V circuit, diodes D3 and D38, and the LM339 at U6. &lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video further describing operation of the General Illumination circuit can be found [https://youtu.be/RcAHeP_iTBU &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCJ115.jpg|thumb|300px|left|WPC General Illumination Connector J115 (AC power in). Note wire colors, beginning on the bottom with a yellow/white, then three (looped) yellow, then three (looped) yellow/white.]]&lt;br /&gt;
[[File:WPC-GI-RepinAlternative.jpg ‎|thumb|300px|right|WPC General Illumination Connector J115 &amp;quot;dongle&amp;quot; that provides an alternative to looping wires. Two wires are crimped into 4 of the 7 .093 pins, which is much easier than crimping two wires into a .156 crimp pin. Note wire colors, with red connected to yellow/white wires and black connected to yellow wires through the connector. The center pin is used for the &amp;quot;ground reference&amp;quot;. This method is identical to the method Williams used in late model WPC games, but this connector is added and moved closer to the Power/Driver board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Wire colors to J115 during the early WPC games were always yellow (AC) and yellow-white (AC return) as pictured at left. Pin 1 of J115 provides the &amp;quot;ground reference&amp;quot;. Later WPC games used different wire colors at J115 and instead of &amp;quot;looping&amp;quot; power through the connector at J115, connected two wires to the same pin at the 9-pin connector between the transformer secondary and J115 (note picture at right that implements the same concept for earlier model games.&lt;br /&gt;
&lt;br /&gt;
The colored wire connections for this era of WPC game are yel-wht connected to pin 1, yellow connected to pins 2-6, yel-wht connected to pins 7,8, 10, 11, &amp;amp; 12.  Pin 9 is the key. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
J119 is always keyed at pin 2, with a &amp;lt;b&amp;gt;white-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 1 and a &amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; wire at pin 3&lt;br /&gt;
&lt;br /&gt;
J120 and J121 are 11 pin connectors. Wire color/positions (when used) are identical for all WPC games and are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Wire color at J120/J121&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;Key&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common GI Problem Causes&#039;&#039;&#039; (listed by probability/ease of testing and correction)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;GI Bulbs Not Lighting&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start by determining if the problem is &amp;quot;off board&amp;quot;, i.e. not on your power/driver board, or &amp;quot;on board&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
#Take note of the wire color of the GI string that is not working. &lt;br /&gt;
#Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
#Turn the game on.&lt;br /&gt;
#Insert one probe of your DMM (either one) into the rear of the female connector position with the same wire color as noted earlier. Make sure you make contact with the conductor.&lt;br /&gt;
#Insert the other probe into the rear of the female connector with the white wire that has the same color &amp;quot;tracer&amp;quot; as the color noted earlier.&lt;br /&gt;
#You should be measuring 6 to 7 VAC.&lt;br /&gt;
#If there is voltage at the connector, then the problem is &amp;quot;off board&amp;quot;.&lt;br /&gt;
#If there is no voltage at the connector, then the problem is &amp;quot;on board&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Off board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All lamps blown.&#039;&#039;&#039; Don&#039;t laugh. Just for giggles, put a known working lamp into one of the lamp sockets of the suspected GI string. I&#039;ve seen it more than once. Usually the result of operators never changing a bulb, or somehow connecting higher voltage to the circuit.&lt;br /&gt;
#&#039;&#039;&#039;&amp;quot;Open&amp;quot; in GI wiring.&#039;&#039;&#039; The GI wires leading from J120/J121 may be cut/broken between the connector and the GI lamp sockets. Remove both of the female connectors at J120/J121. Use your DMM to check continuity between the lamp socket and the appropriate wire/pin at J120/J121.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;On board GI problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blown fuses.&#039;&#039;&#039; This is also the easiest problem to fix. Check each GI fuse following this [[General#Testing_fuses| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. Don&#039;t trust your eyes.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Loss of &amp;quot;Cross Board&amp;quot; Connectivity.&#039;&#039;&#039; This problem is generally caused by burned header pins, traces, or in some cases, poor prior repairs. Use the following table to check cross board connectivity with J120/J121 as your target. Buzz between the pins/parts shown in the table or use the diagrams below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;...and to fuse&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 tab&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 tab&amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 tab&amp;amp;nbsp; || &amp;amp;nbsp;|| &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-3&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F110&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-4&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F109&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-6&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F108&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-5&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F107&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J120-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;J115-2&amp;amp;nbsp; || &amp;lt;center&amp;gt;&amp;amp;nbsp;F106&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;GI Connector/pin&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Connects to&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;associated circuit wire color&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q10 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-8&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q18 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-9&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Key pin&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q16 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-11&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q14 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;White-&amp;lt;font color=Yellow&amp;gt;Yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;J115-12&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Triac Q12 pin 1&amp;amp;nbsp; || &amp;amp;nbsp;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=140px heights=180px perrow=5 caption=&amp;quot;WPC-089 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:GIBuzzBrown.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzOrange.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzYellow.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzGreen.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:GIBuzzPurple.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AnimatedGIConnections.gif|center|An animated diagram of WPC-089 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:J120-J121SolderPads.jpg|thumb|300px|left|Critical PCB traces for the brown and orange GI circuits that are often compromised with amateurish attempts to replace J120.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Regarding poor prior rework, sometimes when J120 is replaced, the through holes at pins 7 and/or 8, are pulled causing a loss of connectivity from the board front to the board rear. This will prevent the brown and/or orange color GI circuit from working properly. Additionally, the through hole at J121, pin 6, that routes power to the 3-pin connector at J119, if pulled, will cause the cabinet GI (violet) to not light (coin door lights).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned connectors.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over long periods of time, both the male and female GI connectors at J115, J120, and J121 often burn.&amp;lt;br&amp;gt;&lt;br /&gt;
This was especially prevalent in early WPC games like Terminator 2.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:WMS WPC Burnt GI Typical.JPG|thumb|300px|left|Typical burned connector on the output (female) side of the backbox GI on the driver board]]&lt;br /&gt;
[[File:BurnedJ120-121.jpg|thumb|300px|right|These female housings for J120/121 are burned so much that they are &amp;quot;welded&amp;quot; to the male headers.]]&lt;br /&gt;
[[File:BurnedJ120-121Rwmoved.jpg|thumb|300px|left|The connectors after removal. Get your marshmallows ready.]]&lt;br /&gt;
Numerous &amp;quot;hacks&amp;quot; have been employed over the years by well meaning repairmen but the only real way to fix burned connectors is to replace both the male header pins and the female housings/pins. &amp;quot;Trifurcon&amp;quot; phosphor-bronze crimp-on pins are recommended to provide a better connection at the female connector. Note that these must be phosphor-bronze (7A rating, as original). Don&#039;t buy them unless the supplier calls that out as the brass version looks the same but is only rated at 5A. If you replace burned female connectors, the male connectors are probably burned too and should be replaced. The damaged surface of the male pins will generate heat, and cause early failure of the replacement connector. Plus, the GI will be dimmer than it should be. J115 is a special case. The black Panduit connector that Williams used on many machines is far superior to any crimp pin, with a 12A rating (compared to 7A for phosphor-bronze Trifurcon pins). These, however, can be hard to find. Fortunately, they rarely burn and therefore rarely require service. Another alternative for high current connections is to use Molex MarKK series contacts (Molex part number 45570-3050) along with Molex 41695 series plugs. Although they cost more than the Trifurcon style contacts, these contacts are rated for a current load up to 13 amps.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;WPC-089 Power/Driver Board J120/J121 connector repair parts list...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&amp;amp;nbsp;Qty&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;amp;nbsp;Part&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Product ID&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;11 pin .156 male header (cut to size) || &amp;amp;nbsp;26-48-1245&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Connector, .156 Plug, 11 pin (Molex 41695 series) || &amp;amp;nbsp;09-50-8111&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the larger gauge wires || &amp;amp;nbsp;08-52-0113&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;.156 Trifurcon crimp contacts for the smaller gauge wires&amp;amp;nbsp; || &amp;amp;nbsp;08-52-0125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;&amp;quot;Keying Pins&amp;quot; for Molex 41695 series plugs || &amp;amp;nbsp;15-04-0297&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Crimp tool || &amp;amp;nbsp;1028-CT (or equivalent)&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
Note: Product IDs shown above can be found at http://www.greatplainselectronics.com/Category-80.asp. Other vendors may carry these same parts.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned AC power input connector.&#039;&#039;&#039; There is also a 9-pin (3x3) connector between the transformer secondary and J115. This connector/pins sometimes burn and may require replacement. Check to ensure that AC power is being delivered to the power/driver board at J115.&amp;lt;/li&amp;gt;&lt;br /&gt;
[[File:WPCGICabinetConnection.jpg|thumb|300px|left|WPC General Illumination power connection between the transformer secondary and J115 (AC power in). This picture is from a Twilight Zone, which used the newer, multicolored wires between this connector and J115 on the power/driver board.]]&lt;br /&gt;
*Set your DMM to AC voltage. If your DMM is not an &amp;quot;auto-ranging&amp;quot; model, expect to measure about 7 volts AC.&lt;br /&gt;
*Turn the game on.&lt;br /&gt;
*Insert one probe of your DMM (either one) into the rear of the female connector at J115, pin 3.&lt;br /&gt;
*Insert the other probe into the rear of the female connector at J115, pin 11.&lt;br /&gt;
*You should be measuring 6 to 7 VAC.&lt;br /&gt;
*If no voltage is present, examine the 9-pin connector between the transformer secondary and J115, pictured at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Burned traces.&#039;&#039;&#039; Usually, this is a secondary problem created after the connectors burn. Visual inspection of the traces might uncover the problem, but &amp;quot;buzzing&amp;quot; them for continuity is the best practice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 2N5401.&#039;&#039;&#039; These don&#039;t fail very often, but are easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_a_Transistor.2C_Silicon_Controlled_Rectifier_.28SCR.29_or_Field_Effect_Transistor_.28FET.29| &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed resistors.&#039;&#039;&#039; Again, these don&#039;t fail very often but are easy to test with your DMM. Keep in mind that &amp;quot;in-circuit&amp;quot; measurements may not be reliable.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed 74LS374.&#039;&#039;&#039; This is rare too but easy to test following this [[How_to..._(solder,_desolder,_&amp;quot;stitch&amp;quot;,_test_transistors,_test_ICs,_etc)#Testing_an_integrated_circuit | &amp;lt;b&amp;gt;procedure&amp;lt;/b&amp;gt;]]. You can also test the outputs of the LS374 by probing pins 2, 5, 6, 16 and 19 with your logic probe. At full GI brightness (8), these pins should test as solid &amp;quot;low&amp;quot;. At the dimmest GI brightness (1), the above referenced pins should all be pulsing &amp;quot;high&amp;quot;. Additionally, pin 1 of the LS374 should always test low and pin 11 should always be pulsing &amp;quot;high&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Failed Triac.&#039;&#039;&#039; These rarely fail. But, if you&#039;ve gotten to this step in the procedure, it&#039;s time to replace the Triac. Remember, you need a 4-sector triac.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As these boards age it is easy to pull out the little copper hole liners that connect traces from one side of the board to the other. If you install new connector pins, be sure to check continuity from the new pins onto the board somewhere. This only takes a couple minutes and can save you a lot of time.&lt;br /&gt;
&lt;br /&gt;
=====GI Lamps Not Dimming=====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC089BlankingTraces.jpg|thumb|300px|right|Small traces leading from the through holes of BR2&#039;s AC solder pads (pads circled) can be easily damaged, causing GI lamps to not dim. On this board revision, the upper/right through-hole has a small trace on the solder side of the board that connects to the &amp;quot;via&amp;quot; visible to the left of the through-hole. These traces lead to vias which can be seen just SouthWest of R194.]]&lt;br /&gt;
The primary cause of GI lamps failing to dim is broken traces at BR2, usually caused when BR2 was replaced. These traces lead to D3 and D38. Both of these traces must be intact for dimming to work as they supply the power to generate the signal to the Zero Cross circuit (ZC) which is key to dimming.&lt;br /&gt;
&lt;br /&gt;
Before you go too far diagnosing the hardware, if your WPC game will not dim the general illumination, make sure that &amp;lt;b&amp;gt;Standard Adjustment #25, &amp;quot;Allow Dim Illum.&amp;quot;,&amp;lt;/b&amp;gt; is set to &amp;quot;YES&amp;quot;. If set to &amp;quot;NO&amp;quot;, then the GI will never dim, even during General Illumination test. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General dimming &amp;quot;theory of operation&amp;quot;...&amp;lt;/b&amp;gt;&lt;br /&gt;
*The driver board generates the ZC signal with the BR2, D3/D38 and U6 circuitry (different resistors).&lt;br /&gt;
*The ZC signal is connected to the ASIC (across the driver board, the ribbon, and then across the MPU).&lt;br /&gt;
*The ASIC uses the ZC signal to determine when to send the /TRIAC signal to U1 pin 11 (an 74LS374 buffer IC) as it simultaneously presents GI string enable data on the data bus.&lt;br /&gt;
*U1 latches GI string enable data from the MPU&#039;s data bus.&lt;br /&gt;
*The output of U1 forms signals T0 thru T4, which enable the TRIAC circuitry.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ZC_broken.jpg|thumb|300px|left|This is the ZC signal from a Doctor Who with a broken trace between the two 270 ohm resistors after D3. Dimming did not work in this example.]]&lt;br /&gt;
[[File:ZC_ok.jpg|thumb|300px|right|This is the ZC signal from a properly working Twilight Zone with General Illumination dimming working correctly.]]&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that D3, D38 (1N4004 diodes) or the LM339 at U6 have failed. If the ZC test point on the power/driver board is not strobing (which can be seen with a logic probe), something upstream of the test point has failed. &lt;br /&gt;
&lt;br /&gt;
U6 is an LM339 comparator. The resistors around it (R16 and R17, both 230 ohm 1/4 watt) help generate the correct ZC signal. If a resistor is burned or out of spec, or if a trace is broken in the circuit (there are several &amp;quot;vias&amp;quot;), then ZC may still strobe but in an incorrect way which the ASIC doesn&#039;t recognize as the zero cross signal.&lt;br /&gt;
&lt;br /&gt;
The ZC may be strobing, yet the GI still won&#039;t dim. Use a logic probe to test both sides of diodes D3 and D38 as it is necessary for both the positive going and the negative going portions of the AC sine wave to be detected. If the traces buzz out back to BR2, then suspect one side of BR2 being open. Incredibly, it is possible for the game to work correctly in all regards other than GI dimming with half of the bridge open. Odd...but it happens.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video discussing this behavior can be found [https://www.youtube.com/shorts/Db_34Zou9mM &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A video demonstrating how to &amp;quot;buzz&amp;quot; the GI circuit connections can be found [https://youtu.be/9qy2rwJ9IEM?si=VG0YxUMGJrwUwq6n &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WPC-95 General Illumination Problems====&lt;br /&gt;
[[File:WPC95GIToast.jpg|thumb|300px|left|The GI section of a WPC-95 driver board with 6A2 diodes installed. Note the significant burn around the diodes as well as the melted connectors and burned pins.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The General Illumination circuit for WPC-95 games is very similar to WPC games. When the WPC-95 system was implemented, Williams reduced the number of &amp;quot;dimmable&amp;quot; GI circuits from 5 to 3, with 2 of the circuits being lit at all times. Within the two &amp;quot;always on&amp;quot; GI circuits, Williams placed 8 large 6A2 diodes, to create a voltage drop in the circuit which would dim the lamps slightly and presumably lengthen lamp life. However, these big 6A2 diodes create a great deal of heat. Without a heat-sink like those used on the TRIACs, the high heat they produce causes the printed circuit board and traces to burn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Later versions of the WPC-95 driver board replaced these 6A2 diodes with zero ohm jumpers.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95GIJumpers.jpg|thumb|300px|left|The back side of a WPC-95 driver board with jumpers installed across the GI circuit.]]&lt;br /&gt;
[[File:WPC95Jumpers.jpg ‎|thumb|300px|right|Replacing the 6A2 diodes with 4 zero ohm jumpers.]]&amp;lt;br&amp;gt;&lt;br /&gt;
You can (and probably should) remove the 6A2 diodes, and either replace them with zero ohm jumpers as pictured at right, or add jumpers to the solder side of the board as pictured at left. The solution at left bypasses the diodes completely, by installing the following jumpers.&lt;br /&gt;
&lt;br /&gt;
■ J103 pin 11 jumped to J105 pin 5&amp;lt;br&amp;gt;&lt;br /&gt;
■ J103 pin 12 jumped to J105 pin 6&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=160px heights=280px perrow=5 caption=&amp;quot;WPC-95 Power/Driver Board GI Buzz Diagrams provided by Sascha Voskuil&amp;quot;&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String1-Brown.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;Brown&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String2-Orange.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Orange&amp;gt;Orange&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGIString3-Yellow.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Yellow GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String4-Green.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;Green&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Wpc95PinWikiGI-String5-Purple.png|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;Violet&amp;lt;/font&amp;gt; GI String&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Click on the thumbnails above for the full sized GI buzz image&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The clickable images above, in an animated gif...&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Wpc95PinWikiGI-1-5.gif|center|An animated diagram of WPC-95 GI connections]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Controlled Lamp Problems====&lt;br /&gt;
&lt;br /&gt;
===== Twist Socket Lamp Not Lighting =====&lt;br /&gt;
[[file:wpc-lamp-board-twist-sockets.jpg|thumb|right|300px|A lamp board with twist sockets found in Terminator 2]]&lt;br /&gt;
Two things that can fail on lamp boards are individual lamp circuit diodes or the solder pads can develop &amp;quot;divots&amp;quot;, where the twist sockets make physical contact with the board.  To overcome the divots, simply add a little solder, and carefully reflow the solder pads. Make certain not to apply too much heat...just enough to evenly flow the solder.&lt;br /&gt;
&lt;br /&gt;
With Fire!, a system 11 game, Williams started using lamp boards with .156&amp;quot; header connections for the lamp column and row lines.  This allowed for easy removal and service of the lamp boards. However, it introduced some new problems. Because the lamp boards used were single-sided, (this was presumably a cost analysis decision), the .156&amp;quot; header pins can develop cold solder joints and crack due to vibration. The problem can easily be rectified by removing the old solder from the header pins and applying fresh, new solder.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=2 caption=&amp;quot;Typical issues with lamp board sockets and headers&amp;quot;&amp;gt;&lt;br /&gt;
File:PCBMountLampDivot.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Divots&amp;quot; in the connection pad of a &amp;quot;twist in&amp;quot; lamp.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCPCBLampBoardHeaders.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The solder on these header pins has been reflowed nicely.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following actions can help debug an individual socket failure:&lt;br /&gt;
# Move the non-working twist socket to another spot that is working. This will test that the bulb and socket itself are working. If not, replace the bulb, try to adjust the socket&#039;s contact legs, try to clean off the contact points if they are dirty, and if all that fails, replace the twist socket.&lt;br /&gt;
# Move a working twist socket into the position that is not working. If the socket works, the original socket may have been the problem. If the working socket also does not work in the non-working position, there is likely a problem with that position.&lt;br /&gt;
# Check the connector, especially if it is an IDC connector. Sometimes a wire can pop out and lose connectivity.&lt;br /&gt;
# Remove the lamp board. Check the header pins for cracked solder joints and reflow the solder as necessary. Reinstall and test.&lt;br /&gt;
# [[General#Testing_a_Diode|Test the diodes with a multimeter]]. If any are bad, replace them. Make sure to orient the diode the same way that is indicated on the silkscreen. It&#039;s sometimes possible that a previous owner installed a diode the wrong way.&lt;br /&gt;
# Sometimes the pads on the lamp board that the socket makes contact with get dirty or worn enough to put a divot in the metal. Clean off the contacts, and if that doesn&#039;t improve anything, tin the pads with a thin layer of solder.&lt;br /&gt;
# If none of this was successful, test for continuity between the lamp board and the driver board.&lt;br /&gt;
# If wiring continuity checks out, [[#Controlled_Lamp_Operational_Description|troubleshoot the issue like any other controlled lamp]].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Controlled Lamp Operational Description =====&lt;br /&gt;
&lt;br /&gt;
WPC feature lamps are controlled from the WPC MPU and ultimately enabled via the driver board. The control signals are as follows.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp column to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#U9 on the driver board (a 74LS240) buffers the column bit pattern for U18 (a 74LS374).&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP COL signal which &amp;quot;clocks&amp;quot; the data into U18 by pulsing pin 11.&lt;br /&gt;
#U18 outputs are connected to the ULN2803 at U20, which inverts the signal and enables one of eight TIP-107 Darlington transistors (Q91 thru Q98) that enable 18VDC to flow to the enabled column. This completes the column &amp;quot;strobe&amp;quot; portion of lamp matrix operation.&lt;br /&gt;
#The 68B09EP places a data bit pattern on the data bus. This represents the lamp rows to be strobed.&lt;br /&gt;
#The bit pattern is conveyed to the driver board via the ribbon cable between J211 on the MPU and J113 on the driver board.&lt;br /&gt;
#This bit pattern data is presented to four 74LS74s (Dual D-Type Flip-Flops) at U10 thru U13. This sets up a path to ground for the 18V lamp matrix power for each row enabled by the bit pattern&lt;br /&gt;
#The ASIC on the MPU asserts the /LMP ROW signal which &amp;quot;clocks&amp;quot; the data into U10 thru U13 via their &amp;quot;reset&amp;quot; signal inputs.&lt;br /&gt;
#The (not) Q signal of each 74LS74 enables one of eight TIP-102 Darlington transistors (Q83 thru Q90) that provide the actual path to ground (through a .22 ohm 1 watt resistor) for the 18V lamp matrix power.&lt;br /&gt;
#&amp;lt;font color=red&amp;gt;At this point, power flows from the enabled column circuitry, through the game wiring to the lamps, then through the row circuitry to ground for the rows that are enabled.&amp;lt;/font&amp;gt;&lt;br /&gt;
#The row enable signal is switched off when the LM339 comparators at U15 and U16 detect a voltage rise above the reference voltage present at pins 5, 7, 9, and 11 of both LM339s, via the &amp;quot;set&amp;quot; signal of each 74LS74 (U10 thru U13). &lt;br /&gt;
&lt;br /&gt;
This process repeats itself over and over with the MPU cycling through columns 1 thru 8 while enabling specific rows, lighting lamps at the intersection of the enabled column and the enabled rows.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC089AlkalineDamagedLampMatrixEnable.jpg|300px|thumb|right|The column trace between the J211 dual row header and the ASIC chip socket (pin 63) clearly corroded away. The lamp row trace is immediately below the column trace and unaffected.]]&lt;br /&gt;
There are many possible causes for lamp matrix malfunctions. Some reasons, in order of probability are:&lt;br /&gt;
#Lack of 18V lamp matrix power. If LED6 is not lit, or TP8 shows other than 18V, &amp;quot;buzz&amp;quot; F114 for continuity with your DMM. If F114 is blown, test BR1 using the method specified [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier here].&lt;br /&gt;
#Failure of the row (TIP-102) or column (TIP-107) drive transistor. Both of these are easily diode tested and compared to the other 7 row/column drive transistors.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;column&amp;lt;/b&amp;gt; failure: Failure of the ULN-2803 at U19. U19 works the same as U20 in the switch matrix, providing a periodic pulse to all columns.&lt;br /&gt;
#For a &amp;lt;b&amp;gt;row&amp;lt;/b&amp;gt; failure: Failure of a 74LS74 at U10/11/12/13. Again, these parts can either be diode tested for, better yet, use a logic probe to see if they are delivering the necessary pulses. Compare the operation of similar pins.&lt;br /&gt;
#Failure of the associated .22 ohm 1 watt resistor in the path between 18VDC lamp matrix power and ground (R150 for example).&lt;br /&gt;
#Poor connections between J211 on the MPU and J113 on the power/driver board. Sometimes, reseating the ribbon cable on both ends will &amp;quot;fix&amp;quot; the issue. Replace the ribbon cable and examine the dual row headers if the problem becomes chronic.&lt;br /&gt;
#Prior work on the power/driver board. The data bus runs completely across the power/driver board, stopping in at several 74LS374s (U1 thru U5) along the way. The signals pass through the board from component side to solder side at U9. If the same column and row of the lamp matrix are not lighting (i.e. column 5, row 5), it&#039;s a good bet that the signal for that row/column is compromised in the area of U9. The traces at each IC are delicate and it&#039;s tough for most hobbyists to remove a 20 pin IC without damaging the traces. It&#039;s particularly vexing to encounter a problem where a data signal is held low or high by one of the 74LS374s since each data signal is connected to all of them and even using [diode test] sometimes can&#039;t identify the faulty IC. Some techs will cut the data signal pin close to the PCB for a 74LS374, using the process of elimination to identify the culprit (not recommended). Enough said, but it&#039;s easily seen that power/driver boards can be damaged quite easily by the novice. Send it to a pro.&lt;br /&gt;
#Fatigued connections between the ASIC on the MPU and it&#039;s chip socket. Since the ASIC provides critical enable signals for the lamp matrix, reseating or [https://www.greatplainselectronics.com/Information.asp?region=139 retensioning] these pins is reasonable course of action. [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Removing_the_ASIC Use a PLCC removal tool] to safely remove the ASIC without damaging the socket.&lt;br /&gt;
#Failure of any of the ICs noted above. Each of these ICs can be tested with a DMM set to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit diode test]&lt;br /&gt;
#Corrosion on the MPU that might have compromised the enable signals, as seen in the picture at right. Corrosion can and will attack under the header pins at J211 on the MPU.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Test of Lamp Column Transistors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:CheckingLampColumnDriveTransistors.jpg|300px|thumb|left|&amp;quot;Quick Test&amp;quot; for a shorted lamp column transistor.]]&lt;br /&gt;
If the game has an entire column of lamps locked on, there is a good chance that a lamp column transistor has shorted. Testing for this condition is very simple. Set your DMM to continuity. Touch one probe to the 18V lamp matrix test point as pictured at left. Touch the other probe to the tab of each of the TIP-107 transistors. Any that &amp;quot;buzz&amp;quot; are shorted and will need to be replaced.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Lamp Matrix Testing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The control logic for the WPC lamp matrix can be tested by connecting a spare lamp using two jumper wires. The following sections show the separate procedures for testing the lamp matrix columns and rows.  The example applies to WPC-089 power/drive boards. The procedure is the same for WPC-95 power/driver boards, but the connector designations and transistor numbers differ. &amp;lt;i&amp;gt;Images authored by Sascha Voskuil, used with permission)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing a working lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixGeneralTesting.gif|center|General testing of the lamp matrix circuit on a WPC-95 Power/Driver board. All columns operating normally.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 shorted in the lamp matrix circuit on a WPC-95 Power/Driver board&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Shorted.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 shorted.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Column 4 inoperative in the lamp matrix circuit on a WPC-95 Power/Driver board &amp;lt;br&amp;gt;Note: In this animation, columns 4 and 2 are inoperative.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LampMatrixColumn4Inop.gif|center|Testing the lamp matrix circuit on a WPC-95 Power/Driver board that has column 4 open (inoperative).]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We provide this section for completeness knowing that WPC games offer independent lamp row and column tests as part of the diagnostics.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix columns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix columns.]]&lt;br /&gt;
Use the following procedure to test the TIP-107 transistors that drive the lamp matrix columns.  Note that a diode is not needed for these tests since it&#039;s function is to block current flow and prevent interaction between the lamps in the matrix.  In this test we are connecting a single lamp at a time.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J137.  There is no pin 8 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a column doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the column pins.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q98&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Red&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q97&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q96&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q95&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q94&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q93&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q92&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J137-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Yel-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;57&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q91&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testing the lamp matrix rows:&#039;&#039;&#039;&lt;br /&gt;
[[Image:Placeholder.jpg|300px|thumb|right|Jumper connection for testing lamp matrix rows.]] &lt;br /&gt;
Use the following procedure to test the TIP-102 transistors that drive the lamp matrix rows.&lt;br /&gt;
&lt;br /&gt;
#Remove the backglass and open the insert to get access to power/drive board connectors J133/134/135 (row) and J136/137/138 (column).&lt;br /&gt;
#Unplug all connectors with red or yellow wires leading to them. These are the lamp matrix connections (lower right corner of power/driver board)&lt;br /&gt;
#Turn the game on and start &amp;quot;All Lamps&amp;quot; test in the Test/Diagnostic Menu.&lt;br /&gt;
#Clip one end of the test jumper to J133 pin 1, the rightmost pin on the connector&lt;br /&gt;
#Touch the other end of the jumper to J137 pin 1, the rightmost pin on the connector&lt;br /&gt;
#The test lamp should flash to indicate that the column driver is working. &lt;br /&gt;
#Repeat the test for the pins 2 through 9 on J133.  There is no pin 3 as it is the key.&lt;br /&gt;
&lt;br /&gt;
If a row doesn&#039;t light or is stuck on, reference the lamp matrix table in the manual to identify the transistor to test.&lt;br /&gt;
The following table shows the lamp number and driving transistor for each of the row pins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Pin&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
!Wire Colors&lt;br /&gt;
!Lamp number&lt;br /&gt;
!Transistor number&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Brn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q90&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blk&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q89&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Key Pin&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Orn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q88&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Yel&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q87&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Grn&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q86&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Blu&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q85&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Vio&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q84&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;J133-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red-Gry&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Q83&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Lamp Issue Caused by Connecting &amp;quot;Growth&amp;quot; Connectors =====&lt;br /&gt;
[[File:WPCErroneousConnection-1.jpg|300px|thumb|left|A misplaced connector on Judge Dredd. &amp;lt;i&amp;gt;Image courtesy of Chuck Sanderson, CP Pinball&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[File:WPCErroneousConnection-2.jpg|300px|thumb|right|The connector, not connected, as it should be.]]&lt;br /&gt;
[[File:LampMatrixHeadache.jpg ‎|300px|thumb|left|Lamp Matrix failure &amp;quot;map&amp;quot; created when J136 is erroneously connected on Judge Dredd]]&lt;br /&gt;
&lt;br /&gt;
An issue that seems to come up fairly often is caused by literally placing a square peg into a round hole.&lt;br /&gt;
&lt;br /&gt;
The images shown here from a Judge Dredd shows a &amp;quot;growth&amp;quot; connector wired from the factory that was never used during production. It happens to be in the proximity of J136, a lamp matrix connector and the wires are lamp matrix wires (colored red and colored yellow). One could almost be forgiven for forcing the female housing onto J136 even though the connector types are different.&lt;br /&gt;
&lt;br /&gt;
With this connector in place, all kinds of lamp matrix havoc ensues as shown in one lamp matrix &amp;quot;error map&amp;quot; shown at left.&lt;br /&gt;
&lt;br /&gt;
The solution is simple. Remove the connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All images provided by Chuck Sanderson, [https://cppinball.com/ CP Pinball]&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch Problems===&lt;br /&gt;
&lt;br /&gt;
Switches in WPC games fall into two categories, those within the switch matrix, and &amp;quot;direct&amp;quot; switches.&lt;br /&gt;
&lt;br /&gt;
====Diode and Switch Matrix Wiring Orientation on a Microswitch====&lt;br /&gt;
[[File:Submicro Switch Wiing.jpg|300px|left|thumb|Typical wiring for any Microswitch]]&lt;br /&gt;
First and foremost, all switches located in the switch matrix MUST have a diode. Secondly, the diode has to be installed in the correct orientation.  If a diode is installed &amp;quot;backwards&amp;quot;, the end result my be that all of the switches in that particular row get triggered or even stranger issues occur.  Finally, the diode legs must not be connected to any of the other wires or terminals of the switch, or the switch will funk up the switch matrix.&lt;br /&gt;
&lt;br /&gt;
Here is the correct orientation for the wiring and the diode on a microswitch.  The white wire w/ trace and non-banded side of diode is connected to NC terminal.  The banded side of diode is connected to common terminal.  Finally, the green wire w/ trace is connected to NO terminal.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Built-in Switch Testing====&lt;br /&gt;
WPC games monitor switch closures as the game is played. If a switch is not activated after a certain number of balls (usually 30, but will vary depending on the switch in question), the game will show the &amp;quot;credit dot&amp;quot;, an indication to the operator that a switch may be faulty. Some switches are not often closed (like switch 55 located in the White Water pop bumper garden) and some switches simply aren&#039;t hit by rookie players (like the upper exit to the Twilight Zone mini playfield). Some switches will be marked non-operational immediately after a certain event where the switch is known to have been activated (switches related to The Shadow&#039;s brick wall drop target are one example; any error in the lock sequence causes the credit dot to light immediately).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a table held in RAM that contains counters for all monitored switches.  Each ball served decrements the counter for each switch; as soon as that switch is hit on the playfield, the counter is reset to the initial value.  The credit dot gets lit when any counter for any monitored switch goes to zero. Switches such as flipper optos are set to very low initial values, as flippers are hit on every ball. It would have been possible to have higher values set for switches that would occasionally be activated but not often by novice players as noted above, however this aspect of the programming was rarely if ever used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a credit dot is lit, often the game will offer &amp;quot;switch compensation&amp;quot;, which was a Williams&#039; patented feature, that allowed a nearby or alternate switch to achieve the same result as hitting the original, marked non-operational, switch. This enabled a game with faulty switches to still be played close to the original gameplay. Sometimes the faulty switch will auto-clear itself when activated, but more often than not, the fault would have to be cleared manually. To clear a switch manually, enter the &amp;quot;Switch Edges&amp;quot; test (as described below), and manually activate the switch.  If the switch in question is functioning properly, activating the switch will remove the credit dot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first action to be taken is to enter diagnostics. The game will indicate the reason(s) for the credit dot on the display, upon pressing the enter button on the coin door to receive a test report.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the normal switch matrix is 8 by 8, games like Twilight Zone, Star Trek: The Next Generation, and Indiana Jones employ a 9th column of switches. These switches are tested via a dedicated switch test tied to the playfield feature. An example is the Star Trek: The Next Generation cannon switches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.1 Switch Edges Test=====&lt;br /&gt;
[[file:WPCSwitchTestExample.jpg|400px|thumb|left|An example switch matrix display, this one from Twilight Zone. Note the opto switches in column 7 (for example) are shown as boxed dots.]]&lt;br /&gt;
Switches can be tested by entering Test T.1, Switch Edges. Switch Edges Test presents an 8 by 8 switch matrix grid with one or two switch columns outside of the matrix.  The additionally columns are for dedicated switches. The left column is for switches located on the coin door (all WPC games), and the right column is for flipper cabinet and flipper EOS switches (WPC games which use a Fliptronics board - Addams Family and newer). Open switches show as a simple dot on the DMD. Closed switches show as a boxed dot on the DMD. Microswitches and leaf switches will show as a dot when open. Optos will show as a boxed dot when the opto beam is not being broken. The last closed switch name and number will be shown on the display along with the two wire colors that are connected to that particular switch. While in switch edges test, manually closing properly operating switches will be shown on the display.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====T.2 Switch Levels Test=====&lt;br /&gt;
&lt;br /&gt;
====Direct Switch Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Direct switch operation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Direct switches include:&lt;br /&gt;
*Left coin chute&lt;br /&gt;
*Center coin chute&lt;br /&gt;
*Right coin chute&lt;br /&gt;
*4th coin chute&lt;br /&gt;
*Service Credits/Escape (referred to as &amp;quot;escape&amp;quot; here)&lt;br /&gt;
*Volume down/Down&lt;br /&gt;
*Volume up/Up&lt;br /&gt;
*Begin Test/Enter&lt;br /&gt;
&lt;br /&gt;
Direct switches are not part of the WPC switch matrix. All of the direct switches are located on the coin door, and connect to the MPU at J205.  The MPU senses these switches individually, and apart from the switch matrix.  Therefore, isolation diodes are not used with direct switches.&lt;br /&gt;
&lt;br /&gt;
Normally, with the switch open, the LM339s at U16 and U17 compare 12V (supplied on the MPU to both the switch and to the LM339) with 5V (as a comparison level) and signals the 74LS240 at U15 that the switch is open. When the switch closes, it shorts the 12V to ground and the comparison at the LM339 then indicates to U15 that the switch is closed. U15 is &amp;quot;clocked&amp;quot; by pin 48 of the ASIC (SW DIR), causing U15 to present its data to the data bus. The 6809/ASIC &amp;quot;debounces&amp;quot; the switch. Debouncing is not a factor to be considered here and doesn&#039;t factor in switch testing at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Direct Switch Pinout at J205 for both WPC and WPC-S MPUs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
:J205, pin 5 is the &amp;quot;key&amp;quot; pin.&lt;br /&gt;
:J205, pin 10 provides ground (black wire)&lt;br /&gt;
:J205, pin 11 is unused&lt;br /&gt;
:J205, pin 12 is an &amp;quot;enable&amp;quot; back to the coin door interface board&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Wire color at J205&lt;br /&gt;
!MPU pin&lt;br /&gt;
!Diode&lt;br /&gt;
!LM339 &amp;amp; input pin&lt;br /&gt;
!U15 input pin&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Left chute&amp;lt;/b&amp;gt;   || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Brown&amp;gt;brown&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D15&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-5&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Center chute&amp;lt;/b&amp;gt; || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Red&amp;gt;red&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;    || &amp;lt;center&amp;gt;J205-2&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D16&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-7&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Right chute&amp;lt;/b&amp;gt;  || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Black&amp;gt;black&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-3&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D17&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;4th chute&amp;lt;/b&amp;gt;    || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Yellow&amp;gt;yellow&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-4&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D18&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U17-9&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Escape&amp;lt;/b&amp;gt;       || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Green&amp;gt;green&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;J205-6&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D11&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-9&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Down&amp;lt;/b&amp;gt;         || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Blue&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-7&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D12&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-11&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Up&amp;lt;/b&amp;gt;           || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Purple&amp;gt;violet&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;J205-8&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D13&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-7&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Enter&amp;lt;/b&amp;gt;        || &amp;lt;center&amp;gt;&amp;lt;font color=Orange&amp;gt;orange&amp;lt;/font&amp;gt;/&amp;lt;b&amp;gt;&amp;lt;font color=Gray&amp;gt;gray&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;   || &amp;lt;center&amp;gt;J205-9&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;D14&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;U16-5&amp;lt;/center&amp;gt;  ||  &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Debugging direct switch problems&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To discover the problem as quickly as possible, we&#039;ll divide the problem into smaller pieces. We must first determine if the problem is on the MPU board or the problem lies with the wiring to the coin door and/or the specific switch. If your MPU has obvious alkaline damage at U15, U16, or U17, address the alkaline damage first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Begin testing with the game OFF.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/switch&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Remove connector J205 from the MPU.&lt;br /&gt;
#Build a jumper wire with alligator clips on both ends.&lt;br /&gt;
#Clip one end of the jumper wire to the game&#039;s ground braid in the game head.&lt;br /&gt;
#Turn the game on&lt;br /&gt;
#Carefully touch the other end of your jumper wire to the appropriate pin on J205 as shown in the table.&lt;br /&gt;
#If the MPU carries out the function of the switch, the problem is not on the MPU.&lt;br /&gt;
#If the MPU does nothing, the problem is on the MPU.&lt;br /&gt;
#Skip to the appropriate section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems NOT on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch&#039;s path to ground&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Your game should still be turned off.&lt;br /&gt;
#DMM set to continuity.&lt;br /&gt;
#Clip the black lead of your DMM to any game ground, like the lockdown bar or ground braid.&lt;br /&gt;
#Red lead on the solder joint between the switch and the black wire that provides ground. &lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, further diagnose the break in the black wire between the solder joint and game ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the direct switch itself&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Black lead of your DMM still clipped to game ground.&lt;br /&gt;
#Red lead on the solder joint opposite the black wire (or bare wire jumper) of the switch under test.&lt;br /&gt;
#Depress the switch. You should hear &amp;quot;tone&amp;quot;. If not, the switch is defective and not &amp;quot;making&amp;quot;. See the section below that describes cleaning these switches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path to the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Clip the black lead of your DMM on the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Remove the connector plug at J205 from the MPU.&lt;br /&gt;
#Red lead on the appropriate pin of J205 for the switch under test. See the table above. It&#039;s easiest to access the pin through the rectangular hole in the back of the connector where the pin&#039;s &amp;quot;tang&amp;quot; snaps in.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is a discontinuity in the wire between the direct switch and J205. Note that the coin door interface board is between these two points. The coin door interface board is a &amp;quot;pass-through&amp;quot; for these signals and rarely causes a problem. Still, reseating connectors J1, J3, and J4 on the coin door interface board might uncover the problem. More likely, the wire between J1 on the coin door interface board and J205 has a break in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Identifying problems on the MPU&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the signal path through J205 and onto the MPU&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
J205 is right below the battery holder and as such, sometimes receives the unwanted gift of dripping alkaline from depleted batteries.  Carefully examine both the male and female connections of J205 for alkaline &amp;quot;greenies&amp;quot;. Assuming no alkaline damage...&amp;lt;br&amp;gt;&lt;br /&gt;
#Begin with your game turned off.&lt;br /&gt;
#Connect J205 to the MPU.&lt;br /&gt;
#Clip the black lead of your DMM to the solder joint opposite the black wire (or bare wire jumper) for the switch under test.&lt;br /&gt;
#Red lead on the banded end of the appropriate diode shown in the table above.&lt;br /&gt;
#You should hear &amp;quot;tone&amp;quot;. If not, there is either a problem with the physical connection at J205 or the alkaline &amp;quot;greenies&amp;quot; are sneakier than you gave them credit for. Re-examine J205 and the surrounding area of the board for alkaline damage. The traces from the switch connectors are very small and it takes very little alkaline damage to compromise them. You may also re-pin the female side of J205.&lt;br /&gt;
&lt;br /&gt;
At this point, a logic probe would be the best tool to use. You can pick up 5V power for your probe across the electrolytic cap at C31 which is immediately to the right of the battery holder. Black lead on the negative side (top of the cap). Red lead on positive side (bottom). The board is silkscreened with polarity markings. Set the logic probe to &amp;quot;CMOS&amp;quot; test mode, as you will be measuring 12VDC.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t already have a logic probe, you should. Although for this test, you can still get by with your trusty DMM. Clip the black lead of your DMM to game ground. The ground braid in the head is a good place to pickup ground at this point. Set your DMM to DC volts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Start with the game turned off.&lt;br /&gt;
#Again, set your logic probe to &amp;quot;CMOS&amp;quot;&lt;br /&gt;
#Clip one end of your jumper wire to the appropriate pin of J205. Leave the other end of your jumper wire unconnected, but handy as you&#039;ll touch it to ground later.&lt;br /&gt;
#&amp;lt;font color=Red&amp;gt;You now need to turn the game ON.&amp;lt;/font&amp;gt;&lt;br /&gt;
#Measure the signal at the appropriate LM339&#039;s appropriate pin shown in the table above. Either place your logic probe on the pin or place the Red lead of your DMM on the pin. The signal should measure high (or about 12VDC with your DMM).&lt;br /&gt;
#Now, with your other hand, touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high, then the pin isn&#039;t being grounded correctly. Candidates are a failed diode/resistor in the circuit, the board trace between the diode and the LM339 is compromised, or a badly failed LM339.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test the LM339 outputs/74LS240 (U15) inputs&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
#Set your logic probe back to TTL as you will be measuring 0 - 5V signals&lt;br /&gt;
#Measure the signal at the appropriate pin (see table) of U15. The signal should measure high (or about 5VDC with your DMM).&lt;br /&gt;
#Touch the free end of your jumper wire to the ground braid in the backbox as you observe the results.&lt;br /&gt;
#You should see the signal transition to low. If you still measure high with the jumper wire grounded, then either the LM339 outputs have failed, the board trace between the LM339 and U15 is compromised, or the 74LS240 has failed and is corrupting the signal. You can test U15 using the procedure in the &amp;quot;How to...&amp;quot; section of PinWiki, [https://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
The output side of U15 can&#039;t be tested effectively since that is the processor/ASIC data bus and should be constantly and irregularly changing states.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve followed this process step-by-step, you should have identified the problem with the signal and will be able to effectively perform the appropriate repair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleaning direct switches&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=Red&amp;gt;Coming soon...will describe disassembly and cleaning...&amp;lt;/font&amp;gt;&lt;br /&gt;
Sometimes, several rigorous open/close cycles will &amp;quot;clean&amp;quot; corrosion from the switch.&lt;br /&gt;
&lt;br /&gt;
====Switch Matrix Problems====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Isolate the problem to the MPU or to the game wiring/diodes/switches&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Follow these steps to determine if the switch matrix problem is on the CPU or somewhere in the game wiring.&lt;br /&gt;
&lt;br /&gt;
#Remove connectors J206/J207, J208/209 and J212 from the bottom of the CPU (J206 and J207 are electronically the same and J208 and J209 are electronically the same).&lt;br /&gt;
#Clip one lead of a test jumper to pin one of J207 making sure you don&#039;t touch any of the nearby pins on J207.&lt;br /&gt;
#Power the game on, and enter Switch Edge test (you&#039;ve left J205 on the CPU so the diagnostics switches still work).&lt;br /&gt;
#Touch the other end of the jumper to pin one on J209, then pin two and so on. You should see (and hear) the CPU indicate that switches #11, #12, #13, etc. are being &amp;quot;made&amp;quot; as you touch the pins of J209.  You should *never* see multiple switches being made.&lt;br /&gt;
#Move the jumper from J207 pin 1 to pin 2.  Re-test to every pin on J209, listening for the machine to read every switch as closed.  Continue in a similar manner testing each pin of J207 to every pin in J209.&lt;br /&gt;
&lt;br /&gt;
The following images, provided by Sascha Voksuil, grapically depict the above tests of the on-board switch matrix circuitry with a jumper wire. A diode is not required since the test jumpers directly from a single pin to a single pin. Remember, the purpose of switch diodes is switch isolation. Also, have no fear conducting this test. Unless you connect one end of the wire to high voltage, nothing can be damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Switch matrix test ROWs1-8 with COL1.gif|left]][[File:Switch matrix test COLs1-8 with ROW1.gif|right]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If only one switch shows on the Switch Edge test for each pin combination, then the CPU&#039;s switch matrix is working properly and you can confidently assume that any switch problems lie elsewhere. Possibilities include a shorted wire, bad/broken/shorted diode, bad under playfield opto board, bad coin door interface board, etc. If the problem is observed with row 2 of the switch matrix, and you&#039;re game has a &amp;quot;-1 Power/Driver&amp;quot; board installed (the one with the flipper power relay), it is possible that one/both of the 4N25 opto-isolators on the power/driver board have failed. These opto-isolators communicate flipper switch closures for pre-FlipTronics games.&lt;br /&gt;
&lt;br /&gt;
If multiple switch closures are reported when you touch one pin of the connector, or if the CPU reports a row or column short, then there is a fault with the switch matrix circuitry on the CPU board itself. Be aware that an additional fault may still be present on the playfield. Switch matrix chips do not simply blow for no reason!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px  heights=300px  perrow=3 caption=&amp;quot;Blown ULN2803 (U20) Examples&amp;quot;&amp;gt;&lt;br /&gt;
File:BlownULN2803.jpg|&amp;lt;center&amp;gt;An obviously blown ULN2803 (U20) caused by shorting 50V coil power to the switch matrix. Ouch!&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WPCBlownULN2803.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...happens all the time...Don&#039;t work on your game with power on.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:WOCBlownU14.jpg|&amp;lt;center&amp;gt;Another obviously blown ULN2803...the HV jolt also took out U14, a 74LS374 which buffers the ULN2803 from the processor data bus.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Catastrophic Failure of ULN2803 or Other Switch Matrix Parts&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CoilLugShortedToMetal.jpg|300px  |thumb|left|Example jumper connection for testing the switch matrix. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;sturner&amp;quot;.&amp;lt;/i&amp;gt;]]&lt;br /&gt;
[[Image:CoilWrapperRubAE-23-800.jpg ‎|300px  |thumb|right|A coil wrapper that has rubbed through to the copper windings due to long term vibration against a loose screw used to secure the coil bracket. This coil is from the &amp;quot;Thing Kickout&amp;quot; in &amp;lt;b&amp;gt;The Addams Family&amp;lt;/b&amp;gt;. It electrified the entire &amp;quot;thing&amp;quot; mechanism box and caused the ULN2803 to be destroyed. &amp;lt;i&amp;gt;Image courtesy of JT Amusements.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
One fairly common reason that a ULN2803 or other switch matrix circuitry may blow is a short to coil power. In the picture at left, the coil that actuates the &amp;quot;Bridge Diverter&amp;quot; on the game &amp;lt;b&amp;gt;Twilight Zone&amp;lt;/b&amp;gt;, is touching the coil bracket on one side. Since coil power is present at both coil lugs (which is normal), a coil lug touching metal will conduct coil power to that metal. In this case, the coil bracket touches the bridge diverter piano wire and then the coil diverter and then the entire wireform. If a switch matrix solder tab or switch blade metal shorts to the wireform, poof! Get ready to replace the ULN2803.&lt;br /&gt;
&lt;br /&gt;
Another way for HV to destroy the ULN2803 and other switch matrix circuitry is shown at left. Here, the coil wrapper has worn through, and then the enamel coating on the coil winding rubbed away, causing a short of coil power to the coil bracket. Just as the instance above showed, this places coil power onto the coil bracket and anything touching it, including switches. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== MPU Circuitry Switch Matrix Problem Diagnosis =====&lt;br /&gt;
&lt;br /&gt;
====== Quick Switch Column Strobe Testing ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchColumnStrobeBenchTest.jpg|300px  |thumb|left|Testing the switch column strobes quickly with a logic probe. The picture also shows a convenient place to connect logic probe power leads.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A quick way to test that switch column strobes are working properly, is to use a logic probe as shown in the picture at left. Each pin of J206/J207 (all WPC MPU versions) should be pulsing high.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Further MPU Circuitry Diagnosis ======&lt;br /&gt;
&lt;br /&gt;
The following image (authored by Sascha Voskuil, used with permission) will help diagnose particular ICs at fault on the MPU.&lt;br /&gt;
[[File:WPC-089MPULayout.jpg|300px|thumb|left|Color Coded Switch Matrix Circuitry.click image to enlarge]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s use the diagram above to walk through a simple &amp;quot;on board&amp;quot; switch matrix issue.&lt;br /&gt;
&lt;br /&gt;
A board presented with very slight alkaline damage to U20, the ULN2803. After socketing, and replacing the ULN2803, column 3 still failed to strobe. We used out logic probe to determine that pin 16 of U20 was strobing. Therefore, there MUST have been an on board fracture of the trace. Setting our DMM to continuity, and buzzing between J206 pin 3 (marked with a gray &amp;quot;3&amp;quot; in the diagram) and U20 pin 16 failed. Moving our probe from J206 pin 3 to the junction of R69 and C13 (also marked with a gray &amp;quot;3&amp;quot; in the diagram) succeeded. However, buzzing between the junction of R69/C13 and U20 pin 16 succeeded. Using this information, we must conclude that the discontinuity in the trace was between J206 pin 3 and the junction of R69/C13.&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixCorrodedTraceAnnotated.jpg|300px|thumb|left|A look under connector J206 showing alkaline corrosion damage. This caused column 3 of the switch matrix to malfunction.]]&lt;br /&gt;
[[File:WPCSwitchColumnOpenTrace.jpg|300px|thumb|right|Another trace destroyed by prior alkaline corrosion that had seeped under column header connector.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows the problem. Once the J206 header was removed, we could see that alkaline had dripped onto the connector and leached down to the solder joint. The corrosion etched enough of the trace away to prevent connectivity. &lt;br /&gt;
&lt;br /&gt;
The image at right shows yet another example of a switch column trace eaten away by alkaline corrosion.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating diagnosis of this issue can be found [https://www.youtube.com/watch?v=EFqM21DR438&amp;amp;t=240s &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchMatrixHeaderCorrosion.jpg|300px|thumb|left|A different board, with a similar problem at the header pins...]]&lt;br /&gt;
[[File:WPCSwitchMatrixConnectorCorrosion.jpg|300px|thumb|right|...and the matching female housings.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The picture at left shows another WPC-089 MPU board with a similar problem, but much worse. This board was the victim of dripping alkaline which invaded the trace which runs under the &amp;quot;C17&amp;quot; label to J206-9 and J207-9.&lt;br /&gt;
&lt;br /&gt;
The picture at right shows the female connector housings that were the victim, and transportation medium, for the alkaline corrosion. The connector on the left required repinning. The connector on the right showed only light damage which was cleaned up with a vinegar swab.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CorrodedWPCConnector.jpg ‎|300px|thumb|left|Corrosion...]]&lt;br /&gt;
[[File:ImprovedSwitchMatrixDiagram.jpg|300px|thumb|right|Switch Matrix Circuit Operation. Note: Colors are coordinated with the prior diagram (authored by Sascha Voskuil, used with permission). Click image to enlarge.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another clear example of a connector requiring replacement is shown at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:CorrodedWPCConnector1.jpg ‎|300px|thumb|left|More Corrosion...this one from a SlugFest]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Switch 11 or Switch 12 Reported as Closed With All Switch Matrix Connectors Removed =====&lt;br /&gt;
[[File:4N25Failed.jpg|300px|thumb|left|In this image, the switch matrix connectors have been removed yet switch 11 is shown closed. One of the two 4N25 opto-isolators has failed.]]&lt;br /&gt;
A seemingly impossible behavior can be caused by a failed 4N25 Opto Isolator on a &amp;quot;-1&amp;quot; version of the WPC Power/Driver board including RottenDog Power/Driver boards. After removing all switch matrix connectors (not the direct switch connector) from the MPU, switch 11 and/or switch 12 will be reported as closed. This can also lead to all of column 1 being reported closed when any switch is closed outside of column 1. All of the column that switch is in will also be reported as closed.&lt;br /&gt;
&lt;br /&gt;
The 4N25s can be tested as described below.&lt;br /&gt;
&lt;br /&gt;
Another quick test is to remove the ribbon between the MPU and the Driver board. This prevents the driver board from reporting closed switches.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Cabinet Flipper Switch Detection Problem Diagnosis for Pre-FlipTronics Games =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPCOptoIsolators.jpg|300px|thumb|right|Dual 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the WPC Power/Driver board can be seen in the top center of this picture (two 6 leg ICs at U7 and U8).]]&lt;br /&gt;
Pre-FlipTronics games detect closure of the flipper cabinet switches via two 4N25 Opto Isolators on the &amp;quot;-1&amp;quot; version of the power/driver board. If the &amp;quot;cursor&amp;quot; can&#039;t be moved during entry of HSTD initials or if the cabinet flipper buttons don&#039;t control video mode correctly, there is a good chance that one/both of the 4N25 opto isolators is shot. Games that shipped with the &amp;quot;-1&amp;quot; Power/Driver board include:&lt;br /&gt;
*Funhouse&lt;br /&gt;
*Harley-Davidson&lt;br /&gt;
*The Machine: Bride of Pin*Bot&lt;br /&gt;
*Gilligan&#039;s Island&lt;br /&gt;
*Slugfest&lt;br /&gt;
*Terminator 2: Judgement Day&lt;br /&gt;
*Hurricane&lt;br /&gt;
*Party Zone&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCEarly-1PowerDriverBoard4N25.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;..]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at left illustrates the switch matrix connection between the 4N25 Opto Isolators on the Power/Driver board and the MPU board.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSwitchRowSchematicError.jpg|457px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note that some revisions of the WPC schematics contain an error, as illustrated by the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately, testing an opto coupler is simple using the diode test function provided by most DMMs. Set the DMM to diode test, compare results against those pictured below (this test conducted on a 4N25 contained on a System 11 Interconnect Board).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=4 caption=&amp;quot;Testing a 4N25 Opto Coupler&amp;quot;&amp;gt;&lt;br /&gt;
File:4N25Internal.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The internal schematic of the 4N25. Pins 1 and 2 connect to an internal diode (LED). Pins 4 thru 6 connect to a PNP photo transistor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test3.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing the diode connected to pins 1 and 2. Red on pin 1, black on pin 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test2.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 5, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4N25Test1.jpg‎|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Testing part of the photo transistor. Black on pin 4, red on pin 6&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Special Note regarding RottenDog Power/Driver boards manufactured prior to February, 2012 ======&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25Error.jpg|300px|thumb|left|Illustration provided by, and used with the permission of, Sascha Voskuil aka &amp;quot;Zaza&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
RottenDog aftermarket power/driver boards manufactured prior to February, 2012 contain a trace layout/connection error that exchanges the function of the two 4N25 Opto Isolators on the board. That is, the 4N25 that should report a left flipper closure actually reports a right flipper closure, and vice-versa. This error can be corrected via two cuts and two jumpers, as illustrated in the image at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Shown at left is the correction implemented by PinSider &amp;quot;troxel&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCRottenDog4N25ErrorCorrected1.jpg|300px|thumb|left|Image provided by, and used with the permission of, PinSider &amp;quot;troxel&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The same image, annotated by Pinsider &amp;quot;zaza&amp;quot;, calls out the need for caution when making this mod. As can be seen, 75VDC is present in the area. A better implementation might be to route the jumper wires around the 4N25 instead of under it.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WPC95 Flipper Cabinet Switch Processing====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95CabinetSwitchCorrosion.jpg|300px|thumb|left|Corrosion between pins 9 and 10 on this WPC-95 MPU caused a short between cabinet flipper switch circuits resulting in both flippers actuating when either cabinet switch was closed.]]&lt;br /&gt;
[[File:J212Corrosion.jpg|300px|thumb|right|Corrosion on some of these pins caused erratic cabinet switch operation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC-95 system implementation moved the cabinet flipper button and EOS switch sensing from the FlipTronics II board to the MPU board. Simple voltage level comparison via LM339s senses shorts to ground for those switches. The connector that cabinet switch wiring is connected to (J212) is directly below the battery holder where leaky batteries can &amp;quot;drip&amp;quot; onto the connector, corroding both under the connector and the pins on the connector. Corrosion can cause many odd problems. If this happens, the corrosion can cause the flipper buttons to be sensed intermittently and/or incorrectly. &lt;br /&gt;
&lt;br /&gt;
Pictured at left is one case of corrosion impacting flipper operation. The corrosion caused the circuit to sense that both of the cabinet flipper buttons had been pressed when only one had been pressed. Standard alkaline corrosion cleanup takes care of this issue.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Opto Switches====&lt;br /&gt;
&lt;br /&gt;
=====Basic Operation=====&lt;br /&gt;
Williams opto switches are comprised of a &amp;quot;transmitter&amp;quot; and a &amp;quot;receiver&amp;quot; opto, which are each unique parts. This is different from later Sega and some Stern game systems where the optos that serve as transmitter and receiver are identical.&lt;br /&gt;
&lt;br /&gt;
The transmitter opto is housed in a white plastic frame. It is powered by unregulated 12VDC. If the opto is good, measuring either solder joint of the opto should read about 12VDC as long as the game is turned on.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto transmitters also. Orient the ball trough transmitter flat side as is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoTransmitter.jpg|300px|thumb|left|The solder side of a typical Williams opto transmitter.]]&lt;br /&gt;
|[[file:OptoTransmitterLED.jpg|300px|thumb|right|The component side of a typical Williams opto transmitter. When replacing the opto, orient the flat side toward the &amp;quot;K&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;K&amp;quot;)]]&lt;br /&gt;
|[[file:UOptoGuts.jpg ‎|300px|thumb|right|The &amp;quot;guts&amp;quot; of a &amp;quot;U&amp;quot; opto. These are simply miniaturized versions of the larger optos, with a transmitter side and a receiver side]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The receiver opto is housed in a black plastic frame. This &amp;quot;IR detector&amp;quot; opto conducts the 12VDC supplied to it, as long as the transmitter&#039;s &amp;quot;light&amp;quot; is cast upon it. Once the transmitter light is removed, the opto no longer conducts the 12VDC. Typically, circuitry on an &amp;quot;opto switch board&amp;quot; interprets the lack of 12VDC using an LM339 comparator, and indicates that the switch is open. Remember that the &amp;quot;sense&amp;quot; of opto switches is reversed from regular &amp;quot;hard&amp;quot; switches such as leaf switches and micro-switches.&lt;br /&gt;
&lt;br /&gt;
Note that the ball trough uses these opto receivers also. Orient the ball trough receivers flat side so that the leg on the flat side is furthest away from the &amp;quot;ear&amp;quot; that is silkscreened on the board.&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|[[file:OptoReceiver.jpg|300px|thumb|left|The solder side of a typical Williams opto receiver.]]&lt;br /&gt;
|[[file:OptoReceiverLED.jpg|300px|thumb|right|The component side of a typical Williams opto receiver with an aftermarket receiver LED. When replacing the opto, orient the flat side toward the &amp;quot;C&amp;quot; (equivalently, orient the &amp;quot;short&amp;quot; leg of the opto toward the &amp;quot;C&amp;quot;). OEM LEDs have an &amp;quot;ear&amp;quot; that matches the silkscreen on the board]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Opto Testing=====&lt;br /&gt;
[[file:OptoTestingWithDigitalCamera.jpg|300px|thumb|left|Testing an opto &amp;quot;sending&amp;quot; unit with a digital camera. This opto pair senses &amp;quot;Rudy Hits&amp;quot; in Funhouse. The white opto housing can be seen (upside down)]]&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;sending side&amp;quot; or transmitter side of an opto pair, which should be housed in a white plastic frame, can be tested with just about any digital camera. In the picture at left, an iPhone camera was used to clearly see the purplish glow of a working opto sender.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;receiving side&amp;quot; of an opto pair, which should be housed in a black plastic frame, can be tested with just about any strong incandescent flashlight. Note that an LED flashlight does not typically work too well for this test.  Place the game in switch test. Block the sending opto that would normally illuminate the receiver under test. Shine your bright incandescent flashlight on the receiver opto. The switch state as shown on the display should change.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Opto Board Operation=====&lt;br /&gt;
Note that the following description does not apply to the Twilight Zone opto board.  It applies only to those boards that use LM339 Quad Single Supply Comparators.&amp;lt;br&amp;gt;  &lt;br /&gt;
[[file:Opto-board-schematic-demo.gif|1000px|thumb|The operation of an single Opto Board circuit.]]&lt;br /&gt;
&lt;br /&gt;
The standard Williams WPC opto board is connected to one or more columns and three or more rows of the switch matrix.  The LM339 Comparator simulates the closure of a physical switch and it isolates the switch matrix from the opto phototransistor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The column voltages are held high by the pull up resistors in the MPU and drop to near zero when that column is strobed by the MPU.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The LM339 works by comparing the (+) input voltage vs. the (-) input voltage.  When the (+) input is a higher voltage than the (-) input, the output of the LM339 is off (floating) and the row connection is held high by pull up resistors in the MPU.  When the (+) input is a lower voltage than the (-) input, then the LM339 pulls the line low (near zero V DC).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The opto board &amp;quot;closes the switch&amp;quot; and the LM339 pulls the row voltage low only if the opto is not blocked (open) and the column is strobed.  It is only under these two conditions that the (-) input is higher than the (+) input.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If the column is strobed and the opto is blocked, the output of the LM339 is left floating and the MPU senses that the switch is open. The opto board leaves the row high if the column is not strobed no matter what the status is of the opto. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====7 Opto Board Testing=====&lt;br /&gt;
[[File:7OptoBoard.jpg|400px|thumb|right|An example WPC 7 Opto Board, as found in AFM, WH2O, and many other WPC games.]] &lt;br /&gt;
The 7-Opto Board (A-14977, A-15576, A-15595) pictured at right, can be tested &amp;quot;in-situ&amp;quot; with a simple jumper wire and a DMM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Procedure&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Test the LM339 comparators&lt;br /&gt;
&lt;br /&gt;
#Place the game into switch test (T.1)&lt;br /&gt;
#Remove the balls from the game to prevent them from crashing down on the playfield (or stuff a rag into the ball loading hole)&lt;br /&gt;
#Place the playfield in the vertical position&lt;br /&gt;
#Remove the J2 connector on the 7 opto board&lt;br /&gt;
#Clip one end of a jumper to J2/pin 10&lt;br /&gt;
#In turn, touch the other end of the jumper to pins 1 through 7 of J2&lt;br /&gt;
#With each connection, a opto switch activation should be enunciated on the display&lt;br /&gt;
#If all 7 switch activations are enunciated, this proves that all of the LM339 comparator circuits are working. &lt;br /&gt;
&lt;br /&gt;
Test the 12VDC power supply circuits&lt;br /&gt;
#Set a DMM to DC volts (less than 20 if not using an auto-ranging DMM)&lt;br /&gt;
#Remove the J1 connector&lt;br /&gt;
#Clip the black lead of a DMM to J1/pin 10 (ground)&lt;br /&gt;
#With the DMM red lead, measure DC voltage at pins 1 through 8 (excluding pin 4)&lt;br /&gt;
#Each pin should measure about 12VDC&lt;br /&gt;
#If all 7 pins measure about 12VDC, this proves that each of the 12V power circuits (and the 270 ohm current limiting resistors) are working.&lt;br /&gt;
&lt;br /&gt;
If a game opto pair fails to function properly, yet both of the above tests pass, then either the opto transmitter or receiver has failed or the wire/connector connection between the opto board and one/both playfield optos has failed.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Jittery&amp;quot; Opto Switches ====&lt;br /&gt;
It is possible for all opto switches in the game to act erratically. This can be difficult to diagnose because the problem can manifest itself in various ways during game play.  For instance, the bulldozer blade in &amp;quot;Roadshow&amp;quot; may occasionally be unable to find it&#039;s home position.  Or, the auto launcher in &amp;quot;Twilight Zone&amp;quot; may seem to want to launch a ball when none is present. Since the cabinet flipper switches are sometimes optos as well, the game&#039;s flippers may also behave strangely.&lt;br /&gt;
&lt;br /&gt;
The first step is to check the optos in switch edge test. If the optos appear to blink on and then off, when the actual physical state of the opto is open, suspect an issue with the unregulated 12VDC voltage.&lt;br /&gt;
&lt;br /&gt;
Measure for about 12VDC at TP1 on the power/driver board. If the voltage is significantly below 12VDC (i.e. around 10VDC) then there may be a problem with the bridge rectifier at BR5 or the 15,000uf filter capacitor at C30. Examine the solder joints at C30, especially if that capacitor has been replaced in the past. A damaged through hole may effectively remove the filter cap from the circuit, AC voltage will remain in the power circuit, and the optos will be flakey.&lt;br /&gt;
&lt;br /&gt;
Use your DMM to [http://www.pinwiki.com/wiki/index.php?title=General#Testing_a_Bridge_Rectifier test the bridge rectifier] and to &amp;quot;buzz&amp;quot; between the solder joints at the cap and the appropriate legs of BR5. If this connection is flakey, repair it using a [http://www.pinwiki.com/wiki/index.php?title=General#Repairing_traces_or_creating_a_.22solder_stitch.22 solder stitch] or connect jumpers from the C30 to BR5.&lt;br /&gt;
&lt;br /&gt;
====Other Switch &amp;quot;Jitter&amp;quot; Reasons====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-C2-Leaking.jpg|300px|thumb|left|A leaky electrolytic cap at C2 caused the &amp;quot;digital&amp;quot; 12V to drop to about 10.5VDC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The electrolytic cap C2 in the regulated 12VDC circuit leaks quite often, eroding the traces, sometimes severing the connection completely and sometimes reducing the 12VDC power output to something lower. This can wreak havoc on the switch matrix as the regulated 12VDC is used by the LM339 comparators on the MPU board to detect switch closures. Normal cleanup procedures can be used; wipe clean, sand as necessary, retin traces, and replace the cap with a 100uf/35VDC cap (an upgrade).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sub-microswitch Issues ====&lt;br /&gt;
&lt;br /&gt;
[[file:WPCMicroSwitch.jpg|300px|thumb|left|A typical micro-switch and wireform.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC games have an issue with micro-switches that are heat damaged during game assembly. When soldering the wire lead(s) onto the switch, flux leaches into the switch body and, over time, causes the switches to become &amp;quot;sticky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Game switches from smoky environments often become intermittent or fail. You may be able to repeatedly actuate the switch with your finger and get it to work for a game session, but when you return to the game later, the switch will have failed again.&lt;br /&gt;
&lt;br /&gt;
Tightening the screws too tightly on the switch can damage the switch internals making the switch intermittent.&lt;br /&gt;
&lt;br /&gt;
The switches in games that were played on location for many years simply wear out.&lt;br /&gt;
&lt;br /&gt;
When micro-switches are damaged or past their useful lifetime, there is nothing to repair, adjust, or clean inside them.  Simply replace them for reliable operation. You can purchase generic switch bodies and transfer the wireform carefully to the new body. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Switch Wiring====&lt;br /&gt;
&lt;br /&gt;
[[File:SwitchWiringSchematic.jpg|left|thumb|300px|Williams Individual Switch Connection Schematic. The green wire is the switch column. The white wire is the switch row.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams switches are always wired the same. The white (plus tracer) colored wire (row) always attaches to the same solder lug as the NON-banded end of the diode. The green (plus tracer) colored wire (column) always attaches to a lug by itself. The banded end of the diode always attaches to a lug by itself. This creates the following circuit, shown schematically at left.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The picture gallery below provides an example of correct wiring for different types of switches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;Connections for Various Types of Williams Switches&amp;quot;&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Slingshot Switch. The Green and White wires go off-frame to the other slingshot switch in the pair.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:StandUpSwitchWiring-A.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Standup Target&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:PopBumperSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Typical Pop Bumper Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:MicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Older Style Micro Switch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubMicroSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The Pervasive Sub-MicroSwitch&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ReedSwitchWiring.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Reed Switches, as found in Cactus Canyon and NBA Fastbreak. The diodes are located elsewhere.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display problems===&lt;br /&gt;
Display problems are usually the result of failing dot matrix displays themselves, flakey ribbon cables or connectors, ribbon cables installed &amp;quot;one row off&amp;quot; (or even one column off), failing high voltage sections of the dot matrix controller board, and rarely logic IC problems on the dot matrix controller board.&lt;br /&gt;
&lt;br /&gt;
Start by checking the easy things first...&lt;br /&gt;
&lt;br /&gt;
#Reseat the narrow ribbon cable between the DMD controller board and the DMD.&lt;br /&gt;
#Reseat the wide ribbon cables from the MPU to the DMD controller.&lt;br /&gt;
#Ensure each ribbon cable is correctly mated, and not &amp;quot;one row off&amp;quot; or even &amp;quot;one column off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Display Panel Problems====&lt;br /&gt;
[[File:DMDDisplayFailure.jpg ‎|left|thumb|300px|This DMD Display Panel shows two partial columns out. This failure looks much like a RAM error but the missing pixels are all adjacent. The failure is internal to the DMD display itself. (the entire column that is out is part of normal display test)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display panel itself may have problems. The glass component has a limited life. The continued electrical discharge releases gases inside the display, which eventually stop the pixels from glowing, and the dots will slowly fade over time. If the voltages are too high, the panel will show sparkles, clouds or ghosting.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Repair Warnings====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Be careful when repairing the DMD Controller Boards, you are dealing with High Voltages when the boards are running&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
A good safety measure is to put one hand in a back pocket (or behind your back) when testing voltages. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also fairly easy to lift traces on the PCB or ruin the &#039;through holes&#039; when removing components.  If this happens, you may have to check continuity and &#039;stitch&#039; the component hole with a thin wire strand. It&#039;s a good idea to practice on some useless PCB boards first, before taking on the DMD Controller Boards.  For details on a stitch see the  [[General#Repairing_traces_or_creating_a_.22solder_stitch.22| &amp;quot;How to Stitch&amp;quot;]] section of the Wiki.&lt;br /&gt;
&lt;br /&gt;
High Voltage Repair Kits are sometimes available from various pinball parts suppliers. &#039;&#039;&#039;If you do not have decent soldering and de-soldering skills, DMD HV work should be left to a professional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bally/Williams and Data East have similarities with the 128x32 display and the display itself is interchangeable between manufacturers.  DMDs have a limited lifetime and will eventually outgas.  Please see the [[Data_East/Sega#Score_Display_Issues | information about outgassing displays]] in the Data East section.&lt;br /&gt;
&lt;br /&gt;
====Testing DMD Controller Power====&lt;br /&gt;
&lt;br /&gt;
[[File:TestingDMDVoltagesAtTheDMDConnector.jpg|300px|thumb|left|Testing DMD Controller voltages at the display. &amp;lt;i&amp;gt;The hand model is Theresa Hibler&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
After you&#039;ve checked the easy things, measure the voltages supplied by the DMD controller to the DMD display panel. To test the DMD controller voltages, first open the backbox, and rest the DMD panel face down on the glass. The simplest place to test the voltages provided by the DMD controller is at the display end of the power wire bundle as shown in the picture. &amp;lt;b&amp;gt;SAFETY WARNING: Your left hand should be in your pocket, to avoid a potentially serious shock. We are working with high voltages, so be VERY CAREFUL. Keeping one hand in your pocket is a good practice to follow as it eliminates the easy electric current pathway across your heart. A DMD controller provides enough electric current to kill you!&amp;lt;/b&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OverDrivenDMDDisplay.jpg|300px|thumb|left|A manifestation of overdriving a DMD with too much voltage.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Most high voltage problems are lack of the proper voltage levels. This results in no display at all. It is possible however, for the high voltage circuitry to fail in such a way that too much voltage is supplied. Or, a game might be jumpered for a lower expected voltage but connected to higher voltage. This manifests as a &amp;quot;plasma&amp;quot; or &amp;quot;cloudy&amp;quot; look on the display, as shown on the left. Note that this looks very much like an outgassed display.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotPowerTest.gif|300px|thumb|left|Testing AC input voltages to the DMD Controller board. Click on the image to show the animation. &amp;lt;i&amp;gt;Image provided by Sascha Voksuil aka Pinsider Zaza.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the display image has a &amp;quot;plasma&amp;quot; affect or a &amp;quot;cloudy&amp;quot; look, it&#039;s a good idea to test the input voltage to the DMD Controller board, as depicted in the animated image at left. Nominal voltages are 80VAC and 100VAC. If measurements indicate voltages significantly higher than the nominal voltages, ensure the voltage select jumpers are correct, as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Primary_Voltage_Selection_Jumpers_at_the_Transformer here].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dot matrix display needs three voltages to operate. Williams designed the DMD controller to drive the the DMD display panel just a bit below its specified voltages, presumably to extend the life of the panel. You can find the specification of a panel [http://www.vishay.com/docs/37006/apd128g.pdf here]. &lt;br /&gt;
&lt;br /&gt;
Place the black lead of the DMM under the ground braid in the game&#039;s head or use clip leads to secure the black lead to ground. Remember, you are working one-handed, so this becomes a necessity. Place the red lead of your DMM on each of the pins supplying power as shown in the picture. At some point in the production of DMD controllers, Williams changed the Anode and offset voltages from about -124VDC and -112VDC to about -112VDC and -100VDC. As long as there is a 12VDC difference between the Anode and 12VDC offset voltages, your DMD controller is providing correct voltage levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function&lt;br /&gt;
!&amp;amp;nbsp;J604 Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Spec&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;nominal WPC voltage&amp;amp;nbsp;&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Anode        || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;-110V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-112V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;-124V in early DMD machines&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC Offset&amp;amp;nbsp; || &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt; ||  &amp;lt;center&amp;gt;-98V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;-100V&#039;&#039;&#039;&amp;lt;/center&amp;gt; || &amp;amp;nbsp;Must be 12V less than anode voltage. Will be about 20V less than anode voltage if display not connected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Key          || &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Ground       || &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt; ||                        ||                              ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;5VDC         || &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt; ||    &amp;lt;center&amp;gt;5V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;5V&#039;&#039;&#039;&amp;lt;/center&amp;gt;    ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;12VDC        || &amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;12V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;12V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Cathode      || &amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt; ||   &amp;lt;center&amp;gt;75V&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;&#039;&#039;&#039;62V&#039;&#039;&#039;&amp;lt;/center&amp;gt;   || &amp;amp;nbsp;Williams runs this voltage low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the high voltages are off by more than a few volts, turn the game off, disconnect the power connector at the DMD controller, and test the voltages at the DMD controller male header pins. If the voltages return to nominal WPC voltages, the zener diodes on the DMD controller are probably OK but the resistors and transistors around them are suspect. As shown in the table above, if DMD controller power is not connected to the display, the nominal 12VDC offset will be about 20VDC.&lt;br /&gt;
&lt;br /&gt;
Note that a failing or failed DMD display glass can drag these voltages down. Before you begin any work on the DMD controller board, perform the above test with the DMD display power disconnected. If the voltages return to nominal WPC voltages, it&#039;s possible that your display is the culprit. Test the DMD controller with a known good display to isolate the fault to either the DMD controller or the display panel.&lt;br /&gt;
&lt;br /&gt;
[[File:LowHVSupply.jpg|300px|thumb|left|Measuring for 62VDC, and finding only 19.95VDC. The result of this low component of the high voltage trio can be seen in the picture. The manifestation is similar to an outgassed display. The display is showing &amp;quot;FREE PLAY&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
For the 62V and -112V circuits Williams used a relatively sophisticated regulator circuit. The problem is, the resistors and diodes dissipate quite a lot of heat. In a warm operating environment, this leads to burned components and circuit boards. The board traces are often weakened. Repair in the area is tricky.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a description of the function of the parts in the -112V circuit.&lt;br /&gt;
&lt;br /&gt;
Q1 is an output buffer. It just follows the voltage set at the top of zener diode D2.&lt;br /&gt;
Q2 and Q3 form a constant current 5mA driver for  the diode.&lt;br /&gt;
Q2 is a current control for D2. By pulling on the base of Q2, the zener current can be reduced to compensate for the diode leaking as it&lt;br /&gt;
warms.&lt;br /&gt;
Q3 is a current sensor for D2. Note the very low 120 ohm resistor. If D2 passes more than 5mA, Q3 will start to turn on, and reduce the current through the diode by pulling on the base of Q3. So the zener diode always operates at 5mA.&lt;br /&gt;
&lt;br /&gt;
The transistors can be tested in circuit, just watch out for the 120 ohm resistors across the base and emitter of Q3.&lt;br /&gt;
&lt;br /&gt;
The board is subject to transistor shorts, which can also blow out the resistors. Open resistors are a common problem if Q2 and Q3 are bad.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you are missing a voltage, check resistors R3 and R6 (both are 47K 1/2W). Used for switching on the transistors Q2 and Q5&lt;br /&gt;
In the same spot are also R12 and R13, which are also 47K 1/2W. Used for discharging the capacitors C4 and C7.&lt;br /&gt;
A good thing is to replace all four resistors.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Schematic Diagram for WPC and WPC-95 DMD Controller Board====&lt;br /&gt;
Schematic for DMD HV section WPC only (adapted from TZ manual, same as link below):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc-dmd-hv-tz.pdf WPC DMD HV]&lt;br /&gt;
&lt;br /&gt;
Schematic for DMD HV section WPC95 only (adapted from AFM manual):&lt;br /&gt;
[http://firepowerpinball.com/2ya/tz/wpc95-dmd-hv-afm.pdf WPC95 DMD HV]&lt;br /&gt;
&lt;br /&gt;
Here’s a schematic with a list of the parts needed for both WPC and WPC-95 high voltage section repairs. the two boards are similar in the high voltage regulation sections.&lt;br /&gt;
&lt;br /&gt;
[[File:DotControllerHVIcon.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf of this circuit.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:Wpc-dmd-hv-all.pdf|DMD HV Schematics]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPC-089-HV-CheatSheet.jpg|300px|thumb|left|Click on the hyperlink at right for the .pdf HV section cheatsheet.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[media:WPC-HV-Section.pdf|DMD HV Components]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another area which will help with troubleshooting the DMD Controller Board can be found in the DE section of the PinWiki (DE copied the Williams board designs), [http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega#PS_520-5047-01_-_High_Voltage_Missing_at_the_DMD_display Data East High Voltage Repair].&lt;br /&gt;
&lt;br /&gt;
The following images of a fairly crispy WPC-089 DMD controller will assist you in ensuring that all traces are repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;DMD Controller, High Voltage Section Parts removed&amp;quot;&amp;gt;&lt;br /&gt;
File:DMDControllerFrontSideTraces.jpg|&amp;lt;center&amp;gt;Front side traces. The yellow line shows where a trace had burned off of this board.&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DMDControllerRearSideTraces.jpg|&amp;lt;center&amp;gt;Rear side traces.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Diode Test Reference for WPC DMD Controller High Voltage Transistors====&lt;br /&gt;
[[File:DMDControllerDiodeTestValues.jpg|300px|thumb|right|Anticipated &amp;quot;Diode Test&amp;quot; Measurements for the WPC DMD Controller Board. Click to enlarge]]&amp;lt;br&amp;gt;&lt;br /&gt;
The image at right delineates expected diode check values for a working WPC DMD Controller.&lt;br /&gt;
&lt;br /&gt;
#Set your DMM to &amp;quot;diode check&amp;quot;.&lt;br /&gt;
#Place the black or red lead as indicated on the center leg of the transistor.&lt;br /&gt;
#Measurements should match the indicated values within reasonable range. i.e. &amp;quot;Close is good enough&amp;quot;&lt;br /&gt;
#Gross discrepancies indicate that the part has failed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Additional note regarding high voltage resistors&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two of the 47K 1/2W resistors (R12, R13) adjacent to the 160V filter capacitors can be measured &amp;quot;in circuit&amp;quot; and will measure about 47KOhms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other two resistors (R3, R6) cannot be measured &amp;quot;in circuit&amp;quot;. Valid measurements of those resistors can only be made with one lead lifted.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DMD Controller High Voltage Repair Kit Parts====&lt;br /&gt;
When rebuilding the high voltage DMD controller sections on WPC/WPC-95, there is a list of parts that should normally be replaced because of heat damage. Note that for some components (especially the resistors), they have higher specs than the original components in order to prevent the same heat fatigue issues from reoccurring like with the original components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D3&lt;br /&gt;
* 1N4758A, 56V, zener diode - D4, D5&lt;br /&gt;
* 1N4742A, 12V, zener diode - D8, D6&lt;br /&gt;
* 1N4004 diode - D7&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q10&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q3, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R4, R5&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R3, R6, R12, R13&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R7&lt;br /&gt;
* 4.7K ohm, 5 watt, resistor - R8&lt;br /&gt;
* 1.8K ohm, 5 watt, resistor - R9&lt;br /&gt;
* 120 ohm, 5 watt, resistor - R11&lt;br /&gt;
* 220 uF, 160V, axial capacitor - C4, C7 (often left out of repair kits)&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WPC-95 High Voltage Repair Kit Parts&#039;&#039;&#039;&lt;br /&gt;
* 1N4759A, 62V, zener diode - D2&lt;br /&gt;
* 1N4758A, 56V, zener diode - D1, D18&lt;br /&gt;
* 1N4742A, 12V, zener diode - D3, D5&lt;br /&gt;
* 1N4004 diode - D4&lt;br /&gt;
* 2N5551 (MPSD02) transistor - Q2, Q3&lt;br /&gt;
* 2N5401 (MPSD52) transistor - Q4, Q5&lt;br /&gt;
* MJE15030 transistor - Q1, Q7&lt;br /&gt;
* MJE15031 transistor - Q6&lt;br /&gt;
* 120 ohm, 1 watt, resistor - R30, R31&lt;br /&gt;
* 47K ohm, 1 watt, resistor - R25, R26, R27, R29&lt;br /&gt;
* 56 ohm, 1/4 watt, resistor - R24&lt;br /&gt;
* 4.7K ohm, 5 watt, radial resistor - R43&lt;br /&gt;
* 1.8K ohm 5 watt, radial resistor - R44&lt;br /&gt;
* 120 ohm, 5 watt, radial resistor - R28&lt;br /&gt;
* .001 uF, 50V, disc capacitor - C11&lt;br /&gt;
&lt;br /&gt;
=====Step-by-Step Repair Video=====&lt;br /&gt;
[[File:DMDController.png|300px|thumb|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A video showing the steps necessary to rebuild the high voltage section of the DMD Controller can be found [https://youtu.be/bvTKIsqnC2A &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific Problems &amp;amp; Solutions====&lt;br /&gt;
&lt;br /&gt;
===== Outgassing Displays =====&lt;br /&gt;
[[File:OutGassedDMDDisplay.jpg|300px|thumb|left|An &amp;quot;outgassed&amp;quot; display on a Williams FishTales during display test (all pixels should be on except the single vertical line). This display took several minutes to &amp;quot;warm up&amp;quot;. The plasma seemed to &amp;quot;float&amp;quot; with various portions at the top of the display appearing dark.]]&amp;lt;br&amp;gt;&lt;br /&gt;
:DMDs will eventually fail. It is important to replace an outgassing display as they place extra strain on the power supply, and will eventually damage the power supply. One sign of an outgassing display is that areas of the display need to &#039;warm up&#039; before becoming fully bright or that the display will remain completely blank for a few seconds and then appear normal.&lt;br /&gt;
&lt;br /&gt;
Outgassing displays look very much like a display that is being overdriven by too much voltage. The acid test is to measure the high voltage using the technique described later in this section.&lt;br /&gt;
&lt;br /&gt;
Before concluding that the display is outgassing, be sure to measure the high voltages. Excessive high voltage can cause a very similar &amp;quot;plasma&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing the manifestation of high voltage being too high can be viewed [https://youtu.be/QtSXbrHBnmw?si=3R3tGq2yiUjXLNz_ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Slow Animations=====&lt;br /&gt;
[[File:Pre-DCSSoundCardSolderBridge.jpg|thumb|300px|left|A solder bridge formed on a pre-DCS sound card, affecting speed of display animations.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow animations along with sound synced to the animation is a very unusual problem. It is caused by a manufacturing defect in pre-DCS sound boards. As shown at left, an imperfect solder mask led to a solder bridge connecting pins 31 (R/W, read/write) and 34 (FIRQ) on the solder side of the sound board. By connecting the FIRQ signal and the R/W signal, the whole system slows down due to extraneous FIRQ interrupts to the MPU ASIC. The correction for this is straightforward, remove the solder bridge.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TZSlowAnimations.jpg|thumb|300px|left|A screen shot from the YouTube video showing slow animations on a Twilight Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:YT.png]] A YouTube video of this problem can be found [http://www.youtube.com/embed/gThgBHVuwio?autoplay=1&amp;amp;rel=0 here].&lt;br /&gt;
&lt;br /&gt;
A PinSide thread leading to this solution can be found [http://pinside.com/pinball/forum/topic/tz-slow-dmd-animations-and-parts-suggestions here].&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;SuperScript or SubScript&amp;quot; Characters=====&lt;br /&gt;
One of the more interesting display failures is the appearance of characters on some display formats that appear to be shifted up/down 1/2 character or SuperScripted/SubScripted. The cause of this failure is not the display or the dot controller. This failure is caused by a poor connection between the ASIC on the MPU board and it&#039;s socket. Reseating the ASIC generally solves this problem. You can &amp;quot;retension&amp;quot; the ASIC leads using this [http://www.greatplainselectronics.com/tech_wms_asics.asp method] provided by Ed at GPE.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2 caption=&amp;quot;Super/Subscripted Characters&amp;quot;&amp;gt;&lt;br /&gt;
File:DisplaySuperScript.jpg|&amp;lt;center&amp;gt;Superscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:SubscriptNoFear.jpg|&amp;lt;center&amp;gt;No Fear subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DisplaySubScript.jpg|&amp;lt;center&amp;gt;Subscripted characters...&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Rolling&amp;quot; Horizontal Line on WPC-95 Display =====&lt;br /&gt;
This problem resembles an old CRT with a vertical hold problem. A wide horizontal line &amp;quot;rolls&amp;quot; through the display from top to bottom.&lt;br /&gt;
&lt;br /&gt;
This problem is easily rectified by replacing C28 and C42 on the Audio/Video board. The original value of these radial capacitors was 150µF/160V. If the original valued capacitors can&#039;t be located, the more common 220µF/160V cap is a good replacement.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Display is &amp;quot;delayed&amp;quot; after turn on =====&lt;br /&gt;
There are cases of import machines incorporating an aftermarket circuit that delays the DMD display from appearing for a fixed amount of time after the game is booted. This was done by some operators so that serial number and location information could not be seen when the machine is powered on, thereby preventing identification of a game and potential sales/operation outside a given geographic area. This circuit will not damage anything but is not standard.  More information about this can be found in a [https://groups.google.com/d/topic/rec.games.pinball/Q7_FezXgJ7Y/discussion rec.games.pinball discussion.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;Snow&amp;quot; on Display=====&lt;br /&gt;
&amp;quot;Snow&amp;quot; in this case means rapidly flowing, left to right, &amp;quot;sprays&amp;quot; of dots, almost like can be seen when &amp;quot;spraying&amp;quot; the gun while moving it left to right in Attack from Mars video mode, but much faster.&lt;br /&gt;
&lt;br /&gt;
The cause of this in at least one case was found to be a failed 74HC74 (dual D-Type Flip-Flop) at U4. Pin 5 is the &amp;quot;serial clock&amp;quot; signal to the DMD display. Diode testing indicated that the gate had failed. Replacement of the IC returned the board to normal service.&lt;br /&gt;
&lt;br /&gt;
=====Fuse F601 or F602 blows=====&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep1.jpg|300px|thumb|left|Testing the bridge, step 1, red lead on negative.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The WPC DMD controller rectifies AC voltage via two small 1 amp bridge rectifiers. If a bridge shorts, generally the associated fuse will blow. Sometimes the current draw on the other side of the bridge is so great that the fuse blows too. Whatever the reason, the bridge can be easily tested using the same general bridge testing technique.&lt;br /&gt;
&lt;br /&gt;
The pin layout for these small bridges is different from the larger 35A bridges on the power/driver board.&lt;br /&gt;
&lt;br /&gt;
Begin with your DMM set to diode check, and the red probe on the leg marked with a negative sign as shown in the picture at left. Placing the black lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:WPCDMDControllerBridgeTestingStep2.jpg|300px|thumb|left|Testing the bridge, step 2, black lead on positive.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Next, move the black probe to the leg marked with a positive sign as shown in the picture at left. Placing the red lead on each of the AC legs in turn should yield a reading between .5 and .7 volts. If your measurements fall outside of this range, replace the bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video showing how to perform this test can be found [https://www.youtube.com/watch?v=sOlBRkxXKGQ &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ArcToGroundBlowsF601.jpg|300px|thumb|left|The circled area clearly shows where this trace arced to ground.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another reason for F601 to blow is shown at left. Some revisions of the DMD Controller routed the trace from one side of BR1&#039;s AC power to F601 too close to the lower right screw that secures the board to the backbox ground. If the star washer for this screw bites through the solder mask, this creates a direct path to ground, blowing F601, as it should. This can be corrected by either leaving the screw out, using a nylon washer, or using a nylon screw. Any of these three methods will work fine.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Heat Damaged Trace Under R9 =====&lt;br /&gt;
[[File:WPCDotControllerRoastedTrace.jpg|300px|thumb|left|The burn spot in the center of this picture obliterated the trace that runs from R3/C4 to R11, indicated by the yellow line.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Resistor R9 eats a lot of current and becomes very hot, especially as the associated circuit components age. This damages the trace and PCB beneath it, sometimes to the extent that the trace is severed. &amp;quot;Buzzing&amp;quot; the connection between C4 and R11 is a simple test to ensure continuity of this trace.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Evenly Spaced Vertical Lines=====&lt;br /&gt;
Evenly spaced vertical lines with 8 columns between the lines can indicate a connectivity issue along a ribbon cable. Running the display test may show a &amp;quot;page error&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2&amp;gt;&lt;br /&gt;
file:Dmd-vertical-lines-error-2.jpg|Example&lt;br /&gt;
File:Dmd-vertical-lines-error-1.jpg|Example during display test&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First (and with the game turned off), try reseating every the ribbon cable connector along the full length of the ribbon cables that connect to the upper left side of the DMD controller. &lt;br /&gt;
&lt;br /&gt;
[[file:Wpc-reseat-ribbon-cable-connectors.png|thumb|left|350px|Reseat all the ribbon cable connectors for the wide upper ribbon cable]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If that doesn&#039;t resolve the issue: &lt;br /&gt;
* Try replacing the ribbon cable. &lt;br /&gt;
* Check for dirty, corroded, or broken connector pins on each of the ribbon cable headers on the DMD controller board, driver board, and MPU. &lt;br /&gt;
* Also check for cracked soldier joints on the header pins of each ribbon connector header on the DMD controller board, driver board, and MPU.&lt;br /&gt;
&lt;br /&gt;
=====Failed RAM=====&lt;br /&gt;
Most failures of the DMD controller that are not attributed to the high voltage section are caused by failed 6264 static RAM at U24. Since the RAM is very susceptible to electrostatic discharge, they are often damaged by improper handling. Sometimes, they just fail. Failure of this RAM manifests in many ways, including some shown below. At the very end of &amp;quot;display test&amp;quot; the MPU performs a read/write test of the RAM. If the MPU is able to communicate properly with the DMD controller, writing to and reading from the 6264 at U6, then the message &amp;quot;RAM TEST OK&amp;quot; is shown on the display. Any other message indicates a failure of the test. Test failure may be due to the I/O buffers on either the MPU or the DMD controller, the ribbon cable, or the actual RAM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;It appears that Terminator 2, MPU ROM level 8, does not cause the &amp;quot;RAM TEST OK&amp;quot; message to appear. Instead, the screen goes blank for about the time that the message would have been written, and then the test continues.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] A YouTube video of a successful display test can be found [https://www.youtube.com/watch?v=-IK6PZL8I5o here].&lt;br /&gt;
&lt;br /&gt;
=====Page Errors=====&lt;br /&gt;
There are 2 pages of 16 memory locations (0 to 15) stored in RAM on the DMD controller board. In the Display diagnostics it will run the page test and display any possible faults on either the low page or the high page (page 1 and 2 respectively) If you are only seeing errors on page 1, look to change out U33, most likely at least one output stuck high (pins 2,7,10,15). Page 2 errors the likely culprit is U35. Both devices are 74LS175. If you are seeing the same errors on both page tests, most likely it will be U16, a 74LS157, which is the A/B selector between the two page addresses.&lt;br /&gt;
&lt;br /&gt;
Page errors will also throw up a RAM address error. The RAM is not at fault, just how it is addressed by the page selectors. It should clear after attending to the above&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the coin door buttons for advance/go back can be held down to quickly move through display test.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=350px heights=100px perrow=2 caption=&amp;quot;Various display issues resulting from failed 6264 RAM on the WPC-089 DMD Controller board.&amp;quot;&amp;gt;&lt;br /&gt;
File:BadRAM-1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 1&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 2&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-3.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 3&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-4.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 4&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-5.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 5&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Blown6264.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;This random pattern caused by a blown 6264 RAM. It was blown by sending Flipper Coil power (nominally 70VDC) down the data lines (D0-D7).&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BadRAM-7.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Example 7&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Failures of Various Logic ICs on the DMD Controller=====&lt;br /&gt;
The following images represent various failures associated with specific ICs on the DMD Controller board. Of course, the specific way that an IC fails will influence what is displayed. That is, your mileage may vary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCDotControllerU1Failure.jpg|400px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
U1 - 74HCT138 - evenly distributed non-moving &amp;quot;snow&amp;quot;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The display works in the game and attract-mode but in the test menu it shows nothing. U31 and/or U32 was defective. Think the opposite when the display shows nothing its worth to go into the test because possible it shows only the test.&lt;br /&gt;
&lt;br /&gt;
When the display shows nothing but the data between U31 and U32 seems to be good and also there is data on BD0...BD7 to U29. Test Pin 2 of U29. If there is no clock then follow the line in the schematic to U20. There must be a clock at Pin 1. If no clock coming out from U17 Pin 9 the display shows nothing. After replace U17 the clock signal was there but corrupted from IC U4. After replace U4 too the DMD controller works.&lt;br /&gt;
&lt;br /&gt;
The display shows nothing. The following lines send data to the display SERIAL_DATA SERIAL_CLOCK COLUMN_LATCH ROW-WRITE but ROW-DATA is static High or Low. U13 was defect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sound problems===&lt;br /&gt;
&lt;br /&gt;
Before going any further, check all of the basics in the [http://www.pinwiki.com/wiki/index.php?title=General#Basic_Sound_Troubleshooting Basic Sound Troubleshooting] section. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sound Board Interface Error ====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Sound Board Interface&amp;quot; error occurs when the MPU board can not communicate properly with the sound board at boot up. There could be several reasons for this problem.&lt;br /&gt;
&lt;br /&gt;
#Ribbon connector not properly seated. The ribbon to the sound board(s) originates at J202 on the MPU board, goes to the FlipTronics board, then to the sound board (whether pre-DCS or DCS), then on to the DMD controller board.&lt;br /&gt;
#Failed ribbon cable. Due to over-flexing, the ribbon may have failed.&lt;br /&gt;
#Mismatched ROMs between the MPU and sound board. This isn&#039;t as big of an issue as with Data East games, but updating the game ROM to a newer version while leaving the sound ROMs at an older, even prototype version, could cause this problem.&lt;br /&gt;
#Solder bridges, or corrosion under the ribbon connector.&lt;br /&gt;
#Failed I/O buffer ICs on either the sound board or on the MPU board&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;&amp;lt;u&amp;gt;DCS sound boards&amp;lt;/u&amp;gt;&#039;&#039;&#039;, U18 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;from&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. U19 buffers data &#039;&#039;&#039;&amp;lt;u&amp;gt;to&amp;lt;/u&amp;gt;&#039;&#039;&#039; the MPU. Testing these ICs using the [http://www.pinwiki.com/wiki/index.php?title=General#Testing_an_integrated_circuit this method] should yield similar results to the values listed below. Note that this test method can&#039;t identify either a good or a bad integrated circuit with 100% certainty but using this test is preferable to removing chips unnecessarily. These readings were taken using a Fluke 179 DMM. Different meters, different manufacturers chips, and even individual variation in manufacture will probably cause your readings to be slightly different, yet consistently different. i.e. If the table shows .657 and your meter yields .630, then every pin listed at .657 should read close to .630 with your meter.&lt;br /&gt;
&lt;br /&gt;
Probe pin 10 with the DMM red lead. Probe each of the other pins with the black lead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;amp;nbsp;Pin&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U18&amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp;Diode Test Value U19&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.583&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;2&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.659&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;3&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;5&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;6&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;7&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;8&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;9&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.511&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;10&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Red Lead&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;11&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.580&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;12&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.510&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;13&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.518&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;14&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.516&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;15&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.519&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.656&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;16&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;17&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;18&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.578&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.509&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;19&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.517&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.657&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;20&amp;amp;nbsp;&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;.398&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:WPCSoundBoardInterfaceErrorCorrosion.jpg|300px|thumb|left|Corrosion in the area of a critical signal caused a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The root cause of a &amp;quot;Sound Board Interface Error&amp;quot; on a Star Trek:The Next Generation game is shown at left. The corrosion on the trace leading to pin 28, created a conductive bridge to pin 29, which is a critical signal to the sound board (WDEN).&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WPCpreDCSSoundBoardSolderBridgeatU16.jpg|300px|thumb|left|A solder bridge at the circled location (U16), connecting pin 7 of the IC (ground) to the via and hence connecting pin 2 to ground, manifested as a &amp;quot;Sound Board Interface Error&amp;quot;.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another physical PCB problem pictured at left (but repaired), caused a &amp;quot;Sound Board Interface Error&amp;quot;. The sounds on this board operated fine since the error was in the hardware that talks back to the MPU.&lt;br /&gt;
&lt;br /&gt;
A similar problem can be the cut component lead just left above the yellow circle. If it is bend towards the printed trace and making contact, it can also manifest itself as the &amp;quot;Sound Board Interface Error&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shorting the Speaker Leads or a Shorted Speaker ====&lt;br /&gt;
&lt;br /&gt;
[[File:BlownTDA2030.jpg‎|300px|thumb|left|Clearly, a major malfunction.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A blown sound amp will cause a loud buzz when the game is powered on. Generally, amps blow due to reduced impedance (aka resistance, ohms) in the speaker(s). If a speaker shorts, the associated amp(s) will blow. Or, if the drive connection (not ground) to a speaker breaks free of the speaker connection lug and touches ground with the power on, the associated amp(s) will blow. Note that the speaker metal housing is connected to ground.&lt;br /&gt;
&lt;br /&gt;
The image at left shows two amps from the same WPC-95 AV board that were blown when the non-ground speaker wire broke free and touched the speaker housing. It is good practice to solder the speaker wires onto the speaker connection lugs to prevent this from every happening.&lt;br /&gt;
&lt;br /&gt;
Diode testing is an effective method of determining that an amp is blown. Place the red lead of your DMM on the center leg of the amp and test each of the remaining four legs. Compare results to a known good amp of the same type. Generally, readings between .5 and .8 should be observed.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lowering the Minimum Volume ====&lt;br /&gt;
By default the game volume can be set no lower than &#039;8&#039; to prevent an operator from setting the volume too low. This can be overridden by entering the adjustments menu and setting Adjustment 1.28 (Minimum Volume Override) to yes. You can now set the volume as low as you like.&lt;br /&gt;
&lt;br /&gt;
====High Frequency Sound Only====&lt;br /&gt;
This applies to pre-DCS and DCS sound boards. This has not been proven to apply to WPC-95 AV boards, yet.&lt;br /&gt;
&lt;br /&gt;
There is a situation where only the tweeter / high frequency sound can only be heard.  This will result in the game sounding much quieter than usual.  Most speaker systems are parallel circuits.  However, the woofer on a pre-DCS sound system is in series with the midrange speaker.  The high frequency speaker is in a parallel circuit to the mid and low range speakers.  If there is no sound from the woofer in the bottom of the cabinet, there will be no midrange from the speaker panel. &lt;br /&gt;
&lt;br /&gt;
First, make certain that the speaker output wiring from the sound board is connected correctly.  Also, there is a bullet connection located inline which must be connected.  This bullet connections ties the low and midrange speakers in series.  Finally, check the connections at the woofer in the bottom of the cabinet to make certain the female spade connectors are secured to the speaker terminals.  If all connections are secure, there is a chance that the woofer speaker is blown.&lt;br /&gt;
&lt;br /&gt;
====Pre-DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The blue Philips 47µF 35v axial electrolytic capacitors on these sound boards are prone to failure, often testing with no capacitance or extremely high equivalent series resistance.&lt;br /&gt;
&lt;br /&gt;
===== Schematic for preDCS Sound Board =====&lt;br /&gt;
[[Image:LM1875.jpg ‎|300px|thumb|left|]]&amp;lt;br&amp;gt;&lt;br /&gt;
Schematics for the preDCS sound board can be found [https://www.pinwiki.com/wiki/images/1/1d/PreDCS.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Instances have occurred where the U9 RAM chip had failed, but only 1 &amp;quot;bong&amp;quot; was sounded. In this case, other than the bong, the board produced no sound at all. This calls into question the robustness of the power on RAM test.&lt;br /&gt;
&lt;br /&gt;
Pre-DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U9 RAM failure.&lt;br /&gt;
*3 - U18 ROM failure.&lt;br /&gt;
*4 - U15 ROM failure.&lt;br /&gt;
*5 - U14 ROM failure.&lt;br /&gt;
&lt;br /&gt;
=====No Sound at all=====&lt;br /&gt;
[[File:SoundBoardU9RAMError.jpg |thumb|left|500px| Infrequently seen preDCS sound board RAM error message. &amp;lt;i&amp;gt;Image courtesy of PinSider &amp;quot;DownSouthPinball&amp;quot;&amp;lt;/i&amp;gt;]]&lt;br /&gt;
The highest probability reason for the complete lack of sound is connections to the speakers. The IDC connectors at J504 and J505 carry the sound to all speakers in the game. Since the speakers are connected in series on a pre-DCS game, any break in the speaker signal loop will cause loss of all sound. First check the small gauge wires at connectors J504 and J505. Since they are IDC connectors, they are prone to breaking free from the connector. Next ensure that all speaker connections are solid.&lt;br /&gt;
&lt;br /&gt;
It is possible for a speaker to fail, commonly called &amp;quot;blown&amp;quot;. You can test a speaker by applying anything from an AA battery to a 9V battery to the speaker terminals. You should see the speaker cone react when the battery is touched to the terminals.&lt;br /&gt;
&lt;br /&gt;
Another possible cause of no sound at all is a failed 6264 RAM chip at U9. It is possible for the RAM to be failed, the board passes the power on self test, a single &amp;quot;bong&amp;quot; is heard, no convenient message as shown at left appears, and yet the board produces no other sound at all.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In one case, while the amplifier was clearly working as it would &amp;quot;buzz&amp;quot; at power on, one of the four diodes configured to rectify AC power into DC power had shorted. This cascaded into a failure of the 7912 negative 12V regulator which was delivering about -5VDC. Further analysis showed that both TL084 operational amplifiers and the TL082 operational amplifier had failed. After replacing the TL084 operational amplifiers, most sound returned but sound from the &amp;quot;DAC lane&amp;quot; was still missing, which indicated the TL082 operational amplifier had failed. Replacement of that operational amplifier returned the sound board to proper operation.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://youtu.be/-pQ_Zlsmq38 &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
In the video, which uses &amp;lt;b&amp;gt;Addams Family&amp;lt;/b&amp;gt; ROMs, sound 7 within sound test, &amp;quot;Thing Multiball&amp;quot; is clearly missing the classic two finger snaps that are contributed to the sound mix by the AD7524 DAC.&lt;br /&gt;
&lt;br /&gt;
Another known DAC channel contribution is in &amp;lt;b&amp;gt;The Getaway: High Speed 2&amp;lt;/b&amp;gt;, sound 3 within sound test, &amp;quot;Super Jackpot&amp;quot;, the drumming that can be heard at the start of the clip. Interestingly, if that sound test is set to repeat, the drumming sound is omitted entirely. This isn&#039;t a DAC or other sound board failure. The omission is caused by a software coding error where the first part of the &amp;quot;compound sound&amp;quot; is never called for.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static Replaces Power On Bong But Ceases Upon Diagnostics Entry=====&lt;br /&gt;
A failed 6264 RAM chip can cause numerous &amp;quot;oddball&amp;quot; behaviors. In one such case, the power on &amp;quot;bong&amp;quot; sound was replaced with static. Upon entering diagnostics, the static was silenced and the board operated normally and would continue normal operation until powered down and back up again. Replacing the RAM solved this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:YT.png]] A YouTube video demonstrating this failure and the repair can be found [https://www.youtube.com/watch?v=B78G1Zkj_aY &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Unbalanced Sound=====&lt;br /&gt;
[[Image:WMSpreDCSR23R24.jpg ‎|300px|thumb|left|56Kohm Resistors at R23 and R24 for games Hot Shots through Addams Family Gold (last preDCS game).]]&lt;br /&gt;
[[Image:WMSpreDCSSoundR23R24.jpg ‎|300px|thumb|right|150Kohm Resistors at R23 and R24 for games Funhouse through Party Zone.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-DCS sound boards are not 100% interchangeable across games without modification. Games from Funhouse to Party Zone (including Funhouse, Harley Davidson, Bride of Pinbot, Slugfest, Gilligan&#039;s Island, Terminator 2, Hurricane, and Party Zone) use different resistor values at R23/R24 than the remaining games that used the pre-DCS sound board (games from Hot Shots basketball through The Addams Family Gold). If you find the sound &amp;quot;unbalanced&amp;quot; between background sounds and voices, for instance, check the following resistor values.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
R23/R24 values for...&amp;lt;br&amp;gt;&lt;br /&gt;
::Funhouse through Party Zone - 150Kohms (color bands brown, green, yellow, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
::Hot Shots through TAFG - 56Kohms (color bands green, blue, orange, gold)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the resistor value indicated in the schematics for pre-DCS sound boards at R22 and R25 are wrong. The schematics indicate 150K ohms. The correct value is 120K ohms.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====No Sound or Low Volume Sound from Right Speaker=====&lt;br /&gt;
[[Image:WPCSpeakerAndCap.jpg|300px|thumb|left|The 10uf non-polarized capacitor on the &amp;quot;Tweeter&amp;quot; (right) speaker of a pre-DCS game (Twilight Zone).]]&amp;lt;br&amp;gt;&lt;br /&gt;
As Joe &amp;quot;Tony&amp;quot; Dziedzic discusses [http://www.dziedzic.us/wpc_speaker_sound_info.html &amp;lt;b&amp;gt;here&amp;lt;/b&amp;gt;], &amp;quot;the back box speakers are wired in parallel, with a 10uf &amp;lt;b&amp;gt;non-polarized&amp;lt;/b&amp;gt; capacitor in series with the right speaker (the tweeter). The capacitor is used to block lower frequency sounds from being reproduced by the speaker. Technically, the capacitor forms a first-order high-pass filter with a crossover frequency of 4000 Hertz. This configuration presents an effective impedance of around 4 ohms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the 10uf capacitor fails &amp;quot;open&amp;quot;, then the signal to the speaker is open and the speaker will remain silent.&lt;br /&gt;
&lt;br /&gt;
The repair is simple...replace the capacitor.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Distorted or slightly &amp;quot;off&amp;quot; sounds=====&lt;br /&gt;
[[Image:PreDCSSoundBoardC38NotStuffed.jpg|300px|thumb|left|C38 is not stuffed on some pre-DCS sound boards.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 47µF capacitors as filters in the sound circuit; C15, C36, and C38. If one or more of these caps fail, certain sounds may not be as loud or as clear as intended. The game will just sound &amp;quot;off&amp;quot; with perhaps slightly unbalanced sounds. An amazingly high percentage of these caps fail. It is recommended that if your sounds are a bit &amp;quot;off&amp;quot; that you replace all of these caps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; as shown at left, C38 is sometimes not stuffed at the factory. It appears that audio channel 1 and channel 2 (in C38s path) from the Yamaha YM3012 are redundant, making this cap unnecessary.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:preDCSSoundBoardCapComparison.jpg|300px|thumb|left|C49, implemented in two different ways on the pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Also, some pre-DCS sound boards looked to have been &amp;quot;hacked&amp;quot; to add a ceramic capacitor just below the clock crystal X1. This is not in fact a hack. It appears to &amp;quot;fix&amp;quot; the omission of C49 on some versions of the PCB. C49 is located at the edge of the board, just above the crystal.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Static or Scratchy and Low Volume Sound=====&lt;br /&gt;
[[Image:WMSpreDCSSoundC21.jpg|300px|thumb|left|C21, a 10uf tantalum capacitor, sometimes fails causing static or scratchy sound.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The entire audio stream passes through a 10uf tantalum capacitor at C21 just before the MC3340 audio attenuator. While extremely rare, this capacitor can partially fail and cause static or scratchy audio in ALL (CVSD, FM Synthesizers, and the DAC) channels. The audio volume may vary from normal to very low or no volume.&lt;br /&gt;
&amp;lt;br clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Popping, Scratchy Sound, Very Hot LM1875 Heat Sink, or Shorted Speakers=====&lt;br /&gt;
[[File:PreDCSSoundCaps.png|300px|thumb|left|Ceramic, electrolytic, and Tantalum caps to suspect with this behavior. &amp;lt;i&amp;gt;Image courtesy of Chris Hibler.&amp;lt;/i&amp;gt;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, the tantalum/ceramic caps in the amp circuit fail too. This can result in too much AC &amp;quot;ripple&amp;quot; feeding the amp as well as DC output to the speakers, which they do not like. The following components are all suspect...&lt;br /&gt;
&lt;br /&gt;
*C20 (10µF, 20V tantalum)&lt;br /&gt;
*C46 and C47 (both 1µF, 35V tantalum)&lt;br /&gt;
*C22 (22µF, 35v electrolytic) &lt;br /&gt;
*C23 (.22µF, 10V, ceramic)&lt;br /&gt;
&lt;br /&gt;
Normally, the positive side of the tantalum cap at C26 will measure about 50mv of AC referenced to game ground. Anything more indicates a problem with these tantalum caps. You will also be able to measure DC voltage across the speaker outputs. There should normally be no DC voltage across the speaker outputs.&lt;br /&gt;
&lt;br /&gt;
The LM1875 may also run very hot. Normally, you can grasp the heat sink without burning your hand. It will be hot, but not so hot that you can not squeeze it or grasp it very long. &#039;&#039;&#039;Note:&#039;&#039;&#039; this assumes that the volume is set to about 8. Setting the volume to 18 will require the heat sink to dissipate more heat. The heat sink will be too hot to grasp (for very long). If at &amp;quot;normal&amp;quot; volume levels and the heat sink is so hot that you can not grip it, failing tantalum caps should be suspected. If after replacing the tantalum caps the popping and scratchiness persist, the LM1875 amp may have been damaged.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Not Adjustable and/or Stuck at Low Volume=====&lt;br /&gt;
This problem manifests as a very low volume from the speakers, equivalent to the lowest sound level setting. The volume setting may be adjusted from the coin door, and the DMD volume &amp;quot;thermometer&amp;quot; will move normally, but the speaker volume will not change. While the cause of this issue could be a failed digital POT as discussed [http://www.pinwiki.com/wiki/index.php?title=Williams_WPC#Volume_Suddenly_at_Maximum here], a failed MC3340 electronic attenuator may also be the cause. You may be able to identify the MC3340 as the problem by comparing &amp;quot;diode test&amp;quot; results with a known good MC3340. &lt;br /&gt;
&lt;br /&gt;
In one such case, pins 7 and 8 of the device where shorted together, causing the symptoms described. The failed MC3340 may also have caused the amp to become very hot, but this has not been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
Take care to ensure the MC3340 is actually at fault as this obsolete part is pricey and hard to find.&lt;br /&gt;
&lt;br /&gt;
=====Volume at zero but still audible=====&lt;br /&gt;
If you set the volume to zero via the coin door buttons and you can still clearly hear it, there is a good chance that the axial capcitor C18 (47 µF, 10 V) is bad. If this capacitor fails, the output voltage of the digital pot U5 (X9503) might not go high enough to silence the sound completely. When the volume is set to zero, a voltage of approx. 3.5 V should be measured at U5 pin 7 or jumper W9 or U2 pin 2. Lower voltage will result in clearly audible sound even when set to zero.&lt;br /&gt;
&lt;br /&gt;
=====Wrong sounds being played=====&lt;br /&gt;
[[File:FunHouseSoundTest.jpg|300px|thumb|right|An obnoxious dummy enquiring about what just happened.]]&lt;br /&gt;
Generally, this problem boils down to a communication problem between the MPU and the sound board. Possible failure points are:&lt;br /&gt;
&lt;br /&gt;
*Ribbon cables&lt;br /&gt;
*Male header pins on both MPU and sound board&lt;br /&gt;
*74LS374 data buffer ICs on the sound board used to communicate between the MPU and the sound board.&lt;br /&gt;
*Rarely, the data output buffer ICs on the MPU board used to communicate with the FlipTronics, Sound, and DMD Controller boards.&lt;br /&gt;
*Rarely, a failed 6264 RAM can cause this. The RAM is &amp;quot;tested&amp;quot; by the MPU. Sometimes the test will pass, no message is displayed, and yet, the part fails during game play. Odd...I know.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video documenting the behavior of a failed preDCS RAM chip at U9 can be viewed [https://youtu.be/B3pWA7eg4Kg &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Volume Suddenly at Maximum=====&lt;br /&gt;
&lt;br /&gt;
If the volume suddenly jumps to full volume and control of the volume via the coin door buttons does not work, check C18, a 47µF 35v axial electrolytic capacitor.  The blue Philips capacitors on these sound boards are prone to failure and can cause this issue if bad.  If that does not solve the problem there is a good chance that the digital POT (volume control) on the sound board has failed. The part is located at U5 and is an X9503. The X9503 is obsolete but it&#039;s successor the X9C503 works fine here.&lt;br /&gt;
&lt;br /&gt;
=====Blown 1uF or 10uF Tantalum Capacitor=====&lt;br /&gt;
[[Image:WPCpreDCSBlownTantalumCap.jpg|300px|thumb|left|C46 blew up and burned quite spectacularly on this pre-DCS sound board.]]&lt;br /&gt;
[[Image:Wpc_pre-dcs_cap-failure-c28.jpg|300px|thumb|right|C28 failed on this pre-DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The pre-DCS sound board uses 1uf tantalum caps in the amp circuit. Sometimes, for no good reason than simply being old, one of these caps will explode and burst into flames at game power on. C46 on the board shown at left did just that. In the great majority of instances, simply replacing the cap returns the board to service. This &amp;quot;burning into flames&amp;quot; can also happen to the +12V and -12V section with C26 and C28.&lt;br /&gt;
&lt;br /&gt;
[[Image:BlownTantalum.jpg|300px|thumb|left|Closeup of blown 1uf cap on a pre-DCS sound board. The actual size of the cap is less than one inch in length]]&lt;br /&gt;
When the 1uF tantalum at C27 or C29 shorts internally, it will cause the +12V or -12V to disappear. The LM7812 (U4) or LM7912 (U3) will run very hot. The tantalum draws all the current. The LM7812 and LM7912 have a limit of 1 Amp. The voltage will drop to zero when this happens, leaving the amplifier without power. &lt;br /&gt;
&lt;br /&gt;
Other tantalum caps have been documented to explosively fail, including C28 and C47.&lt;br /&gt;
&lt;br /&gt;
A tantalum capacitor can be tested by desoldering one leg and using a DMM (in diode check) to check for a short. Simply replacing the tantalum will solve the problem.&lt;br /&gt;
&lt;br /&gt;
A contributing factor to these explosive failures was that the voltage rating on the capacitors that were used was too close to the operating voltage running through them (undersized components were typically used as a cost saving measure). As a general rule of thumb, the operating voltage should be 50% of the voltage rating of the tantalum capacitors. So, for a 12V circuit, at least a 25V capacitor should be used; a 50V minimum rating would be better.&lt;br /&gt;
&lt;br /&gt;
All the tantalum capacitors used on the pre-DCS sound board are listed below:&lt;br /&gt;
* C20,C21: 10uF axial tantalum capacitor (original rating was 10V; use at least 35v instead).&lt;br /&gt;
* C26,C27,C28,C29,C37,C46,C47,C48: 1uF axial tantalum capacitor (original rating was 35V; use at least 50v instead).&lt;br /&gt;
&lt;br /&gt;
Note that the tapered end is the positive side and also has a &amp;quot;+&amp;quot; symbol near it (however, with a burnt part, this might be impossible to see). Since the board was not silkscreened with any indications of component polarity, make note of the direction on the original part before removing it.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Wpc_pre-dcs_tantalum-cap-polarity.jpg|500px|thumb|center|Diagram showing the tantalum capacitor locations and polarity]]&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After replacing one blown tantalum capacitor, it is possible that a second power up might blow a different one. Therefore, it might be a good idea to preemptively replace all the tantalum capacitors, especially if one has already experienced an explosive failure.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Failed1ufTantalumCap.jpg|300px|thumb|left|Another failed 1uf tantalum capacitor.]]&lt;br /&gt;
[[File:ReplacementCapForTantalum.jpg |300px|thumb|right|The replacement 1uf electrolytic capacitor installed, with the lead insulated to prevent the unlikely short to the heat sink.]]&amp;lt;br&amp;gt;&lt;br /&gt;
The tantalum caps on this board can be replaced with the same rated (1uf) electrolytic caps. The two caps adjacent to the large heat sink need to be positioned to allow space for the large 4700uf caps also adjacent to the large heat sink.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Is Very Faint Even at Maximum Volume (CVSD Failure)=====&lt;br /&gt;
[[Image:55536-CVSD.jpg|300px|thumb|right|Two hard to find 55536 CVSD ICs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
While most techs would suspect either a TL082 or a TL084 amplifier (on a pre-DCS sound board) or a 1458 amplifier (on a System 11 MPU) as the cause of this issue, the 55516/55532/55536/55564 CVSD (Continuously Variable Slope Delta-Modulator) can also cause this issue.&lt;br /&gt;
&lt;br /&gt;
Isolation to the CVSD is pretty simple.&lt;br /&gt;
&lt;br /&gt;
*Place the game into sound test.&lt;br /&gt;
*Use an oscilloscope to probe pins 9 and 12. A scope must be used since the signals are too subtle for a logic probe to detect.&lt;br /&gt;
*Pin 9 is a clock signal. &lt;br /&gt;
*Pin 12 is a data signal. &lt;br /&gt;
&lt;br /&gt;
When the game is making sounds that use the CVSD (generally voice calls), both pin 9 and pin 12 should show &amp;quot;off nominal&amp;quot; signals. If the CVSD is working correctly, the output at pin 3 should be showing signal also. If pin 3 is not showing signal, then the CVSD has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:CVSDReplacementFront.jpg|300px|thumb|left|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (front).]]&lt;br /&gt;
[[Image:CVSDReplacementBack.jpg|300px|thumb|right|A &amp;quot;daughter card&amp;quot; used to replace the 55536 CVSD (rear).]]&lt;br /&gt;
During the run of the pre-DCS sound board, it is suspected that the 55536 CVSD part (and it&#039;s close cousins) was becoming hard/expensive to acquire. Williams created a &amp;quot;daughter card&amp;quot; to use in lieu of the CVSD. The daughter card used an MC3417 CVSD along with additional &amp;quot;tuning&amp;quot; resistors and capacitors. The sound quality result is indistinguishable from a 55536. Williams used a closed frame machine pin socket to accept the daughter card. The &amp;quot;chip notch&amp;quot; should be oriented just as you would the CVSD. That is, more of the card will be south of the chip socket than north of it.&lt;br /&gt;
&lt;br /&gt;
While it might seem like a good idea to duplicate the design of this Williams card (part number 5768-14714-00) to replace the even harder to find 55536, the main part used, the MC3417, is equally hard to find today.&lt;br /&gt;
&lt;br /&gt;
[[File:YT.png]] Jeri Ellsworth reverse engineered the 55564 (55536 equivalent) and posted [https://www.youtube.com/watch?v=2FRGwuxFDE4 this video] in October, 2011. She makes it seem &amp;quot;intuitively obvious to even the most casual observer&amp;quot;...&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Sound Lane Reference=====&lt;br /&gt;
[[File:SoundScopeTrace.jpg ‎‎|300px|thumb|right|&amp;quot;White Noise&amp;quot; scope trace]]&lt;br /&gt;
That is, which sounds use which of the 4 sound &amp;quot;lanes&amp;quot; on the pre-DCS sound board?&lt;br /&gt;
&lt;br /&gt;
The pre-DCS sound board produces sounds via one or more sound lane which are:&lt;br /&gt;
*YM2151/YM3012 FM Synthesis (2 lanes)&lt;br /&gt;
*AD7524 DAC&lt;br /&gt;
*55536 CVSD (continuously variable slope delta)&lt;br /&gt;
&lt;br /&gt;
Using Addams Family game and sound ROM (U18), in test mode, 36 sounds are played.&lt;br /&gt;
&lt;br /&gt;
Sounds 1-16 use both the DAC and the Yamaha synthesizers.&lt;br /&gt;
Sounds 17-36 use the CVSD.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A video demonstrating the use of an oscilloscope for detecting a properly working sound lane can be found [https://youtu.be/vpBHrccwPbc &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DCS Sound Board Issues====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board was used in 18 games including:&lt;br /&gt;
&lt;br /&gt;
*Indiana Jones: the Pinball Adventure&lt;br /&gt;
*Judge Dredd&lt;br /&gt;
*Star Trek: The Next Generation&lt;br /&gt;
*Demolition Man&lt;br /&gt;
*Popeye Saves the Earth&lt;br /&gt;
*World Cup Soccer&lt;br /&gt;
*The Pinball Circus&lt;br /&gt;
*The Flintstones&lt;br /&gt;
*Corvette&lt;br /&gt;
*Red &amp;amp; Ted&#039;s Road Show&lt;br /&gt;
*The Shadow&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*Theatre of Magic&lt;br /&gt;
*No Fear: Dangerous Sports&lt;br /&gt;
*Indianapolis 500&lt;br /&gt;
*Johnny Mnemonic&lt;br /&gt;
*WHO Dunnit&lt;br /&gt;
*Jack*Bot&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs.&lt;br /&gt;
&lt;br /&gt;
DCS Sound Board Games.&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - U2 ROM failure.&lt;br /&gt;
*3 - U3 ROM failure.&lt;br /&gt;
*4 - U4 ROM failure.&lt;br /&gt;
*5 - U5 ROM failure.&lt;br /&gt;
*6 - U6 ROM failure.&lt;br /&gt;
*7 - U7 ROM failure.&lt;br /&gt;
*8 - U8 ROM failure.&lt;br /&gt;
*9 - U9 ROM failure.&lt;br /&gt;
*10 - U10-U12 RAM error. Not always identified from the main CPU board program. DCS sound board RAM failures are indicated by a message on the display, &amp;quot;U10-U12 RAM error&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====Very Loud Humming at Power On=====&lt;br /&gt;
The DCS sound board uses two 10,000µF caps at location C20 and C21 to smooth rectified AC power. The negative side of C21 and the positive side of C20 are connected to analog ground at header J4, pins 6 and 7. This connection is fragile. If the game hums really loudly, immediately at power on, test for continuity between these points as shown in the pictures below. Often this loud hum is diagnosed as a failing cap when the real problem is simply a fractured trace. If the caps have been replaced previously, there is a good chance that the PCB through holes have been damaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=300px perrow=3 caption=&amp;quot;DCS Sound Board Filter Capacitor Connections. Continuity is shown as a zero ohm connection.&amp;quot;&amp;gt;&lt;br /&gt;
File:DCSCapThroughHoleBungled.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The remains of through holes heinously ripped from a DCS sound board PCB. These &amp;quot;brown donuts&amp;quot; are still attached to the 10,000uf filter capacitor.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection1.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The first of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DCSCapConnection2.jpg|&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;The second of two tests ensuring continuity between the filter capacitors and analog ground.&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====U10-12 RAM ERROR (10 Bongs)=====&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|left|A DCS game boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
Replacement RAM ICs for the DCS sound board are becoming harder to find. The board uses three, 2Kb skinny dip 6116 cache rams with an access time of 35nS or better. These are obsolete and long gone. The good news is that the board has jumpers for 6264 type 8Kb cache rams. Jumper W4 is installed for 2Kb rams. Jumper W4 should be removed and jumper W5 installed to use 8Kb rams. All RAM ICs need to be replaced at the same time for this configuration to work. &lt;br /&gt;
&lt;br /&gt;
A relatively inexpensive, and still in production replacement, is the IDT 7164S20TPG.&lt;br /&gt;
&lt;br /&gt;
RAM testers are not able to detect chips that do not meet the speed requirement. While slower RAM may pass chip test, it may fail on the board and cause the &amp;quot;10 bongs&amp;quot; error indication.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A YouTube video showing a DCS sound board and the &amp;quot;10 bongs&amp;quot; error can be found [https://youtu.be/jX0yLXSeEto &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====  Muffled Sound and Speech/No Sound =====&lt;br /&gt;
[[File:DCSSoundBoardCaps.jpg|300px|thumb|left|C32 and C41, both electrolytic caps, are in series in the sound amplification circuit of the DCS sound board.]]&amp;lt;br&amp;gt;&lt;br /&gt;
Muffled audio can be caused by failure of the two 1uf/63V electrolytic capacitors that are in the audio circuit for each amplifier. Simply replacing them may clean up the audio. A typical 1uf/50V axial electrolytic capacitor will work fine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is also possible for one or both of these capacitors to fail completely open. In that case, no sound at all will come out of that capacitor&#039;s channel since they are in series with amplifier (C32 for the cabinet speaker and C41 for the backbox speakers.) Replacing the appropriate capacitor can restore sound to the silenced channel.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Volume Jumps to Max on Indiana Jones=====&lt;br /&gt;
&lt;br /&gt;
The DCS sound board software has a bug in early versions that cause this issue.&amp;lt;br&amp;gt;&lt;br /&gt;
Updating ROM S2 on the DCS sound board to the latest ROM revision will correct this.&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio or mumbled speech =====&lt;br /&gt;
&lt;br /&gt;
[[File:DCSSoundBoardCeramicCaps.jpg|300px|thumb|left|C37 and C45, both ceramic caps, sometimes cause scratchy audio.]]&amp;lt;br&amp;gt;&lt;br /&gt;
During production of WPC-95 games, Williams removed two small ceramic caps (C47 and C51) from the A/V board to clean up the sound. This update should also be applied to the DCS sound board. On the DCS board C37 and C45 are the equivalent caps to be removed. Simply clip the caps from the board. You do not need to desolder them. This cleans up the sound and speech on some games like Demo Man quite well.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Notes regarding the TL084 part =====&lt;br /&gt;
&amp;lt;i&amp;gt;The following was authored by Ed Krzycki, in a PinSide post [https://pinside.com/pinball/forum/topic/dcs-tl084cn-vs-tl084acn#post-7091884 here].&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix on these parts indicates how far off the output &#039;offset&#039; can be. The offset is an added bias to the output voltage that is typically undesired in an audio device.&lt;br /&gt;
&lt;br /&gt;
The offset is measured in millivolts. Higher the value, the more offset and the output is less &#039;true&#039; to original input.&lt;br /&gt;
&lt;br /&gt;
*TL084CN = worst case offset (standard part) = 20mV&lt;br /&gt;
*TL084ACN = 7.5mV&lt;br /&gt;
*TL084BCN = 5mV&lt;br /&gt;
*TL084IN = 9mV but has a much wider temperature &#039;industrial&#039; temperature range.&lt;br /&gt;
&lt;br /&gt;
The TL084BCN is better than the TL084ACN and the TL084ACN is better than the TL084CN.&amp;lt;br&amp;gt;&lt;br /&gt;
The TL084IN is the same as the TL084ACN when used at normal room temperature. But the TL084IN version can withstand higher temps.&lt;br /&gt;
&lt;br /&gt;
Any introduced DC voltage offset is typically removed if there is a capacitor in series with the output (common) but can still add a bit of distortion. Keep in mind that pinball sound boards are not exactly high end audio equipment so any of these TL084 parts will work with no noticeable difference. There are other components in the design that are far greater at introducing noise into the sound.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== DCS Audio Format Technical Reference =====&lt;br /&gt;
A very informative, very detailed look at the DCS sound board audio formats etc., authored by Michael Roberts, can be found [https://www.pinwiki.com/wiki/images/a/aa/DCS_Audio_Format_Technical_Reference.pdf &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
====WPC-95 A/V Board Sound Issues====&lt;br /&gt;
[[File:WPCAVBoardASIC.jpg|300px|thumb|right|The location of the 120 pin Quad Flat Pack ASIC with ASIC neatly removed]]&lt;br /&gt;
The WPC-95 A/V Board was introduced, along with the WPC-95 system, with Congo and was used through the end of the WPC game system run. WPC-95 games using the A/B Board are listed below. The sound ROM part number is shown in parenthesis.&lt;br /&gt;
&lt;br /&gt;
*Congo (5343-50050)&lt;br /&gt;
*Attack from Mars (5343-50041)&lt;br /&gt;
*Safe Cracker (5343-90003)&lt;br /&gt;
*Ticket Tac Toe (not a pinball)&lt;br /&gt;
*Tales of the Arabian Nights (5343-50047)&lt;br /&gt;
*Scared Stiff (5341-15191)&lt;br /&gt;
*Junk Yard (5341-15403)&lt;br /&gt;
*NBA Fastbreak (5341-15418)&lt;br /&gt;
*Medieval Madness (5341-15451)&lt;br /&gt;
*Cirqus Voltaire (5341-15584)&lt;br /&gt;
*No Good Gofers (5341-15591)&lt;br /&gt;
*The Champion Pub (5341-15703)&lt;br /&gt;
*Monster Bash (5341-15931)&lt;br /&gt;
*Cactus Canyon (5341-15191)&lt;br /&gt;
&lt;br /&gt;
Always check the speaker connections to the A/V board (J504 and J505) and the wiring at the speakers before assuming there is a problem with the board.  The speakers themselves can go bad; you can do a quick &amp;quot;click test&amp;quot; with a D-cell battery and a set of jumper leads to rule out dead speakers.  Disconnect the speaker connections at the A/V board and connect your battery jumper leads to the pairs of wires in the J504 and J505 connectors; you should hear a click from the speaker if it is good.  If you don&#039;t hear the click try the connection at the speaker itself to rule out wiring issues.&lt;br /&gt;
&lt;br /&gt;
The analog output of the A/V board feeds into a TLO84 op-amp (U1) that is configured as a pair of low-pass and high-pass filters; these are used to separate the low-frequency sounds (destined for the cabinet speaker) and the high-frequency sounds (destined for the back box speakers).  These two channels - signified on the schematic as AUDIO_R (cabinet) and AUDIO_L (back box) feed into a pair of TDA2030AV amplifiers; U5 drives the back box speakers and U6 drives the cabinet speaker.&lt;br /&gt;
&lt;br /&gt;
The outputs of U1B and U1C (pins 7 &amp;amp; 8) can be briefly connected with a jumper lead to help narrow down issues when one of the two channels is not working or has weak/distorted output.  When the two pins are jumpered you should be able to hear approximately the same level of sound from the cabinet and back box speakers.  (Use the T.7 diagnostic test to play sound clips for the game during your testing.)&lt;br /&gt;
&lt;br /&gt;
===== On Board Voltage Regulation =====&lt;br /&gt;
The WPC-95 A/V Board &amp;quot;digital&amp;quot; side is powered by the same 5VDC that is regulated by the power/driver board. The &amp;quot;analog&amp;quot; side of the A/V board, specifically the two TL084s and the AD1851 D-to-A converter, all use +5VDC and -5VDC that is regulated by the 78L05 and 79L05 respectively. Four rectifying diodes provide about +/- 17VDC to these regulators. If the sound is low or scratchy, check these two voltages first. Both +5VDC and -5VDC can be easily measured at pins 4 and 11 of either TL084.&lt;br /&gt;
&lt;br /&gt;
===== Power on Sound Tones (Bongs) =====&lt;br /&gt;
&lt;br /&gt;
After a successful boot, the game should make a single &amp;quot;bong&amp;quot; sound. The game provides a sound board problem indication with the following number of bongs. Note that if more than one sound ROM exhibits a checksum error, only the first failed ROM will be indicated. Once that failed ROM is replaced, the next failed ROM will be indicated upon subsequent boots. &lt;br /&gt;
&lt;br /&gt;
[[File:SoundROMChecksumError.jpg|300px|thumb|Right|WPC-95 boot time Sound Board ROM error message, accompanied by three bongs.]]&lt;br /&gt;
&lt;br /&gt;
Audio/Video Board Games (WPC-95).&lt;br /&gt;
*1 - No issues...enjoy a game.&lt;br /&gt;
*2 - S2 ROM failure. &amp;lt;b&amp;gt;Note: &amp;lt;/b&amp;gt;Two bongs also occur if jumper W3 is IN on the MPU board, and the installed RAM size is 6264. If an NVRAM was just installed, check this jumper. See the section on [[Williams_WPC#Jumpers.2C_RAM_and_ROM_size | jumpers]].&lt;br /&gt;
*3 - S3 ROM failure.&lt;br /&gt;
*4 - S4 ROM failure.&lt;br /&gt;
*5 - S5 ROM failure.&lt;br /&gt;
*6 - S6 ROM failure.&lt;br /&gt;
*7 - S7 ROM failure.&lt;br /&gt;
*10 - U9, U10, or U11 RAM failure (see below)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95U9-U11Error.jpg|300px|thumb|left|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&lt;br /&gt;
[[File:WPC95U10U12Message.jpg|300px|thumb|right|WPC-95 boot time RAM error message, accompanied by 10 very annoying bongs.]]&amp;lt;br&amp;gt;&lt;br /&gt;
A/V sound board RAM failures are indicated by a message on the display, either &amp;quot;U9-U11 RAM error&amp;quot; or &amp;quot;U10-U12 RAM error&amp;quot;. This is apparently game software dependent. A/V RAM are, in fact, U9-U11. Apparently, this message wasn&#039;t updated in some of the software with the introduction of the A/V board.&lt;br /&gt;
&lt;br /&gt;
[[image:YT.png]] A Youtube video showing &amp;quot;10 Bongs&amp;quot; can be found [https://youtu.be/UFSEkHRaVvs?si=p66fWpdnTozts93o &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;.]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AligningSockets.jpg ‎|300px|thumb|left|A neat trick to ensure two sockets are aligned]]&amp;lt;br&amp;gt;&lt;br /&gt;
Should it become necessary to replace one of the skinny DIP RAM chips, in lieu of a 28 pin skinny DIP socket, two 14 pin sockets may be used. Align the sockets using the trick shown here. &lt;br /&gt;
&lt;br /&gt;
Sometimes it is obvious to see that the text on one of the ram ICs is darker than the other chips. This might be a clear sign of an overloaded chip. When you replace these ICs make sure you replace them as a triplet and with (preferably) identical ICs. They should all be rated the same access time since the SRAM is treated as a vector and not individual bytes. Think RAID. In place of the 61C64 sram ICs you can also use th 61C256 chips. Those ICs should be 35ns access time at a minimum.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Loss of One Channel =====&lt;br /&gt;
&lt;br /&gt;
[[File:WPC95AVBoardSoundIssue.jpg|300px|thumb|left|C38 and C39, which can cause loss of a single channel]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If one channel is out or weak/distorted try the jumper at U1 pins 7 &amp;amp; 8 noted above.  If no change is detected in the sound output it is likely the associated TDA2030AV amplifier (U5 or U6) has failed.  Before replacing the amplifier jumper a 1 MFD 63 volt capacitor across C38 and C39 in turn (observe polarity!) to rule out a defective coupling capacitor.  If jumpering pins 7 &amp;amp; 8 of U1 significantly improves the sound levels it is likely that U1 itself has failed.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Scratchy Audio =====&lt;br /&gt;
&lt;br /&gt;
[[File:AVBoardCapsRemoved.jpg|300px|thumb|left|A later production Williams WPC-95 AV Board, with C47 and C51 intentionally unstuffed at the factory]]&amp;lt;br&amp;gt;&lt;br /&gt;
Williams removed two small ceramic caps (C47, C51, pictured at left) later in the production run of AV boards. If your game&#039;s audio is just a bit scratchy, and these caps have not been removed, you may be able to improve audio quality by removing them. Simply clip both sides of the cap. There is no real need to desolder them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Really Loud buzzing sound for a second or two =====&lt;br /&gt;
&lt;br /&gt;
If your game sometimes produces a really loud buzzing sound at random, check the version of your S2 sound rom. This problem was fixed with the latest S2 sound ROM for Attack from Mars, Congo, Safe Cracker and Tales of the Arabian Nights. Scared Stiff might also be affected but no version history for sound 1.1 exists for this game. Later games are not affected.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flipper Problems===&lt;br /&gt;
&lt;br /&gt;
In most instances, an inexperienced tech will immediately blame the flipper coil itself for weak or non-functioning flippers.  It is logical to blame the coil for the source of the problem.  The flipper coil is, after all, the end reason why a flipper becomes engaged.  However, its failure is the least probable reason that a flipper is not working.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Flipper does not work====&lt;br /&gt;
In this case, you&#039;ve started a game, you press the flipper cabinet switch, and nothing happens.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is inspect the wire connections to the flipper coil lugs.  The most common reason a WPC flipper does not function is that either one of the wires broke from the game to the lug, or one of the coil winding wires, has broken away from the coil lug and is no longer connected to the coil. This is a pretty simple fix. Make a clean cut to the wire, strip or sand 1/4&amp;quot; to 3/8&amp;quot; of insulation back, and make a nice solder joint on the coil.&lt;br /&gt;
&lt;br /&gt;
[[Image:WPC95FlipperSpadeConnectors.jpg|300px|thumb|left|A good reason to nip spade connectors off and solder directly to the coil lug. This spade connector simply &amp;lt;b&amp;gt;fell off&amp;lt;/b&amp;gt; the coil lug. Luckily, it didn&#039;t come to rest on an adjacent lug.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some WPC-95 titles used &amp;quot;spade connectors&amp;quot; (also known as FASTON connectors) to attach wires to the coil lugs. This was done for ease of manufacture and for that reason only. Similar to a wire breaking free, these spade connectors sometimes do not provide a solid connection and sometimes simply fall off. In that case, cut the spade connector off and solder the wire directly to the coil lug. This makes a much better connection that is also much more reliable. Should a spade connector fall onto an adjacent coil lug, it&#039;s very possible that a short circuit will be created, possibly damaging the FlipTronics board.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
There are a couple of mechanical reasons a flipper may not be working, including:&lt;br /&gt;
*Broken flipper link&lt;br /&gt;
*Flipper crank not &amp;quot;biting&amp;quot; flipper shaft (this would most likely manifest as a flipper that continues to move backwards, out of adjustment)&lt;br /&gt;
&lt;br /&gt;
Simple inspection of the flipper mechanism should guide your corrective actions.&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply - make sure that DC flipper power is present at the coil using your DMM. Place the red lead on a coil lug, the black lead on game ground (siderail or ground braid anywhere in the game). You should read about 70VDC.&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it doesn&#039;t conduct flipper power&lt;br /&gt;
*Fouled or missing flipper end-of-stroke switch. Pre-FlipTronics games relied on EOS switches in the same way that older games do. That is, power is routed to the power stroke winding of the coil via the EOS switch. If the EOS switch is fouled, only the hold winding will receive power; perhaps inadequate to move the flipper at all.&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Failed flipper power supply. Flipper power originates at the transformer. It is routed through the power/driver board (which does nothing to it) and then to the FlipTronics board. The FlipTronics board rectifies the AC power via an onboard bridge rectifier. Power may be interrupted anywhere along this path, including a failed bridge rectifier or blown fuse.&lt;br /&gt;
*Failed flipper coil &amp;quot;power stroke&amp;quot; winding&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or flipper opto board not working&lt;br /&gt;
*Damaged connection between flipper cabinet switch and FlipTronics board&lt;br /&gt;
*FlipTronics board not recognizing flipper cabinet button switch closure&lt;br /&gt;
[[File:MissingPinFlipTronics.jpg|300px|thumb|left|A missing pin in the &amp;lt;b&amp;gt;FlipTonics-to-MPU interface&amp;lt;/b&amp;gt;. The missing pin prevented transmission of the F8 signal (D7), which is the upper left flipper switch closed signal.]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An unusual reason for the flipper switch closure signal not being sent to the MPU is shown at left.&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
*Failed logic path on the FlipTronics board including the transistors. See: [[Williams_WPC#WPC_FlipTronics_I_.26_II_Boards| WPC FlipTronics I and II Boards]] for a description of the signal path.&lt;br /&gt;
*Improperly seated or failed ribbon connectors between MPU and FlipTronics board&lt;br /&gt;
&lt;br /&gt;
====Flipper is weak====&lt;br /&gt;
In this case, the flipper makes a stroke, but it&#039;s a weak stroke, not striking the ball with normal force.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
*Not enough vertical movement in flipper bat (crank tightened too close to bushing)&lt;br /&gt;
*Cracked, broken or egged flipper bushing&lt;br /&gt;
*Mushroomed coil stop and plunger (replace coil sleeve too)&lt;br /&gt;
*Missing link bushing or oval link &amp;quot;eyelet&amp;quot; &lt;br /&gt;
*Tired flipper crank (will not tighten on bat shaft)&lt;br /&gt;
&lt;br /&gt;
[[File:WPC Flipper Link Plunger.JPG|thumb|left|300px|An Example of an Egged Flipper Link and Mushroomed Flipper Plunger - Lower Link and Plunger Shown in Picture is new]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch not &amp;quot;making&amp;quot; or fouled so badly that it does not conduct&lt;br /&gt;
*Failed flipper end-of-stroke switch&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
*Dirty flipper cabinet switch optos&lt;br /&gt;
*Power stroke winding of coil failed&lt;br /&gt;
*Failed or partially failed bridge rectifier on the FlipTronics II board or on the 50V power supply board as used in The Addams Family&lt;br /&gt;
&lt;br /&gt;
====Flipper locks on or fails to fall to resting position====&lt;br /&gt;
In this case, the flipper locks in the up position, either at game power on or when the flipper cabinet switch is pressed.&lt;br /&gt;
&lt;br /&gt;
=====Mechanical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====Pre-FlipTronics Games Electrical Reasons=====&lt;br /&gt;
&lt;br /&gt;
=====FlipTronics Games Electrical Reasons=====&lt;br /&gt;
*Flipper cabinet switch opto interupter not returning to proper at rest position&lt;br /&gt;
*Sticky flipper buttons, which can lead to opto interupter not returning to at rest position.&lt;br /&gt;
&lt;br /&gt;
=====Fodder (may be useful to complete this section)=====&lt;br /&gt;
*Fouled or broken &amp;quot;normally closed&amp;quot; EOS switch&lt;br /&gt;
*Fouled or broken flipper cabinet switch&lt;br /&gt;
*Flipper relay not enabled&lt;br /&gt;
*Fouled / dirty or non-functioning flipper opto switches&lt;br /&gt;
*Upper flipper switch closures in switch test, when there aren&#039;t any upper flippers on game&lt;br /&gt;
&lt;br /&gt;
==Parts Substitutions &amp;amp; Replacements==&lt;br /&gt;
===WPC-95 A/V Board RAM chips===&lt;br /&gt;
If one of the 65764 RAM chips needs to be replaced, but is unavailable, according to [https://pinside.com/pinball/forum/topic/wpc-95-av-board-1/page/3#post-8884790 this discussion on Pinside], IS61C256AH-15N RAM chips can be used as a replacement. However, since the address lines are different between the two different chips, all three RAM chips will need to be replaced with IS61C256AH-15N in order for the address lines on the chips to match up with each other.&lt;br /&gt;
&lt;br /&gt;
==Repair Logs and Game Specific Problems and Fixes==&lt;br /&gt;
Since WPC games are overwhelmingly the most popular pinball titles at the moment, and there are a vast amount of titles with so many game specific issues, please refer to the [http://pinwiki.com/wiki/index.php?title=Williams_WPC#Game_List Game List] section of this guide.  Click on the specific game, and a new page will open regarding repair logs and game specific problems and fixes for that particular game title.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== World Cup Soccer locks on Right Sling and both Left and Right Kickout Holes at Power On ===&lt;br /&gt;
[[Image:WPCDriverBoardKeying.jpg|400px|thumb|left|Board layout diagram showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WPCJ124J128Keying.jpg|400px|thumb|left|Image showing identical connector and keying at J124, J128, and J132)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Problem&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Upon power on, and with the coin door closed (defeating the high voltage interlock switch), the right slingshot as well as the left and right saucer kickout hole coils lock on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Cause&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
The flash lamp drive connector that should be connected to J124 is instead connected to J128.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;ul&amp;gt;Discussion&amp;lt;/ul&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
Connecting the female plug to the wrong header pins is entirely possible since the connectors are the same width and are keyed identically. In World Cup Soccer (at least), the wire bundle is long enough to be connected (properly) to J124 or (improperly) to J128 or J132.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===S2 Sound ROM Failure on WPC-95 After a Successful Boot===&lt;br /&gt;
[[File:AnotherWPCCrackedASICSocket.jpg | thumb | left| 300px| An ASIC socket that has been cracked by using the wrong tool to remove the ASIC.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If game is turned on and has a successful boot, but after a few minutes, the game bongs twice indicating an S2 sound ROM failure and becomes unresponsive, try reseating the ASIC chip on the MPU. Make sure to use the proper removal tool and not a screwdriver. Using an improper tool will damage the chip and/or socket.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Replacement for opto part number QVE11233.0086 as used on Corvette and Twilight Zone ===&lt;br /&gt;
&lt;br /&gt;
The QVE11233.0086 optos were specially screened for Williams production. They were used in the Twilight Zone clock and the Corvette race track. These special optos are no longer (easily) available.&lt;br /&gt;
&lt;br /&gt;
Possible substitutions may be:&lt;br /&gt;
*H22B2 (found on AliExpress, tested and working in Corvette, has a gap of 3mm as opposed to 3.8mm on the original optos), and &lt;br /&gt;
*KTIR0621DS (not tested, has a wider gap of 5mm).&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Who Playfield Glass Present Switch ===&lt;br /&gt;
[[File:DrWhoTimeExpander.jpg ‎‎|300px|thumb|left|Heed the warning.]]&lt;br /&gt;
&lt;br /&gt;
Dr. Who is unique in that it has a switch installed on the cabinet inside, top left, which indicates that the playfield glass is installed. When this switch opens, a loud safety message is voiced along with a message on the DMD display. These messages are meant to alert repairmen to the safety issue with the &amp;quot;Time Expander&amp;quot; Mini Playfield. &lt;br /&gt;
&lt;br /&gt;
The mini playfield has no &amp;quot;bind detected&amp;quot; mechanism as a garage door might have. If something becomes jammed in the mechanism, like a finger, the motor will continue to run, possibly causing serious injury.&lt;br /&gt;
&lt;br /&gt;
Defeating this switch is not advised. Extreme caution is certainly warranted.&lt;/div&gt;</summary>
		<author><name>Chibler</name></author>
	</entry>
</feed>